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Old 02-16-2005, 04:40 PM   #46 (permalink)
 
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Re: CS_Office

Sorry if this is a dupe - I don't see what I originally tried to post; probably hit review and then forgot.... Anyway:

Quote:
Originally Posted by Pokerface
Firefights are what make and break the game; getting the hostages, while the objective, isn't normally what wins a round. Hostage rescue is a nice thing to do while killing Ts.

Man, you've never been following Root when he pulls a "smash and grab" hostage rescue! It's the sweetest - terrorists with egg on their face, the heart-pounding rush to the rescue zone, scanning and looking and waiting for the bullet in the back and then that voice..."the hostages have been rescued"....

No, I can get a firefight anywhere. I can only get the above _here_. Just as good is suckering the cops off on a wild goose chase and then, in blissful silence, (after perhaps capping a lookout) the "beep - beepbeep-beep" and "the bomb has been planted" and those putzes are nowhere around! It's great stuff, the best.
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Old 02-16-2005, 04:48 PM   #47 (permalink)

 
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Re: CS_Office

Poker's point wasn't that firefights are what make our server unique.

You can't, typically (glory stories are great, but they're glory stories for a reason), have what makes our server unique without the firefights.
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Old 02-16-2005, 05:41 PM   #48 (permalink)
 
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Re: CS_Office

Quote:
Originally Posted by Wyzcrak
Poker's point wasn't that firefights are what make our server unique.
I didn't think he had a point beyond what he actually said, which is what I quoted and what I disagree with - "Firefights make or break the game" - well, I don't think so, and you're right, they don't make the TG servers unique, precisely the opposite. Like I said, I can get a firefight anywhere, and that's about _all_ I'll get. Subterfuge, diversions, co-ordinated assaults - that's what makes or breaks the game, the existence of over 10,000 servers catering to fragmonkeys notwithstanding.
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Old 02-16-2005, 05:45 PM   #49 (permalink)
 
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Re: CS_Office

Firefights are what make CS:S fun. You're supposed to kill the other team while fighting to complete the objectives. And hell yes, the majority of cs_ maps end because of a team being wiped out.

The game has quite a few guns in it... it's almost as if killing the other team with your gun was intended. My suggestion for anyone who wants to play a game where you rescue hostages without shooting is to pick up a copy of Splinter Cell or Metal Gear Solid. Gotta love the stealth missions. |:

Smartassishness aside, I think the real issue with office isn't whether or not the objective is made impossible. You can grenade the shelved room and knock the cabinets down to block the closest entrance and exit to the front hostages, but it would be a giant pain in the ass to knock cabinets in front of the door leading to the main spawn area from the meeting room. I'm 50/50 on the issue. Getting the hosties out might not be impossible, but it can easily take you 30-45 seconds to get one unstuck from the fallen cabinets (as killing the hosties is against the rules, right?).

All in all, the CT's still have to get the hostages in the back to win via rescue, so as long as the T's are all playing by the rules (guard the hostages), one side or the other will most likely be dead before the hostages even leave the office. It sucks for the CT's, but it makes me feel glittery inside given the T's situation in Italy. d;
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Old 02-17-2005, 04:30 AM   #50 (permalink)


 
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Re: CS_Office

Quote:
Originally Posted by tekunogekai
Firefights are what make CS:S fun.
I realize that this was an attempt at humor, but I just wanted to point out that here at TacticalGamer, the firefights are only a small part of what makes CS fun...
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Old 02-17-2005, 10:03 AM   #51 (permalink)


 
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Re: CS_Office

Quote:
Originally Posted by grey
The problem is how valve decided to do the physics for the props. You can't jump ontop of most chairs or filing cabinets, which is a crock. If you were able to jump ontop of them it would change things abit, and would just make it to be an obstacle the T's or CT's could get across, but enough of a slowdown to make someone vulnerable.
This is such a simple change too. The reason things set to bounce you off is because CS actually started out not using HL2 physics. Now it's setup properly and they need to update all the maps!
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Old 02-17-2005, 02:45 PM   #52 (permalink)
 
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Re: CS_Office

Yup, Vulc is right. If you will notice in de_inferno, not the dark one, that you can jump on top of barrels and stuff. You will not fall through, and it will not bump you off...

The map is the issue here, not the engine.

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