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#43 (permalink) |
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Monster Member
Credits: / Join Date: Jun 2006
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the recoil in 1.6 is far more consistent hence easier to control as the same patterns occur,
css recoil appears random i've shot at walls multiple times with the ak and colt and seen at least 3 different bullet patterns from doing so :/ there should be only one imo but meh also reason why spraying works better in css (as random as it is) is that the hitboxes even now when a model is moving arn't exactly where the model is - in the earlier betas it was far worse than it use to be like a good metre in front when a model was running forward now there only slightly in front but still not actually where the model is running hence the spray hits the hitbox in front or to the left or right depending where the model is and u think ur pro coz u got an awesome hs ... css is randy in terms of the hitbox setup but meh. the recoil's are different that article is poop. i played original cs since beta 6.0 and the particular version 1.6 the day it was released as i simply went to it from 1.5 obviously. the article is bull**** the recoil control is completely different with a variety of guns u try strafe usping in 1.6 the way u can in css and tell me u hit something, u try running dgl jumping dgl even in 1.6 and tell me u hit something 1 in a 100 in 1.6 1 in 2 for running dgl in css and 1 in 10 for jumping dgl hs's it happens so much its funny. i like css but yeh the recoil is spastik haha.
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#44 (permalink) |
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Honorary Member
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im lolling at the people actually believing this article.... HAHA
if source was harder, pro sourcers wouldnt get thumped by top 1.6 teams when they play, whereas me apoc tegs can dominate anyone in the source scene in there own game zing
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#61 (permalink) |
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Monster Member
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Yes.
To be honest as far as recoil goes, 1.6 is pretty predictable. The recoil pretty much goes either diagonally up and to the left (more common) or occassionally up and to the right. That's why the left-arm is such a common hit. Once it has reached its maximum height the crosshair deviates from side to side in a fairly smooth line, meaning that if you aim in the right place and have good reflexes you can walk the bullets into someone's head pretty easily. The only really big difference between 1.6 and Source recoil-wise is that when you strafe and shoot with the AK or M4 in source it's more like strafing and shooting with the Silenced M4 in 1.6 (which is less accurate on the first shot, but the recoil covers a smaller area if you sustain automatic fire). Either way, it's pretty annoying that everyone keeps comparing these 2 different games to each other and bitching about them. Every time you mention Source in 1.6 pug, pub or scrim there's always some rehab (usually with a name like TURK1SH G1G0L0) who goes "O wtf mangz, sorce is 4 n00bs lol". Gives me the irrits tbh. /walloftext ED: dgl is 10x different in 1.6 lol, won't even go into that.
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#72 (permalink) |
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GotGames GFX Designer
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interesting
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#79 (permalink) |
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New Member
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I accept with information: I collected some data. I wrote some bullet stats code and added the same code to Source & GoldSrc CS (rizzuh: GoldSrc is 1.6). The code takes the first shot of a weapon as reference and measures for each following shot the distance and time delta. I tested the M4A1, AK47 & MP5, fired 4 [magazines] each in 15 shot bursts (standing, not moving).
Click here to see some of the raw data sent to CS-Nation. If you look at the graphs, it's pretty amazing how close they are, except that the AK has a different start value, it's more accurate in Source. One thing is that the weapons have different firing rates in full auto mode. Sometimes Source is faster ( M4A1, MP5), sometimes GoldSrc(AK47), the error is about 7%. I assume that's because of our fixed time tick system. So, the conclusion of this test is, that if behavior of these weapons is different in Source, it's probably not their recoil or accuracy. ...
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