Weapon strenghts and various other annoying things

Yellonet

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It has happened too often.
I see an enemy and fire 20-30 rounds on him from 10-15 meters using my SMG.
He turnes around and pulles the trigger. I'm dead.

How can someone survive getting 30 bullets in their gut/chest/legs/arms?

Basically what I'm saying is that the weapon strengts seem to be way too uneven. If you have a SMG and your enemy have a rifle - you're dead nine times out of ten.

So, what I want is for the SMGs to be more powerful.


And wft is up with this then?... When someone is being shot they can hardly move, but they can aim just fine!!

It would be better if you could get out of harms way when you're being shot.


On to sniper rifles.
How many snipers can shoot hole in hole and keep the rilfe absolutely still?

There needs to be some sort of shaking when using scoped rifles.
Or some sort of function that makes sniping something for the skilled.
As it is now, the sniper rifles are probably one of the easiest weapons to use successfully. Quite the opposite to real life.
 
I like the idea of a sniper shake after the shot is fired. Another idea I thought of was blinking - if the sniper scope 'blinked' every so often it might be harder to aim?
 
i doubt the blinking would go down well, the shake would though, even if it was only a little

i agree with the smgs, shooting anywhere but the head seems kinda pointless when they wearing a vest
 
The sniper shake is a good idea, no way can your aim be that still unless your croughing on the ground with it on a tripod, but even still not gona be as still as it is now.

As for the smg power, I actually think its been made better for css, in cs1.6 that weapon was hit or miss, sometimes if the reg was good you could kill with it, other most times when the reg is bad your bullets went to all the wrong places.

I guess its possible that css was basically made to be cs1.6 qith better graphics and subtle enhancements, and since valve didnt call it cs2, it might be that cs2 will bring a new but similar style of gameplay that includes these more realistic enhancements that people have been talking and making threads about for years now. Maybe they just didnt want to upset the cs1.6 player who had been playing cs for a number of years and would be a tad annoyed to find that his skills will have to be relearnt. Remember when they made that delay with the awp weapon switch and the number of awp players who complained and made numerous amounts of threads about it? I think they wanted to avoid an even bigger complaint if they had totally revamped the gameplay for more realism.
 
I just think there needs to be less of what I will call "pain tolerance". Imagine how much it hurts to get shot! Anyone here been shot? Glad to say I haven't - though I felt the heat of a slug go by my neck one time. I've seen it on videos (we are the "seen it all" generation) and I have never seen someone turn into where the bullets are coming from and shoot back. Usually the force of the bullets sends them flying.

So what I purpose is when you get hit by a bullet your cursor would jump to some random point like the force of a blow. Multiple hits would make your cursor jump around making it harder to turn and get that single shot away that seems to so often be a headshot.
 
If Valve changed Counter-Strike then the fanbase would start wearing explosives and attacking their head quarters.

i think someone should make a mod of Counter-Strike, with all these suggestions and all the other suggestions that couldnt survive in the real game.
 
When valve listens to people complain about CSS we get awp delays and giant cross hairs...id rather not take that risk again.
 
RogueAngel said:
Usually the force of the bullets sends them flying.

bullets don't send you flying! haven't you ever taken science? the "flying" thing is only depicted in movies. in real life, the bullet would just go right through you and you wouldn't move at all. The shotguns are the only guns which would push you back.

Yellonet, I agree with you on most things. But you have to admit, the SMG is much less powerful than a rifle. The SMG would hardly go through a descent kevlar vest but a rifle will rip right through you (especially the AK). So, if you have an SMG its best just to aim for the head/chest while moving around so you won't be hit by your opponent.
 
Yellonet said:
It has happened too often.
I see an enemy and fire 20-30 rounds on him from 10-15 meters using my SMG.
He turnes around and pulles the trigger. I'm dead.

Don't take this the wrong way - but it sounds like you're missing them. They turn around (alerted by the bullets you're squirting all over the place) and shoot you.

Either that, or you're using the smgs from too far away and not bursting/compensating for recoil. (if u run about using weapons like in HL2 u'll be lucky to hit anything)

As for a shaky sniper scope - this is an arcady game ........ little touches like that can take away from the experience imo.
 
I hate the awp, it's a one-hit-kill weapon (in nearly all cases) that you don't have to crouch to make accurate. I can't tell you how many times I've seen people strafe-jump around a corner, zoom, shoot, and kill somebody even before it looks like they've hit the ground ( cuz of like a 50ms delay ). That looks like a HEAVY gun and I think it should take a second to steady if you've just landed from a jump or even stopped running.

I don't regard CS as an arcady game, to the person above me

However there are alot of people who like it and it might be too much of a drastic change for some people, but personally I wouldn't care if they nerfed the damn thing.

[edit] also: instant zoom?
 
