Showing posts with label Counter Strike: Source. Show all posts
Showing posts with label Counter Strike: Source. Show all posts

Sunday, April 5, 2009

Crossfire: Ghetto Counter Strike, or something better?

A couple of my guildies introduced me to an online FPS called Crossfire. It's currently in open beta, and free-to-play. I downloaded and played it for a few weeks, and I'm both impressed and underwhelmed with the game.

Firstly, let me prove that I've played it enough to voice an opinion. I have a KDR of 2.15, average 20 kills a game over 222 matches, and just over a third of my kills were headshots. Frankly, I don't count honor for much, but for what it's worth, mine is good. Had I not wasted so much time in "Ghost" matches (explained below), my KDR would be much more impressive. Unfortunately, Ghost mode is the favored match type of one of the guildies who got me into this (meaning I got talked into playing it, a lot). Moving on.

Pros
  • Persistent Stat Tracking
  • Persistent Character Inventory
  • Functional In-Game Clans
  • Multiple Games Modes

Cons

  • Weak Graphics
  • Poor Hit Detection
  • Poor Weapon Balance
  • Hyper-Inflated Weapon Prices/Minimal Money & XP Rewards

I want to like Crossfire. I really do. I enjoy that it takes the CS formula and tries to build on it. While it doesn't have the CS equivalent of Hostage Rescue (which I think everyone is thankful for), it has Search & Destroy (bomb map), Team Deathmatch, Elimination, and Ghost Mode. Team Deathmatch and Elimination both play out mostly the same; each team tries to kill as many opponents as possible, the only difference being, one has rounds (Elimination), while the other has players constantly respawning. Ghost Mode has much potential, as it's a bombing variant where all the Black List players (Terrorists) are armed only armed with knives. However, they are completely invisible when motionless, and almost invisible when moving (It's quite nerve wracking to play as Global Risk [Counter-Terrorist] in that game-mode). It also offers a much wider array of weapons to the playerbase, without restricting players from owning certain firearms based on which team they are on (In CS, CTs get M4s, while Ts get AK-47s). Also, the idea of having a persistent character inventory is novel, especially for this type of game. I like being able to pick what weapons I'm going to fight with each game, and be able to start with them (as opposed to CS, where I have to earn money to buy them, and I lose them if I die). In the same way, I like the ease with which I can find and view my own and other players persistent stats. Rather than assuming a player is good because he is a higher rank than me, I can look at this profile and find things like his KDR, number of headshots scored, number of knife kills, and how often he leaves a match before it's finished (the last one is tracked as a players "Honor").

However, in as many ways as Crossfire impresses me, I'm very disappointed with it. Firstly, I've been fed up with one-hit kill sniper rifles since CS 1.6 (I hate the AWP, and will only play on servers where it's banned, if I can help it). No amount of arguing or debating will convince me that having such a weapon in a game makes it better. It doesn't. Allowing players to forgo accuracy with a sniper rifle by virtue of sheer firepower cheapens the game. Maybe if the sniping mechanics made zooming in a greater risk (drifting crosshairs, more severe movement penalties, etc), I'd be ok with it, but as is, it's merely a way for poor players to beat better ones, purely on the basis of who's using what gun. Since players have persistent weapon inventories, you really can't prevent someone from joining a game and using one (you can votekick them, but that's a horribly un-reliable function).

Also, there are vast amounts of server-side lag. I've died hundreds of times by foes, who on my screen, are on the other side of a wall or corner. In reality, they killed me before I hit cover, but the server doesn't process fast enough to display that on my screen. Instead, I get pasted after I'm out of view (on my monitor). This also affects aiming, in a small way, because every so often, an enemy is displayed as being a few in-game feet away from where he is actually located in game. Accuracy is further fouled by firing from a crouched position. Certain weapons have more kick than others, and thusly cause your character to recoil more. Rather than simply have this affect accuracy, the devs made it so it physically makes your character recoil, affecting his body placement. Translation: if you're using an SG-552 or an AUG A1, and fire while zoomed in and crouching, the hitbox for your head will rapidly move up and down, making it very, very hard to score a headshot on you. Quite lame.

Money and XP rewards aren't based as much on kills or performance as they are on time spent in a map. A player with a KDR less than 1 can earn far more than a player with dozens of kills and no deaths, provided the first player has been in the map long enough. Giving people extra XP for things like most damage dealt, most kills scored, and last kill, is nice however. But, it doesn't make it for the majority of matches where a decent player gets dicked over by a poor rewards system.

