Quake is on a whole other level than cs as well, but cs has several layers of depth (just not as fast paced or difficult a game as quake).
Cod has no layers which is why it's unfit as a competitive game.
Never seen anything like this from top Halo teams back at MLG.
Different game though.
You make some good points, but this on in particular is something I think Valve screwed up the most with CS:S. Lack of flinching animations, much harder to spot bullet impact locations and ragdoll deaths that don't provide any feedback etc.
Anyone find a video of the actual play?
I would be interested to watch their aim, strategies, and positioning.
I still don't get how people get "PRO" at this game. This game is a fucking turd.
Never seen anything like this from top Halo teams back at MLG.
Different game though.
In SC2, you might get someone not GG lol... or maybe zergling dancing or M.U.L.E dropping lolYes quite the contrast from SC2.
In SC2, you might get someone not GG lol... or maybe zergling dancing or M.U.L.E dropping lol
Yeah they did
CS:S still has a lot going for it compared to other shooters (recoil, map design, enemies contrast vs environment) but the feedback has for the most part gone missing.
As you said those ragdoll deaths ... I have no words for that. A death animation that doesn't tell the player immediately that the player has died is worthless, I'm kind of surprised that valve of all devs felt the need to shoehorn havoc physics into their games in places where it detracts from the gameplay.
Even more than that, the animation blending caused the player models to weave and accelerate akwardly which made reading player movement and tracking the heads really akward and impractical, again no idea how this made it past QA, you'd think they'd have cs players as testers to pick up on this.
This is why I say valve doesn't understand cs, it wasn't their game from the start and they just don't understand what made it into what it is. I don't believe they'd choose form over function on purpose, that is not their way of doing things normally.
Taking out the footsteps element (way to remove one of the main layers of teamplay and gameplay) is another collossal fumble.
The hitboxes were way too large at the start (now fixed I believe, I don't really play css anymore, only 1.6) and the spread was reduced heavily as was the penalty for moving, jumping and being on ladders.
This introduced an element of randomness into the game which as I said before does not mesh with how cs is designed and how it rewards and teaches the player.
It's easier to play (random headshots and not being punished nearly as hard for messing up) but it's much worse for it.
Many have tried but they all failed
The thing about cs is that the combination of:
-netcode
-hit detection
-feedback (the exaggerated headshot animation that tells you within 1-2 frames if you headshot or not)
-the extremely punishing recoil that eliminated most randomness (cs 1.6 patch already kind of messed this one up, a lot of people were angry about that)
meant that every death felt like your opponent deserved it, every kill felt like you earned it, every missed shot was your own fault.
It's crazy how consistent it was, that is what made this self control aspect work.
You only feel rewarded with this mechanic if it is consistent, once it isn't it leads to frustration.
Consistency combined with recoil was unheard of and it still hasn't been replicated.
This is why cs 1.6 still has 40.000 + consecutive players online 24 hours a day 365 days a year (the other cs games also have high player numbers but they aren't as good feedback wise nor consistency wise so they are less popular)
It's not something you can just replicate unless you already have an engine (and a community with servers) that sports highly consistent netcode and hit detection.
Most clones didn't have this and they all failed miserably because people weren't fooled, they were used to the bar set by cs.
CS was the game where every experienced player rarely fired more shots than needed.
You knew if you were successful (once you mastered the self control aspect and knew the timing for the recoil reset on each gun) the moment you pressed that mouse button.
And every time you had confirmation of your success or failure within 1 or 2 frames.
There are few things in gaming more satisfying than seeing an enemy pop out from behind a corner at a very long distance, firing two shots (or however many times your specific weapon requires you to at that range, glock had a large damage drop off at range for example and could take 14 bodyshots at range and took 4 headshots) and no more and landing a well deserved kill.
All while knowing that if you mess it up even slightly then 20 shots wouldn't get the job done. (why hardcore mode is fucking stupid in other games unless you are playing it as a sim and treating it as a positioning game)
Feedback and consistency is a BIG deal in games but very very few developers know how to provide either.
Watched the video
YO MARVEL!
What? No.Not too different from the FGC. It's all fun.
Coming from a Pro PC gamer this is what happens when you support home consoles in the competitive scene. And its totally what they deserve.
I heard about this but I thought it was just some kind of inside joke or something.Esports are the shit. Literally.
I have a hard time deciding what's worse/"better": this or Pokemon esportsmen flinging their own shit at each other.
Esports are the shit.
Coming from a Pro PC gamer this is what happens when you support home consoles in the competitive scene. And its totally what they deserve.
also gotta love how they play a championship with fucking console auto-aiming
Those weren't disses. It was a bunch of apes flinging shit.
"YEAH BITCH FUCK YOU!"
Trash talking worthy of Michael Jordan.
For contrast here's a quake 3 play broken down(skip to 4 minutes if you don't want the intro talk, trust me it is worth watching the 4-5 min bit)
http://www.youtube.com/watch?v=XdkDjsBiO58
or
http://www.youtube.com/watch?v=qAE1aWOXx8M
COD esports ? hahaha.
I still remember when CS was looked down apon for being too casual by Quake/Unreal players. Going from that to what CoD represents now feels like Idiocracy. It's such a shame, the first CoD was an amazing competitive team shooter, took more skill than CS imo(more complex maps especially vertically, less luck based shooting mechanics).
Been going to FGC tournaments for the past 15 years, it's never been half as bad as that lol COD video.