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/cs/ - Counter-Strike

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File: 1426366943553.gif (648.27 KB, 285x214, 285:214, 1339209891396.gif)

 No.597

Can someone explain this game to me? If I had to be specific, the DM part of it?
Not trying to be that guy please understand

I've played a bunch of other games, mostly FPS, at low-mid competitive levels for fun. Since the FPS market has essentially dried up, CS is honestly all there is left for something with a living scene to play in. I think I've played one CS:S scrim in my life and that was pretty much with a friends-only pugteam against some mid-Open team that we ended up giving a run for their money but still lost against in the ballpark of 6 years ago, and I've done a whopping 6 games of MM in CS:GO with middle-ranked friends (I don't know the specific rankings). I dunno how below them I'd be but I'd most likely be somewhere in the silver ranking based on how little time I've had competitively with the series.

I've been playing a mix of ESEA and Valve DM to learn the nuances of the guns (and see what the deal is concerning tick rate) but it feels like more often than not it's complete chance whether or not I hit someone when I put my crosshair on them; sometimes I'll have center mass lined up and fire a 3-4 round burst and get 1 hit or I won't even be looking at the player in question (looking at the ground at their feet) and I'll headshot them with the first shot from my gun. I've been told you're most accurate outside of crouching when you're standing still but I don't know whether or not that's the case.

I'm not really as concerned with learning map locations so much as DM since there are plenty of resources for learning map calls (that operationl2p website that was posted a few pages in, for example), but being able to play like I have a monitor would probably make the search for what people enjoy about this game a lot easier.

 No.601

Yes, standing still is when your first shot will be the most accurate.

Crouching doesn't change the first shot accuracy, but it has some other effects on the mechanics. It can reduce the amount of time it takes for your recoil to reset between shots, and if you are moving while crouching it gets rid of the movement accuracy penalty that running would have, and just has you fighting against the ordinary spray pattern of the gun (plus the minor amount of randomization of the bullet accuracy).

As for hit detection, yeah it can be pretty messed up at times. Higher tickrate helps, but mainly the problems come from the lag compensation in the game. If two players have radically different pings, the compensation tends to overshoot or undershoot. I've noticed that if two players have roughly the same ping (41 and 43 or 70 and 75, etc) then they are both under the same amount of compensation, and will end up with an even fight between them.

Also, the hitboxes in the game are way smaller compared to Source or even 1.6, so you end up with complete misses when you swear it should have it. In Source, if I saw ANY portion of your head, I was garunteed to headshot you. In GO it's like a 25% chance.

 No.602

>>601
From the way I'm reading that it really does sound that there isn't a lot of aim-based skill and that a lot of this game just boils down to dicerolls, but then there are people in ESEA DM who just flick and hit 90% of the time when I spawn so there has to be some sort of skill factor in it. I guess I'll keep playing unless I feel like I'm just not having fun. Is there a point where the logic behind aiming in CS is supposed to kick in? I mean it should be really simple since every weapon is hitscan, just point and click, but it doesn't feel like that.

 No.613

Corner camp, aim 4 da head and git gud

 No.614

>>613
spicy meme, dude

 No.615

>>602
Just keep playing. Headshots become second nature after a few dozen hours in dm. Most skill comes from map awareness and positioning.

 No.617

>>602
DM is typically easier to get kills in because it's a more relaxed environment for you to play in, as opposed to a real match where you are actually trying not to lose. The ones who keep the same level head in a match as they do in DM end up far better off typically, despite the RNG.

 No.634

>>602
As someone who's played more Counter-Strike than any other shooter, the best way I can describe it is to say that it's like Poker, at a million miles an hour. That is, there seems to be a very high degree of randomness, but you'll find the same people still excel at the game. I think the reason for this is that the randomness is a trade off. Because of the recoil patterns (you thought GO was RNG, try 1.6/CZ), very experienced players can manage recoil excellently and maintain accuracy as long as they stand still. The operative word being 'still', as the trade off is in movement. As long as you're not moving when you fire, most weapons are extremely precise, and the inaccuracy is either you or VALVe's lovely lag compensation.

But all the talk about the shooting gravely misrepresents CS, because, like Poker, the real skill is in the mind games. Reading your opponent, predicting their plan and figuring out what they do before they do. Because of the hyper-lethality of the game, it's far more important to learn how to position yourself so you can see and shoot your opponent before they can do the same. Learning that is the real challenge of the game. unless you're a faggot AWPer

 No.638

File: 1426909946340.png (207.92 KB, 426x325, 426:325, 1333439978715.png)

>>634
>(you thought GO was RNG, try 1.6/CZ)
I haven't played much of 1.6, but the last time I did play it the only thing I could think of the whole time was "holy shit this game is EASY." I had absolutely no trouble controlling the guns and getting headshots any time I wanted (with the exception of the Deagle).

In fact it felt possibly even easier than Source, which I also find easy to get headshots in.

Yet for some reason GO takes pretty much my maximum amount of focus and effort to land a headshot most of the time. I've always felt like mouse movement in GO feels strangely heavy and sluggish, compared to the fast and light feeling of Source and the ultra-smooth feeling of 1.6.

 No.642

>>638
Having played several thousand hours of CZ, I think I'm pretty well qualified to be an expert. The reason that 1.6 is so easy is because there's very little movement penalty, which makes running and gunning a very viable strategy. This is well emphasized by the fact that there's surprisingly little deviation from the crosshair in shots. Because there's no real recoil patterns to speak of for the CS guns, adjusting aim is as simple as pulling down slightly, and the rest is random spread. The spread is very tight though, so you can often get a hit running and gunning. All that adds up to a very high degree of randomness.

I've considerably less experience with Source, but I'd say it comes down to the fact that all the weapons are laser guns and the hitboxes are huge.

 No.644

>>642
You're probably the only person I've ever talked to with that much time in CZ. Supposedly everyone hated that game for whatever reasons.

 No.657

>>644
Those people are idiots. CZ is *nothing* more than 1.6 with high-res weapon and map textures, along with the smartest fucking bots of any game I've ever played. That's fucking it. The reason people hated it was because it was a retail game charging a retail price.



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