And then there are ignorant quirks about the game, like a target hit in mid-air ceases moving forward, the just drop. I've died far too many times while leaping for cover, just to get tagged once, drop, then get lit up in the .5 seconds I'm perfectly still. Maybe this is another defect due to server-side lag, but it's still completely lame.

The game is still in beta, but progress made here will carry over to the live version of the game. So if, down the line, I decide to go back to it, I can, while retaining everything I've earned. I appreciate that. However, if things stay more or less like they are now, I'll be content staying with the five years young Counter Strike: Source.

Wednesday, November 26, 2008

Sincerest form of flattery

Each game over time creates terms, phrases, and mannerisms uniquely generated by its playerbase. Some stay unique to that game, others spread to different games. For example, did you know that "woot" stands for "Warrior out of Targets"?

Leeroy Jenkins, lern2play, lolmad?, "in ur base, killin ur doodz."

Likewise, each game has it's own version of a sincere compliment, even if not intentional.

In Diablo 2, it's usually taken as a compliment when your opponent in PvP leaves the match an returns with a character 30 to 40 levels higher than you, and then demands a rematch. Anyone who's ever PvPed in D2 has probably had this happen. They rage-quit cause you won, and now they've skewed the numerical equation of combat so far in their favor, they feel they can't possibly lose. And it always seems like the bring a Hammerdin, or a FoH Pally, someone to whom there is almost no defense. Then they go hostile, and gate camp, taunting you to come out and fight them. If this happens, you should be smiling, cause no matter what, you've won.

In Counter Strike, or almost any online FPS, it's usually taken as a compliment when you get called a hacker. Score a headshot at 80ft with a shotty? Hacker. Score a headshot in midair? Hacker. Scored multiple headshots in rapid succession with a deagle? Hacker. Score a kill while presumably blinded by a flashbang? Hacker. Never mind that your score is 17-23, or that they killed you the round before while you helplessly sprayed an AK-47 at them, dealing no damage. Never mind that you were blind, but you were spraying with an M-60. And hacker can be such a buzz word with some people, that when they hear it, they don't bother to spectate the person in question to see, or check the "hackers" score. Nope, they just type "voteban" in chat and goad others into doing the same. But hey, put a smile on, apparently you're that good.

In City of Heroes, if someone files a petition against you for griefing in a PvP zone, you've just been handed a virtual trophy. Don't worry, the petition will be deleted by the GMs, as PvPing in a PvP zone isn't griefing. It's just some kid who's angry that you killed them while they were badge hunting, and how you didn't ask if they wanted to fight before attacking. Or someone who's mad that you interrupted their "duel", even though they're fighting in the open, and made no attempt to say over broadcast "Hey guys, we're dueling, just let us finish before attacking the winner." At least if they do that they have the right to be annoyed, even if their request was silly. I've been petitioned more times than I can count, but most were filed by other Heroes that I killed in Warburg, not by Villians. Free-for-All PvP ftw.

In Guild Wars, it's a little different. In Guild Wars, if someone takes the time to learn and copy your build, you should take pride in that. As in most MMOs, there are favorable skill sets and tactics for various enemies (a Druid has to tank in the instance, kill the Nemesis Lieuts last, spread out to avoid AoEs, etc). In Guild Wars, while popular builds exist that dominate certain aspects of PvE and PvP (Imbagon, Shock Axe, Bunny Thumper, Toucher, etc), a person can be plenty powerful and effective with a unique skill selection and attribute spread. So much so, some people covet their builds, and refuse to divulge any details of them to others, for fear of having them made public and popular. For example, last August, I made myself a new hammer build for my warrior, centering around the elite skill Backbreaker. I used it with Pulverizing Smash, Protector's Strike, Mighty Blow, Flail, Enraging Charge, Lion's Comfort, and Grasping Earth. Pulverizing Smash was picked to make the build more energy efficient, Protector's Strike was put in to help spike a KDed target, and recover adren faster after using BB+PS. Nothing fancy, a lot of core elements (IAS, IMS, self heal, snare), just a different spin on a hammer warrior. I ran the build exclusively in AB, RA, and TA for two months, and received some praise from teammates for it. When running in RA and TA, I'd sub out either Grasping Earth or Mighty Blow for Rez.

