Clock Tue, 21 May 2013 20:21:58 +0100

friberg's CS:GO bug thread
@ Counter-Strike: Global Offensive forum

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

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