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Old (Orange Box update): Good, (even if the weapons are too powerfull) but it broke a lot of maps.
New (SteamPipe): Game more fast, but some things are broken
What exactly is broken in the new CSS?
Func_rotating are broken. If you don't know what is it, it's just an entity that make wall / things turn. It's used to make realistic chopper, in fun modes.
Sprays don't work for some players.
... More things broken, like Source SDK/Hammer (to create maps), if you don't launch it by the good folder
U are so fat cuz u have no other hobbies than sitting on the couch reading old ass threads while talkin ♥♥♥♥, u punk poop butt ♥♥♥♥♥♥♥♥♥♥♥♥
Old old: Ph00n Central
Old: rip Ph00n
New: Ph00n hell
Visuals: While the game looks relatively the same through 2004 to current 2020, the update in the Orange Box allowed better textures to appear with better or worse lighting, depending on your preferences. Textures however from OB onwards looked better and not "old" looking if that's a way to describe it but for the most part, very similar. FPS was also better pre-OB since the textures weren't very "HD" and so it felt smoother in a sense. Smoke grenades from 2004-early2010 however did not bloom like we know today as before, it took time before it would bloom and even then, it wasn't a thick cloud, which would require 2-3 smoke grenades to effectively make a chokepoint impossible to view even while crouched.
Movement: While hardly much at all has changed since 2004, one very large difference is within the Bhopping aspect of CSS. I'm no genius but in the good ol' days and in the right servers, bunnyhopping was LUDICROUSLY powerful to the point where it was just stupid silly. (Please watch PHOON - Too much for zBlock for reference) Certain differences from new CSS include strafing nerfs and bhopping nerfs.
Weapons: Here are where a lot of the changes come into play, particularly after September 2011's massive overhaul update happened but I think I better start with OLD CSS and OB CSS. Way back when, weapons in CS:S were tweaked after the release in 2004 to become the weapons we used to love from 2005 onwards. Most weapons had a solid place while others were just trash or used for meming. The M4a1 without the silencer had slightly better damage at the cost of slightly worse accuracy and noise, which meant spamming the unsilenced M4 through thin cover was a better move to deal out more damage, but for the most part, it was negligible, at least as I saw it so most ran with silencers since spread and recoil were decreased. The AK47 was just an ungodly weapon of power that could one-tap you across Narnia. The longest sightlines which are found in de_train and de_cbble didn't matter since damage falloff didn't really exist much until 2011's update.
In fact, even at long sight lines, the deagle could just delete you regardless of range if it hits the head and if you had no helmet, even the USP could just delete you in a single shot from, again, the same long sight lines. The game was brutal to you as it was to them so the skill ceiling wasn't that high but the skill gap was incredibly immense. The AWP had a glitch ever since 2004 where quickswitching would allow the AWP's rate of fire to double which made it a noob cannon as well as the most feared thing in the world in competitive CSS until 2011. The Scout in particular had a unique buff as if you had it equipped, you would run faster than the max speed in the game, which was above 255 units per second. Shotguns were pretty devastating in eco-rounds since the accuracy of the M3 Benilli was pretty tight and while jumping or in mid-air, much like the glock's burst fire function, retains 100% accuracy so jumpshots were a necessary tactic.
I could rail on the weapons for hours and still have room to spare so now, I'll discuss the worst update that really killed CS:S. September, 2011: The weapons had a major overhaul, to the point where its sad. Oh and before I do vent about it, the reg was attrocious after 2010 OB update.
New CSS Glock: This weapon was actually pretty awesome before 2011. The semi-auto was really trash but it did have some decent accuracy and headshots without helmets always made your screen go WAP into the sky so the weapon was good. But its special function, the burst was beautiful and if not, a bit OP. It fired 3 shots in an instant with barely any delay and retaining solid accuracy up to a short-medium distance. The burst damage is not to be underestimated. But in the update, the shot delay within the burst was increased and accuracy was nerfed. So instead of a "BRRAT!" from the burst, its more of a "BR-RRA--RAT!" which is not only god awful but with the accuracy nerf and damage nerf as well, the weapon is just a fallback weapon that's trash, so buy a USP.
New CSS USP: Ah, speaking of which! This thing was SOLID in the golden days, the damage was chunky, accuracy was fairly tight and its one-shot accuracy was devastating. With the silencer, you trade off a little damage for a little more accuracy and stealth. This thing also didn't have damage falloff so you could therotically ace an entire team with a 5 shots from long range no joke about it. So in New CSS, what happened? Damage fall off is a huge factor in new CSS so even at a medium range, the USP cannot deal a one-shot headshot kill to a player without a helmet despite it being fired from a .45 ACP that it fires. In addition, the poor reg values thanks to OB CSS new forced tickrates and rates makes the USP way more unreliable at medium distances. I don't even need to read the patch notes by the way because when you've been playing to current 2020, you just know.
P228: Relatively untouched.
Desert Eagle: NERFED TO HELL. Old CSS all the way until September 2011, the Deagle was The Great Equalizer. From all ranges, if you get shot in the head by this thing, you're done. Deleted. The bullet penetration on this thing was to the point of killing even FOUR people with a single headshot, helmet not withstanding. And speaking of bullet penetration, the USP could do this as well, so it shows just how garbage 2011's update was. The Deagle had outstanding accuracy when fired in a slower pace from medium-long range with damage falloff not existing so you could down a player without armor in 2 hits, 3 if its all chest and armored. One to the face even through a door helmet not withstanding, though there's damage falloff through wallbanging though not too much to where you can't kill two in a single bullet. So what was changed? Damage falloff is completely sad to the point where if you were standing in T side tunnels aiming to first boxes of B site in DD2, a helmeted player will still survive a headshot from a deagle. Armor penetration was dramatically decreased and the accuracy was also nerfed. (I forgot to mention the run and gun with pistols were SO MUCH better pre-2011.)
(ill continue this later on, I've got work and stuff to do...)
lol 26 hours of CSS