By the end of September, my build was on PvXwiki.

http://www.pvxwiki.com/wiki/Build:W/any_Pulverizing_Backbreaker

Edited slightly to put it in line with the PvP meta, but with the same usage and reasoning. I highly doubt that I'm the only person in all of GW to have ever ran that build, but the timing is too perfect. I might be paranoid, but I'd put money on one of my teammates copying it and putting it in the wiki.

But it doesn't bother me. If indeed it was taken from what I used, I'm flattered that they found it effective enough to borrow (saying they stole it implies I can't use it anymore, which isn't true). It even scored a 4.52 out of 5 in overall effectiveness. Thanks guys, I love you too.

It doesn't stop there. My builds have been used by almost every warrior in my Guild, and in my Alliance. Mine certainly aren't the only ones being borrowed (a fellow warrior by the name of Jak Chain created a nifty little W/A build that quickly got borrowed), but it's kinda funny seeing so many people running around with the same skills and gear as me. Sometimes I encourage it, like with my FoW Beach build. I like taking all warrior teams into FoW and farming certain areas. And frankly, my FoW Beach farming build kicks the shit out of the ones on wiki. I might get around to posting it in there someday, unless one of my guildies beats me to the punch.

But then again, it's really not that earth shattering of a build. It's not like I discovered that Cyclone Axe+Ebon Dust Aura=Profit, or that I created a 55 Warrior. But I don't see anyone else using it, and I don't see it on the wiki. Who knows, maybe I did split the crust just a bit.

However, I am prone to being stubborn, using what I'm comfortable with over what's better. For the longest time, I ran this abysmal W/R build. I also refused to use Bull's Strike, with the reasoning "it's hard to time it."

Lame.

Thursday, October 30, 2008

Headshots

Headshots are the great equalizer.



David defeated Goliath with a headshot (A bullet from a sling does 1d3 damage. Blesses by God, the bullet was obviously a +5 Holy bullet. Scoring a headshot, he would have dealt double damage [(1d3+5+2d6)x2=16-40 damage]. Most likely, this isn't enough to have killed him, so it must have been a critical hit, giving it an additional doubling [([1d3+5x2]+2d6)x2=28-56]. Assuming that Goliath was at least as strong as your typical D&D ogre, this would have slain him in one hit, even if David rolled poorly). Headshots are what assassins and hitmen use to guarantee the kill. The concept of a headshot has been ingrained in video games for years. It allows for a player to defeat a foe with a single bullet. They are violent, messy, and finish a conflict fast. In first person shooters, performing a headshot, especially while the player and target are both in motion, is one of the truest testaments of skill. In fact, the weaker the weapon, the better.



A while back, I was trying to do laundry while playing Counter Strike: Source (doesn't work, don't try). I would dart between my desktop and the laundry room down the hall, sorting colors and changing loads in between respawns. I returned to my chair just in time to miss my 30 seconds window to purchase gear, and to see that my team had failed to hold the garage on CS_Office, and that half of the Terrorist team was bearing down on me. Behind the cover of the dumpster I spawned next to, I quickly side-stepped and fired twice from my USP, clotheslining the Ts rounding the corner. The flat, metallic screrch that resulted from my shots told me that I scored a headshot. Hoping to repeat this, I popped out again, only to be cut down by a hail of fire from his three surviving teammates. I had neither armor nor hope.

But I can't score one at the moment.

Not because I lack the skill, but because I'm reduced to playing Counter Strike: 2d, rather that Counter Strike: Source, which is on my desktop at home. I'm stuck on a midnight shift, due to staffing problems, and there is nothing to do. Even if I was to bury myself in my work, at best, I'd spend an hour on menial tasks before finishing, and still having 5 hours of nothing to endure.

Of course, I say reduced, implying the game isn't that good. On the contrary, it's pretty fun, for what it is. Like the title indicates, the game is two dimensional, top down. So, the ability to target the head of my opponent doesn't exist. Graphically, it's like playing a more violent version of Legend of Zelda: Link to the Past, where the Moblins have AK-47s and C-4. Cute, chibi looking Terrorists and Counter-terrorists jog around the map, firing weapons that match their diminutive frames.

But, CS should never be cute, and I think that's why I feel the tiniest bit embittered when I play it. That, and I want my screrch.

That, and I want my David vs Goliath moment. I want to be able to face down a superior number of foes, whom possess superior firepower, and defeat them purely by merits of marksmanship and reflex. A victory that doesn't exist on a two dimensional battle field.