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The fact that you can give the awp to a kid with no actual skill and still have him be a threat is the problem, because that DOES happen. That is why this is a problem. It's not just good in the "right hands" it's good any hands. It's cheap, and easy. Lacks any sort of balance or repercussions. It's just easy, and practically a game winning tool, in the right circumstance.
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Most people that complain about the AWP are coming from less experience, as they can't properly take advantage of the CONS of the AWP, such as the bolt, slow move speed while aimed in, limited sight when scoped, and close quarters engagements...
This is simply not true for higher ranks, as nearly any engagement outside of quite long range duels are won by the m4 and AK, hell, even smgs beat awp in close quarters because of the run n gun approach.
Also, since you're bringing up pro play, I have to say that when I see AWPs in the pro circuit, it is kind of a let down. They can easily shut people down and single-handedly do what would be very difficult for players to do with any other gun. Even at the pro-level, even with flashes and smokes and whatever, AWPs can still deliver a hefty amount of reward and firepower not easily surmounted.
In most scenarios in which AWPs are involved, the AWPer has a distinct advantage, and the counterplay is difficult as ♥♥♥♥ to perform. That inbalance is the thing that bothers me.