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Counter-Strike: Global Offensive Gameplay footage

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Not bad. Looks a lot less CS:Source. I always hated it in CS:S whenever you threw any kind of nade, there was a half second delay until it left your hand. Which meant you had to leave yourself exposed for a little while longer until you let it go (it kind of looks like lag).
Other than that, it looks like its going to be fun. The molotov cocktail is definitely an awesome addition. The flash grenades deter the other team only if they don't turn around as it explodes. The molotov creates a barrier where they can dare to tread, but wise not to, which I think will be much more effective.
I really really really hope that the shooting is more similar to CS 1.6 vs Source. Only way to know is to actually play it vs. watching others play. Dammit. This is a must purchase for me, a true CS junkie. Still playing 1.6 nowadays :laugh:
 
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I'll be buying it for sure. I hope they update the voices in the game though. It was really weird to watch a new game with old voice talent, but that's a minor complaint. Gameplay looks the same as CSS, which is good.
 
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Can't wait to pwn PS3 players. Show the console world once and for all that PC gamers are 100000x better.

And they can't complain either because they'll have keyboard/mouse support.

But over all, so far i'm extremely pleased by the trailer. I don't mind an upgraded version of CSS w/ new content. If it ain't broken, don't fix it ^^
 
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As long as my M3 is there ill be happy :p
 

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Did I hear it right?

"For anyone who finds 5 on 5 matches to be too restrictive, custom games can be set up on pc, though console players won't have this ability"

:roll::nutkick::laugh:
 

Syuzeren

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maybe it is just me, but if they just inplomented a more realistic voice and the ability to aim down side, they would have a even better game. Just saying, why would you need a scope the aim down :confused: and it wouldn't be game breaking.
 
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Not bad. Looks a lot less CS:Source. I always hated it in CS:S whenever you threw any kind of nade, there was a half second delay until it left your hand. Which meant you had to leave yourself exposed for a little while longer until you let it go (it kind of looks like lag).

Is that the same effect when you throw a molotov or pipe bomb in the left 4 dead series?
 
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maybe it is just me, but if they just inplomented a more realistic voice and the ability to aim down side, they would have a even better game. Just saying, why would you need a scope the aim down :confused: and it wouldn't be game breaking.

That would change the whole meaning of what Counter Strike is. When I think aiming downside, the first thing that pops into my head is COD. I'm sure the majority of old school CS players feel the same way. This game is meant for the old schoolers, not the little 12 yr-old kids whose balls haven't dropped yet. By not implementing the aiming down animation is probably the best thing they did at trying to keep it a traditional FPS shooter just like it was back in the day. Just because something is not new doesn't make it not effective.(oh noez, too many negatives :laugh:) Perfect case and point, CS 1.6 graphics. You could apply that to just keeping the gun aiming/shooting the same vs. aiming downside as well.

Is that the same effect when you throw a molotov or pipe bomb in the left 4 dead series?

Hmmm, I don't really remember. I don't play L4D all that much so I'd have to jump in a game with 1 of you guys :)
 
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Looks Like Source with different models, and a consolized buy menu ala CS for Xbox. Nothing to see here folks.
 
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That would change the whole meaning of what Counter Strike is. When I think aiming downside, the first thing that pops into my head is COD. I'm sure the majority of old school CS players feel the same way. This game is meant for the old schoolers, not the little 12 yr-old kids whose balls haven't dropped yet. By not implementing the aiming down animation is probably the best thing they did at trying to keep it a traditional FPS shooter just like it was back in the day. Just because something is not new doesn't make it not effective.(oh noez, too many negatives :laugh:) Perfect case and point, CS 1.6 graphics. You could apply that to just keeping the gun aiming/shooting the same vs. aiming downside as well.



Hmmm, I don't really remember. I don't play L4D all that much so I'd have to jump in a game with 1 of you guys :)

no kidding, no scoping with an awp was one of the hardest learning curves for a reason. Give an aim down and all of the sudden everyone on the freaking map is 1 shot killing with an awp.

it was one of those things you first tried as a last minute "oh crap my deagle is out of ammo and I don't have time to scope" and it worked so you spent hours and hours perfecting it.

also aim down makes more sense in ww2 style games like dod anyways.
 

