cs:s weapon tests

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  • CSN NewsBot

    #1

    cs:s weapon tests

    In a recent GotFrag article, many changes to the weapon dynamics in CS: Source were noted. Some of these listed changes are not entirely accurate, or not accurate at all. To control some of this misinformation, Valve has released some data to show what has actually changed, and what remains the same.



    CS-Nation's rizzuh examines this data, and breaks it all down for us to clearly see what to look for in CS: Source. Have a look:
    For good reason, Got Frag talks more about the crosshair than the actual recoil. As Valve has shown above, the recoil is basically unchanged. However, the crosshair's dynamics seemed to have changed a bit since CS 1.6, and these changes are likely the cause of any major perceived recoil changes made to the game.
    You can examine the rest right here.
  • orion

    #2
    Edited by [user="42065"] @ [time="1092808855"]

    good to know,



    I believe the only problem is the combination of the poor hitbox setup and the Battlefield-like crosshair.



    I understand this is a Beta, and I hope valve will clean this up :)



    Also, as I stated on my Steam\Gotfrag posts, I hope they add some kind of better indication of when you hit someone. (I.E. The current spew of blood or body twitch)

    Comment

    • Zips

      #3
      Pretty sweet. From what I can tell however, the differences are barely noticable in game. It should keep everyone happy :)

      Comment

      • xlokix

        #4
        good article, very informative.

        Comment

        • Smurfzilla

          #5
          yea i can tell some differences, m4 seems harder to kill with and for some reason, running headshots are more common with AK, anyone checked out the recoil for the glock on burst? damn O_O

          Comment

          • Skullz_Meph

            #6
            Wow, I'm amazed at how caring vALVE seems to be with their fans. I know that any other company sure as hell wouldn't have coded up a few programs and run tests, then released that information to the community *before* a game was released.



            I noticed the crosshair changes pretty quickly when I got to play at a cafe. I also noticed that a few other visual cues for controlling spray have changed. The biggest (other than the crosshair) being that bullet holes on walls don't seem to be drawn as far as they are in cs1.6, plus the "sparks" that fly when you hit just about any object in cs1.6 are also gone. But since I only played for 2 hours, I'm sure there are other ones there that I just had not consciously picked up on.

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            • Gameshot911

              #7
              nice article, very unbiased.

              Comment

              • HowlinMadMurphy

                #8
                Very intriguing.

                Comment

                • op

                  #9
                  I heard rizzuh had to touch cliffe where it counts to get this info.

                  Comment

                  • Zips

                    #10
                    Smurfzilla wrote..

                    yea i can tell some differences, m4 seems harder to kill with and for some reason, running headshots are more common with AK, anyone checked out the recoil for the glock on burst? damn O_O
                    M4 seems harder to kill with? Eh... I really haven't noticed, and based on the tests there, there's a very very small change in terms of recoil.

                    Comment

                    • XTRMNTR

                      #11
                      Wow, that was actually educational. And who says we need school to learn? Thank you CS Nation!



                      (Nicely done article, can't wait to test this out myself now.)

                      Comment

                      • TuRd-BuRgLaR

                        #12
                        WEWT!!!1!!1 ak is teh ub3r UB3R g0dl3y n0w !1!1!!!1!!! pr3p4r3 t3h 0wnz0r4g3

                        Comment

                        • Stillwell

                          #13
                          When firing a weapon in Counter-Strike 1.6, your crosshair will expand to represent the loss of control and recoil. The longer you continue firing, the further it expands until it reaches a maximum point of expansion. When you cease firing, your crosshair will shrink back to its normal size, allowing you to easily line up another target in your crosshair and begin firing again. This is also true to Counter-Strike: Source, but with a slight difference. In CS: Source, your crosshair does not smoothly transition back to its original size, instead it seems to shrink back in phases, one size at a time. This process takes a couple seconds longer than CS 1.6, making recoil harder to control.
                          As a very heavy M4 user, I'm wondering how this is going to affect my gameplay. In large maps, like Aztec, where the only way to "snipe" with the rifle was by shooting in quick bursts, I can see this a major change. Every milliseconds count in game; I guess I'll see about that when CS:S releases for me today!



                          Congrats to VALVe for that info, and I'm glad to see they "fixed" the AK.

                          Comment

                          • GeOTek

                            #14
                            itll only get better.I see this as a new begining for cs : )

                            Comment

                            • GameHopper

                              #15
                              Edited by [user="3346"] @ [time="1092812588"]

                              I dont see how they are the same when on all of the graphs (but one), the deviation is biased upwards on Source meaning it has more recoil on average than it did in 1.6.



                              also, are there any random parameters in the recoil which would mean that the tests would vary each time?



                              even though the game code is exactly the same, other depencies like the game update frequency and server frame rate that is changed in Source could alter the weapon recoils significantly.

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