Guys, Counter-Strike is not meant to be a hardcore, realistic, military shooter. It is meant to be fast-paced action. Scope blinking, reduced accuracy when getting shot/flying/drinking tea, and shakey scopes would be completely out of place and take away from what make Counter-Strike so great. If you want a realistic military shooter, try Call of Duty or Americas Army.
 
Day of Defeat is the mod for you if you want realism...

anyway... if someone's wearing a bullet proof vest, it does make sense realistically that the sub-guns do less damage than a rifle.

Subguns use PISTOL caliber cartridges, and the assault rifles use, well, RIFLE caliber cartidges. While the 9mm luger/parabellum (same cartridge) is a good round, and did well in world war 2 (penetrated through both sides of allied soldiers' helmuts. Ouch.) the body vests (like police use, anyway ) are specifically designed to be light and block pistol caliber shots. High powered rifle calibers, however, it was not designed to block. It does provide some protection against them in CS, but in reality, it should rip through like tissue paper.

unloading a whole mag to kill someone means you should adjust your aim, aim for the vital points so when the bullets DO penetrate the vest they hit somewhere hard

although, I do agree, at very close distances the SMG does seem a wee bit underpowered
 
nick_t said:
Yellonet, I agree with you on most things. But you have to admit, the SMG is much less powerful than a rifle. The SMG would hardly go through a descent kevlar vest but a rifle will rip right through you (especially the AK). So, if you have an SMG its best just to aim for the head/chest while moving around so you won't be hit by your opponent.
Yes, that's true. But as someone else said, being shot hurts.
Even if you have a bulletproof vest being shot will feel like someone hits you hard with a hammer.
Pain should be modeled somehow.
So that hitting the other guy first is equally important as having the best weapon.
 
Warbie said:
Don't take this the wrong way - but it sounds like you're missing them. They turn around (alerted by the bullets you're squirting all over the place) and shoot you.

Either that, or you're using the smgs from too far away and not bursting/compensating for recoil. (if u run about using weapons like in HL2 u'll be lucky to hit anything)
I'm definitely hitting, blood splatter and all. But as the SMGs are so weak they'll have time to aim and shoot back.

As for a shaky sniper scope - this is an arcady game ........ little touches like that can take away from the experience imo.
I don't agree. The sniper weapons are destroying the game IMO - because they are too easy to use. Because it's so rewarding, sniping should be very hard. As it is in reality. A little scope-shaking wouldn't deftract from the feeling I think.
 
it's hard to model pain in a game.. I agree it's very strange that when shooting someone with a projectile travelling faster than the speed of sound that they can still keep a rock steady aim with a sniper rifle...

I have an idea Yellonet. Did you notice the "smart" crosshairs? how they expand and contract based on your movement and posture? ... well how about we have a scope that mimics that? I think that wouldn't be too rough
 
MrFoofles said:
it's hard to model pain in a game.. I agree it's very strange that when shooting someone with a projectile travelling faster than the speed of sound that they can still keep a rock steady aim with a sniper rifle...

I have an idea Yellonet. Did you notice the "smart" crosshairs? how they expand and contract based on your movement and posture? ... well how about we have a scope that mimics that? I think that wouldn't be too rough
I think it could work like this, while standing with a sniper rifle the swaying around would be pretty severe.
If kneeled and aiming through the scope the swaying should be a bit less but still enough to make the sniper rilfe a useless close combat weapon (as it is now, it's often used as just that with great success) and if you keep aiming the swaying should gradually diminish to just a small swaying.
Personally I think this would work well and it would feel realistic too.
Maybe then I could start using the sniper rifles.
 
i dont like the idea of the sniper shaking too much like hitman uurrghhh. However i do agree that the SMG neds to be a little more powerful !! sor it out
 
A good idea to nerf snipers a little bit would be when they are in scope and get shot or hit by a grenade they go out of scope instantly and having a 2 second delay before going back into scope. I think that would provide some time to get atleast enough shots to kill the sniper. And as for awp being heavy, you do tend to walk slower with it so people switch to knife to run faster.

*Edit*
I also feel awp should be only one shot kill above the top of the chest area.
 
Wolfenstein: Enemy Territory, and America's Army have basically an accuracy timer. Your accuracy improves the longer you stay zoomed in, so you can't turn a corner, kneel, zoom, fire, duck behind the corner. Instead you have to kneel/go prone, zoom, wait, then fire.
America's Army goes further and has breathing motion to the gun, so when you are zoomed in, the scope moves with your breathing.

The key I think is, just having shaking, or blinking, or whatnot, isn't "skill" related. Getting off a shot while the gun shakes isn't skill, it's luck. Firing between breathing motions requires skill. Waiting long enough to get the accuracy up, requires skill in finding hiding spots. In CS you just stand out in the open, and fire away.
 
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