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I always hated it in CS:S whenever you threw any kind of nade, there was a half second delay until it left your hand. Which meant you had to leave yourself exposed for a little while longer until you let it go (it kind of looks like lag)

You don't have to, that's where skill counts, plus it makes throwing a grenade a much more tactical decision, as in "do I spend the next half a second throwing the grenade or do I rush in?", etc.

Come on, the improvements to grenades was probably the only thing I really lked about CS:Source, besides the technical aspects (graphics, physics, etc).
 
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I loved the original CS games. And I know everyones views on if something is not broken don't fix it. But can we not get a bit better graphics? I mean this is now 2011 12 years later. Valve isn't scraping for pocket change. they can afford to upgrade the graphics. And yes graphics don't make the game but it helps to make the game better. otherwise their is really no need to play anything else besides 1.6. and this is supposed to be a new game I saw original maps more than anything new. I will probably but this anyways because I am still a CS fan boy.
 
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You don't have to, that's where skill counts, plus it makes throwing a grenade a much more tactical decision, as in "do I spend the next half a second throwing the grenade or do I rush in?", etc.

Come on, the improvements to grenades was probably the only thing I really lked about CS:Source, besides the technical aspects (graphics, physics, etc).

I like the changes they made to the nades, I'm not denying that. The way it realistically dulls your senses after a flash grenade lands anywhere around you. It makes you deaf and your vision gets quite blurry when it hits you. That was cool and it made for more effective nades. It's the animation while your throwing the nade is what bothered me. It really feels like there is a lag there. There should be a fluid motion while releasing, but it doesn't feel like that at all. Also how much easier it is to get kills in Source vs. 1.6
Those are my main 2 gripes with Source.
 
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Looks like it plays a bit like COD on the consoles as for as shooting mechanics and movement.
 
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ctrain

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Looks like it plays a bit like COD on the consoles as for as shooting mechanics and movement.

it doesn't look anything like that at all...

maybe SD which copies the 2 bomb site formula? but it doesn't look like it plays anything like COD
 
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The weapon models look awful
 
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New graphics to a very very popular old game. Waiting for this one and dota 2 and diablo 3 to come out, before upgrading.
 
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There were a handful of gripes I had when I first say the gameplay footage:

1. The Crosshair - That thing looks awful. They better at least have selectable crosshairs like they do in other games, or just set it back to the classic one.

2. Models - Some of the models were really poorly done, especially for the nades. I remember one clip in particular where it shows the player running into the tunnel in Dust with a grenade of some sort out, and the thing looked absolutely terrible. They better improve on a handful of the weapon models across the board.

3. Map Changes - There were a lot of changes shown, some were good, others were questionable. The dust changes themselves aren't bad, but moving the bombsite entirely is a bit strange. I think Valve is trying to make every map balanced, but the problem is, for competative play, they don't NEED to be balanced. Look at mapes like de_train and to a lessar extent de_nuke. They are obviously CT-sided, but that doesn't mean it's unplayable, it just means that in a standard match T-Side is the real test. It forces teams to scratch and claw for those hard earned rounds, which is something that sets CS apart from CoD-esque games which are mostly about getting the most kills.

4. Molotov Radius - I noticed a particular clip on Aztec that was puzzling. The T's were rushing the bridge, and threw 2 Molotov's across the bridge at an AWPer. Now when they landed they spread out, but where the problem is, is that one of them started creeping OVER the box the CT was standing behind. That is confusing as hell to me lol. It also seemed like those 2 Molotov's covered at least half of that room which is a bit much.

5. Registry - There seemed to be some really weak hit detection even by CS standards. There were several clips where people would waste 3/4 of their clip on a target that was either not moving or they were dead on. I know CS isn't filled with Rail Guns, but the Rifles are fairly accurate when used correctly, and the clips I saw almost made it seem like they were either doing little to no damage, or the shots just were going all over the place\not hitting for some odd reason.

The graphics look fine, but I am just worried about some of the mechanics of the game. Also, I noticed someone asking why the game had not adapted "Iron Sights". Valve has said they want Counter-Strike to stay very traditional, and part of that is keeping Iron Sights out of the game. Otherwise it just becomes another CoD clone. Counter-Strike isn't about realism, it's about superior gameplay. I'd rather they spent years working on the game mechanics than adding extra features to the game that just cause issues.
 
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