Counter-Strike 2
CS2 Smoke Grenades . Thoughts?
The new smoke grenades look so cool. Shooting through them leaves holes and I think that is pretty cool. Although my fps will propably drop down by alot. What are your thoughts on the new smoke grenades??
Отредактировано Def_x; 22 мар. 2023 г. в 11:54
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I like the new smokes it makes the game feel fresh.
Автор сообщения: 𝓛𝓮 𝓥𝓲𝓹𝓮𝓻
One more thing, no more sky block you can now smoke from A site to B site.
Wow
Автор сообщения: Brimstone
I like the new smokes it makes the game feel fresh.
yeah me too
Автор сообщения: s00A
Apart from this smoke grenade, I think there should be another type of smoke, which can be used while holding it in the hand, or left somewhere (without throwing it). That it has a certain charge and that the smoke that comes out of it can be dosed and the remaining charge can be collected and used.
oo
I might be an outlier here but I really hated how overused smokes are compared to the prior versions of CS, having the option to counter it a little shakes things up a bit.
Автор сообщения: CapoFantasma97
Hopefully smoke cavitation with bullets will be made much less dramatic than the trailer shows, and possibly vary depending on the weapon's caliber.

Otherwise new meta: grenade spam and Negev suppressive fire to open enemy smoke

It's not that crazy, I've seen gameplay, it depends on which weapon you use and it's firerate (maybe even penetration, dunno how it's calculated), in the trailer they shot through the edge of the smoke so it had an heavier effect on it.
CS players will adapt for example if you are B on DustII and you know the last T is tunnel then smoking in front of you would be smarter than exactly on the bomb, because the enemy has to shot through the whole smoke to make any optic contact, if you stood in the middle of the smoke the enemy would only need to shoot through half of it.

I love the new smoke because it changes so much, but in the end it doesn't change that much and the change in itself makes sense for example if you play a map like Office the problem with the old smoke becomes apparent, sure Office isn't a great map, but it's still shows a fundamental problem of CS:GOs pacing, you get smoked of as CT and you gotta wait that's not good.

Now smoke, molly and nade act like some way of rock, paper, scissors, it's genius (besides you can't counter nades)

And what I meant with depth is, people think "oh smokes will be naded and reveal you" but you can just adapt and wait behind a corner, wait for a nade to dissipate the smoke and wait a bit, getting the timing right to peak when the enemy doesn't focus anymore because the smoke is closing again or just stay off angle with a flash, anything, it's not like that's a god weapon to dissipate smokes.
It probably depends a lot of on which map you're playing, a smoke isn't like any smoke anymore I feel like.

Hope I get Beta access soon, I would like to experiment with it.
Автор сообщения: Flux
I might be an outlier here but I really hated how overused smokes are compared to the prior versions of CS, having the option to counter it a little shakes things up a bit.
i agree
Автор сообщения: 🌴Sanse🌴
Автор сообщения: CapoFantasma97
Hopefully smoke cavitation with bullets will be made much less dramatic than the trailer shows, and possibly vary depending on the weapon's caliber.

Otherwise new meta: grenade spam and Negev suppressive fire to open enemy smoke

It's not that crazy, I've seen gameplay, it depends on which weapon you use and it's firerate (maybe even penetration, dunno how it's calculated), in the trailer they shot through the edge of the smoke so it had an heavier effect on it.
CS players will adapt for example if you are B on DustII and you know the last T is tunnel then smoking in front of you would be smarter than exactly on the bomb, because the enemy has to shot through the whole smoke to make any optic contact, if you stood in the middle of the smoke the enemy would only need to shoot through half of it.

I love the new smoke because it changes so much, but in the end it doesn't change that much and the change in itself makes sense for example if you play a map like Office the problem with the old smoke becomes apparent, sure Office isn't a great map, but it's still shows a fundamental problem of CS:GOs pacing, you get smoked of as CT and you gotta wait that's not good.

Now smoke, molly and nade act like some way of rock, paper, scissors, it's genius (besides you can't counter nades)

And what I meant with depth is, people think "oh smokes will be naded and reveal you" but you can just adapt and wait behind a corner, wait for a nade to dissipate the smoke and wait a bit, getting the timing right to peak when the enemy doesn't focus anymore because the smoke is closing again or just stay off angle with a flash, anything, it's not like that's a god weapon to dissipate smokes.
It probably depends a lot of on which map you're playing, a smoke isn't like any smoke anymore I feel like.

Hope I get Beta access soon, I would like to experiment with it.
essay lol
I like the new smoke because if you see someone passing by you wont have to shoot randomly in a smoke like before, and don't worry ninja defuse is still a thing so that's good.
essay lol
I didn't notice lmao
I think this change will add more tactics and maybe reduce the use of smoke grenades.
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Дата создания: 22 мар. 2023 г. в 11:35
Сообщений: 66