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1345 points philosopher1234 | 2 comments | | HN request time: 0s | source
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dopeboy ◴[] No.34628557[source]
CS before it went downhill. Played so much de_dust (before de_dust2 became popular) from the beta days to 1.6.
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danjoredd ◴[] No.34628645[source]
When did it go downhill? I thought CS: Source was great fun. Didn't really care for CS:Go
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ceedan ◴[] No.34631005[source]
Source was a complete mess. It took years of updates before that game was playable competitively -- it never truly was. The half-life 2 engine was a disaster, and most players didn't have the hardware to run those games well at the time. That's what made 1.6 so wonderful - you could run it on single core Pentium 4 processor and literally anything better. For 10 years, it had the best gameplay and a huge playerbase, with entry level system requirements. Many people I knew didn't move to CSS, because getting a $1000 PC was out of the cards - most of us were kids.

In 2007, DirectTV killed the North American professional CS scene by pushing CS:Source into their televised CGS league. The top pro players all left the 1.6 scene for 30-40k/yr contracts to play in CGS (a no brainer)... most of them openly hated the game while playing in this league too. The 1.6 scene in the US was still large and active, but never the same. Teams in Europe, Asia, Brazil & elsewhere continued to play 1.6. After CGS folded in 2008, global competition sort died off and many of he top NA players retired. There weren't many NA 1.6 players good enough to keep up with European pro teams after about 2010.

Imo, CS was an incredible scene from like 2000-2008. CSGO has enjoyed a great run from like 2013-2018?. It's definitely lost steam from the battle royal shooters (PUBG & Fortnite), and now Valorant infringing on it's player base. Valve hasn't really been very active in its own competitive scene, which may also be hurting.

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danjoredd ◴[] No.34631529[source]
I don't think the Source engine is a mess, personally. Even if CS:Source isn't as good as CS1.6, Half Life 2, Team Fortress 2, Day of Defeat, etc. are all solid games that feel good to play. I personally like CS:Source because thats the one I grew up with, it being packaged with G-Mod and all.
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1. ceedan ◴[] No.34634012[source]
CSS got better as it got older, but I heard about grumblings from the 2010 update after I had already quit playing it. I probably played until 2008/2009, and then started CSGO again in 2012 or something.

Some of my CSS memories - We used to shoot barrels on top of the bomb that would prevent defuses until you shot them off. If you didn't have a grenade or extra ammo (pistol rounds?) this was hilariously difficult. Leagues had to ban this tactic, but there was no setting to just get rid of the movable barrels so it still happened occasionally.

- There was a bug where a players view would sit above their player model - so they could duck behind a box and see over it without being seen. I never learned how to abuse it, but it was obviously very effective.

- Head hitboxes were bigger in CSS than 1.6. The game was just easy.

- The deagle was way too good in CSS.

- Hacking in CSS was really bad. It took a while for 3rd party anti-cheat clients to catch up. League play was plagued by hackers.

- CSS had ragdoll physics instead of death animations. Occasionally players would die while sitting or leaning up against a wall. If you took a quick peek this might make you think it's a player crouching and still alive. The ragdoll deaths made it harder to detect if a player was dead or not

- if they were running at you and died they might still be falling forward in what looks like a running/ducking animation for 100ms or so.

- The maps were needlessly complex. The addition of flower pots, cans, trash, arches, window sills, steps etc etc made grenade physics less predictable. There were times where trash would block a doorway and make entry into a site impossible without sounds from it as you walk over. CSGO has this same problem, even with the chickens. (https://www.reddit.com/r/GlobalOffensive/comments/7ygcve/chi...)

- I remember play shadows being something that was a huge competitive advantage for players with a better PC. If you set your shadow quality too low, you wouldn't see them - and there were certain areas where you could see a players shadow if you had the setting on high.

- Bullet impacts into walls were harder to see because of how "dusty" CSS was. When you sprayed into a wall, the clouds of dust that would come off made it hard to see where the shots were landing. CSGO greatly improved this. (https://youtu.be/Y4TVegjgvXc?t=180)

I could go on - obviously I kinda hated the game, but I also had a trash PC at the time and was fraggin out with 45fps-110fps and a single core processor for a while.

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2. dopeboy ◴[] No.34643261[source]
The headshot adjustments were so bad. It felt like everyone in source was getting a headshot. And completely agreed on deagle - you had players _just_ rolling with it the whole time.

One other change I remember is that the AK became a proper sniper weapon. It was a little more uncontrolled pre source.