Hey guys, I just wanted to write up a bit of feedback on CS:GO after playing the game a lot recently. Everything is in my opinion and not how it *should* be.
-Sound.
I know the next update will contain a sound update, I don't really have any details on what parts of the sound that will be fixed, but gunfire, footsteps, defusing sound needs to be fixed. Also another thing that I find interesting is to have like 1.6 - where there's no sound when you plant the bomb. If there's no sound when you plant the bomb we will see more exciting "after plant situations" and better economy - less eco's.
-Movement.
The movement in the game is OK. It just feels a bit "delayed" and I would like to fix the jumping part. I like the movement in both 1.6 and CS:S so something inbetween there would be great. Especially when jumping the movement is not good enough.
-Recoil.
I like the recoil when playing on _128 tickrate_ servers. The default setting is 66 (same as in CS:S) but it's not good enough. When using 128 tickrate on the server and the commands "cl_cmdrate 128 / cl_updaterate 128" the recoil of all guns gets better (especially the m4 + AK47). I would like valve to change the default tickrate setting to 128 if possible and do more testing around this tickrate instead of focusing on the 66 tickrate servers.
-Weapons.
Pistols: In my opinion, the pistols are a bit to overpowered. A glock headshot is around 60-80 damage if the opponent got kevlar+helm. Duals (Berettas) are way to good, damage a lot and barely got any recoil. Deagle is fine, it's not as overpowered as in CS:S but better then 1.6. P250 is also a bit to overpowered, I would say to much damage. The CT pistol (p2000) is way to bad. There's to much recoil, I would ask Valve to bring the USP with the recoil in CS:S/1.6 back.
AWP: I dislike the blur when moving while zoomed with the AWP, same with the scope "bumping" arond while moving. Have it like the CS:S awp, and hopefully it won't be to over powered.
Rifles: As mentioned under "recoil" I like the guns when playing on a 128 tickrate server. The only thing is I find the Ak47 spray a bit wierd sometimes when you are really close to someone, feels like the shots goes through the opponent. The M4 is good, waiting for the silencer which I also heard you will release later on in the game.
-Maps.
Dust2: The map is in my opinion fine, I would like to change 2 boxes though. One of them are in B plateau (first box), where there's only a half box now and you can't hide there. Make it as the 2nd box on plateau instead, a "headshot box". Same goes for catwalk (short), where it's only a half box as well. Make it a lager box (like it is in 1.6) so it's possible to play short as CT and dodge flashes. It's way to easy for Terrorists to take short with flashbangs.
Inferno: Also inferno is fine in my opinion. Only thing is that banana (B-ally) is to small/narrow. I would like it a bit wider. The fence in "Graveyard" and "Appartment balcony" are to thick, way to hard to see through them.
Nuke: I would like to make the map more like CS:S (with backway, underground on yard) and remove the big silo in upper bombsite. On ramp, I would like to move the big box closer to the ramp room so CT won't have the advantage of facing while in the ramp to lower B.
Train: Should be set back to the CS:S/1.6 version of the map. The trains are to big, you can shoot underneath them. The ladders should be behind the trains (as they are in 1.6). The CS:S version of the map isn't the best, so I would like to have it more as 1.6 (with the trains etc).
Dust2/inferno are good maps, some small changes can be done as mentioned above but they're good enough. Nuke/Train needs a lot of work. I like new things but train/nuke are not good enough.
-Flashbangs: The flashbangs are to good if you get one in your face, you're flashed for about 8 seconds. I would prefer the flashes to be as they are in CS:Source, and have 2 flashes instead.
-Smokegrenades: The smokes are to good, if you run through the smoke you have no chance of killing the guy waiting on the other side of the smoke. In 1.6/CS:S, the guy on the other side of the smoke have an advantage, but not as big as in CS:GO. Make them like the updated CS:Source onces which you did a great job on. If you put a CS:GO smoke on top of the root of CV/Nest/Ladder(nuke) there's no smoke if you aim into CV/Nest/Ladder, however, if you stand up there you're completely smoked away.
General: I've also noticed a bug that if you hold an angle around a corner, and there's a guy on the way past that corner, there's some kind of lagg which makes you able to see the guy (~50% transparent) around half a second before he runs into your crosshair. Haven't heard anyone else that had this but I've seen it a couple of times, could be related to the interp.
*Update* Heard a lot of people had the problems with the "lagg" problem mentioned above. Need Valve to check this out!
There's probobly more things to be said but this is all I can come up with for now.
Any spelling/grammar mistakes is on me x)
Peace out!
/friberg
| Adam Friberg // friberg Posted 9 months ago: Thu, 02 Aug 2012 08:35:43 +0100 | ![]() |
| Europe | May 24 | Korea | |||
| North Am | May 24 | China | |||
| myDGB.ne | 17:00 | f2^ | |||
| n!facult | LIVE | Western | |||
| CPH Wolv | LIVE | fnatic | |||
| myDGB.ne | LIVE | ESC Gami | |||
| Na'vi | LIVE | VERYGAME | |||
| CPH Wolv | 16 | - | 3 | EYES ON | |
| Anexis e | 8 | - | 16 | fnatic | |
| Absolute | 16 | - | 5 | Virtus.p | |
| Team Alt | 18 | - | 21 | myDGB.ne | |
| logiX | 6 | - | 16 | ESC Gami | |
| Sprintfo | 7 | - | 16 | n!facult | |
| Western | 16 | - | 3 | NiP | |
| Virtus.p | 16 | - | 12 | k1ck.eSp | |
| infected | 12 | - | 16 | Na'vi | |
| PyRoGEN | 6 | - | 16 | logiX | |
| EYES ON | 16 | - | 9 | kerchNET | |
| Anexis e | 16 | - | 3 | 3DMAX | |
| myDGB.ne | 16 | - | 14 | Epsilon | |
| swog | 9 | - | 16 | n!facult | |
| Wizards | 3 | - | 16 | Western | |
| RSnake | 0 | - | 0 | Departur | |
| RSnake | 2 | - | 0 | Dreamz | |
| CPH Wolv | 13 | - | 16 | Virtus.p | |
| More results ... | |||||