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Your assumptions are so horribly wrong it pains me to wonder if you really know what 'realistic; is, or what Hidden Path / Valve were going for here. The physics are exaggerated enough as they are. Putting a .308 into your target's head isn't going to flip them back 10 feet, it's going to take half their head off. Czech yourselves before you wreck yourselves.
I believe you are missing the point in your zeal to sound knowledgable. When you are scoped in on a target and are trying to precisely aim, the impact of a half a dozen or so bullets into your bullet proof vest WILL have an impact on your aim point. Your accuracy is going to go down the toilet. Bullets making actual holes in you? Unless you fancy yourself a hollywood style badass you're going to have to admit that having your arm or chest filled full of holes is going to impact your ability to aim.
That's what people mean when they say knockback. This is actually what the OP specified, but you seem to have just heard "knockback" and assumed he meant something else and ran with it rather than reading the rest of the post.
And as to the OP, I agree with you but this seems to be against the arcadish design philosophy of CS at this point. It would change the way the game had to be played more than I think CSGO was supposed to.
IF you mean screen shaking or slowed speed then that was both in CS:S and 1.6, but the guy up there literally means knockback.
He means the knockback in COD and whatever these plebian kids play these days.
At least for me, FPS games I played until then were along the lines of Duke Nukem, Quake, Unreal, DOOM...so it was like "holy crap this is pretty damn realistic, the guns have recoil!"
The whole CS series are focused on one particular point in the skill department : Aiming. I'm not saying only point and shoot. I'm saying Aiming, with a big A. Knowledge and experience of aiming, knowledge and experience of movement while aiming, knowledge and experience of you environment while aiming, knowledge and experience of your weapon while aiming, etc...
All these things are a huge part of your skill.
If you include a "knockback", whatever sense you're putting in the word, it will just resume the game to a "first to hit, first to kill" which in my opinion has nothing to do with a game like CS.
By the way, there is already two things that are equivalent to the thing you're looking for (which is, if I understood you, disadvantage the guy who's taking fire) :
- your speed is reduced when you're hit
- your aim is shaken when you're hit on specific point(s)
(I don't know which ones either the arms or the head, or both.)
This is more than enough in my opinion because this is a HUGE disadvantage in a 1v1 situation with opponents of equal skill.
Thanks for your post.
Are you saying that those two things ARE in CS:GO? It's hard to believe it is, but if so, then it isn't enough of an effect that I can tell, or perhaps they should include the torso also since it is hit most often.
I guess I would then disagree with CS's degree of emphasis on aiming. I often get the first hit due to strategy but then lose the battle due to aim. I believe I would enjoy the game more if strategy was more imprtant than it is currently by having the first hit (or any hit) have more of an effect than it does now (which seems neglible); this would also be a bit more reasltic.
All thanks to all for the comments!
Yes, these two things are already included in CS:GO.
However, the "aimpunch" (when your aim is shaken by the hit of your opponent) has been reduced recently (1st of May I believe). Before it was activated on arms, legs and torso, now it's only active on torso. Also, the "aimpunch" is disabled as long as you have armor (didn't change)
Cocerning the reduced speed when hit, it was already there and is still there. As far as I know, armor doesn't change anything.
Concerning the fact that you often lose your fights even though you get the first shot, it's indeed probably due to your lack of raw aim, which can be solved by training in deathmatch and/or aim maps.
Also, to be able to get the strategic aspect of the game, you have to find a team to play with, so you can develop strats of your own and then try them against other teams. It's the real deal in CS. Playing on your own with friends will only get you so far (I'm not saying your team can't be made of your friends, but playing with them just for the fun of it is not making a team).
With time and practice with the same players you can come up with very advanced tactics that can make your team win even against players with better skills.