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Сообщить о проблеме с переводом
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.