Monday, August 24, 2015

Counter Strike: Global Offensive

 Especially at long range, it takes a little more effort and squinting than it should to tell if I'm hitting someone or not. And counterintuitively, bullet tracers, new in this version of CS, are an unreliable source of feedback. They seem to trail the path of your actual bullet by a few microseconds. With rifles and SMGs, my eyes would wander away from my enemy and crosshairs--what I should be watching--and try to interpret where my bullets were falling based on the slightly-delayed, streaky particle effects. The small upside to tracers is that they mitigate camping a bit.
I'm not particularly bothered by this stuff; I don't need the MP5 reproduced precisely as it existed in 2004 or 2000 to live a fulfilling life. What does bug me are some small but significant changes to firing feedback. When you shoot someone in GO, they don't wince. There's a sneeze of blood, and audio that conveys that you're hitting them if you're within a certain range. But they don't do this , and I don't understand the decision to omit a flinch animation on character models.
Download Link: https://kat.cr/counter-strike-global-offensive-v1-34-6-9-multi-t10152310.html

In summary: go, go, go. I'm hopeful that the competitive community will fill in the map and mode gaps left by Valve and Hidden Path. Zombie Mod is a good start.It's Great Game.

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