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Old 02-25-2008, 10:58 AM   #31 (permalink)


 
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Re: Hi..how does this compare to BF2.......

If you only play here then you may never know the insanity that is public CSS. :P

Though fenix, if you jump onto any random public server you'll see very commonly crackjumping AWP'ers that kill a couple of people in a matter of seconds. Very reminiscent of quake and UT. Not to mention that yes weapons spawn on the ground in certain places!!

There are quite a few scripts out there that make CSS sound like UT or Quake and even change the gameplay to be more like it with teleporters and all!
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Old 02-25-2008, 11:33 AM   #32 (permalink)
 
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Re: Hi..how does this compare to BF2.......

the good thing about css is the same game engine can be close to quake or ut AND CoD with the simple change of server sided mods... its a very dynamic game... o and it is similar to any land-surfing game out there too... =D
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Old 02-25-2008, 11:54 AM   #33 (permalink)

 
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Re: Hi..how does this compare to BF2.......

Quote:
Originally Posted by Vulcan View Post
If you only play here then you may never know the insanity that is public CSS. :P

Though fenix, if you jump onto any random public server you'll see very commonly crackjumping AWP'ers that kill a couple of people in a matter of seconds. Very reminiscent of quake and UT. Not to mention that yes weapons spawn on the ground in certain places!!

There are quite a few scripts out there that make CSS sound like UT or Quake and even change the gameplay to be more like it with teleporters and all!
I played on a few public servers back in the day. I remember getting banned for "voice-spamming" after I got a bunch of pubs organized against a blatant clan stack. I was playing T on dust2 against a 9 clan member (out of 10 players) on CT. My team was down 0-6 when I joined. Through effective use of diversions and flash-bangs, we were able to neutralize their snipers and one other insanely good crack-shot. After rolling them 7 rounds straight, one of their members joined our team and promptly banned me for "voice-spamming and delaying the game" during one of my text-book "3 minute plan sessions."

I've played public CS and I played on nothing but public UT servers. UT maps are generally far larger and the emphasis (in both theory and practice) is on the individual, rather than based around a team. I've seen single players in UT absolutely dominate another team (when I wasn't playing deathmatch) through knowledge of the weapons and item respawn times.

Yes, that does happen in CS, but it's much easier to counter than it is in a game like UT. CS rewards frag-monkies in practice, but not in theory. This is why PCS works so well. Player have ditched the theory (or basis) of the game for so long: when they do encounter it unexpectedly, they are forced to completely rethink their approach to the game. This is why public players tend to either accept PCS for what it is (because it's what they always wanted in CS) or they react negatively by leaving immediately or literally having a mental episode and explode violently (and then are promptly banned).

You may be the uber-clan crack-shot master, but it 1 out of 3 semi-competant players gets a bead on you: you are going to die. It isn't guaranteed, but in CS: it's much easier to accomplish. Games like UT give you a chance to survive in these situations (with items like the shield belt and copious explosives). So, at the worst, you have the means to withdraw from the fire-fight, regroup, and re-engage on your own terms. At the best, you pull out your shock rifle and school all three players then do a "pelvic thrust" taunt and dance off into the night. I know this because I used to do it. But, no matter how good I got at UT, it was never the experience I had in PCS. Where I lived and died with my team. There was cohesion and a sense of camaraderie.

Yes, CS has a few things in common with twitch FPSs like UT. But let's face it: PCS in fact does not.

Players can run the board in CS because your average public player just won't put 2 and 2 together and get a few of his buddies to cover him.

In that same public game of CS: we killed two of the CT team's best players because they counted on rushing into our spawn from two different angles to take out a few of us, then retreat. That tactic worked great for them... up until I had 4 men covering each entrance they were likely to come from. They went down in a hail of gunfire each time they tried it. Had we been playing UT and the guy was at that level of skill. We'd probably have all been chunky salsa.
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Old 02-25-2008, 02:42 PM   #34 (permalink)


 
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Re: Hi..how does this compare to BF2.......

wasn't really comparing it to PCS fenix. You can find CSS servers very similar to quake and UT out there though and that was my point. It's actually rather popular.
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Old 02-25-2008, 04:03 PM   #35 (permalink)

 
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Re: Hi..how does this compare to BF2.......

I would argue that your pressing mentality rather than gameplay aspects. But I do see your point.

I'm coming from the mindset that, at it's core, CSS isn't supposed to be the twitch-fest it is. But it's really moot if 99% of servers and players play the game that way. My point would generally be: why not just play UT because it handles that aspect much better than CSS? Then again, CSS is free if you own HL2. Whereas UT and Quake are not.

Solution: only play on the PCS server unless you want the occasional brutal hilarity of public play. And man.... it is hilarious.
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Old 02-25-2008, 06:35 PM   #36 (permalink)


 
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Re: Hi..how does this compare to BF2.......

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Solution: only play on the PCS server unless you want the occasional brutal hilarity of public play. And man.... it is hilarious.
Exactly! Though there are some neat variations to check out for funs sake.
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Old 02-26-2008, 04:05 PM   #37 (permalink)

 
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Re: Hi..how does this compare to BF2.......

Quake and the railgun stay back or you will die Railgun and shotty FTW!
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Old 03-01-2008, 10:52 PM   #38 (permalink)
 
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Re: Hi..how does this compare to BF2.......

It's a little less battle-fieldy and more counter-strikey.
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