
http://www.hltv.org/?pageid=18&threadid=59172
I thought they were taking the piss but seems some people took it literally.
lol'd at this post though
Edited by ZeritoN at 15:12 CST, 27 November 2010 - 41377 Hits
And by the way I'd like to add that playing random mixes is nothing like competing with your actual team. That's like comparing getting frags in CA and in duel.and did not retract this statement, thus I'm free to argue however I want to prove it's wrong if we're trying to find out what's right here.
That's like comparing getting frags in CA and in duel.
You're clueless not only because you're forgetting fundamental skills (movement (yes, it may not be as apparent to the untrained eye as in quake but the movement skills of a pro and a new player are worlds apart, whether it's about positioning or the actual model movement itself), weapon control (including but not limited to recoil control) and the ability to read your opponent's tactics AND strategy and adapt being good examples), but also because you're approaching these skills as if they were something that you either have or do not have, when for almost every single one it's a matter of degree. The best teams are so far above everyone else that the placings are EXTREMELY consistent, even though the community and the number of people training extremely hard to win are much bigger than for quake. The fact that you're describing the team aspects as the process of learning and running pre-determined strats also says a lot about how clueless you are.
but also because you're approaching these skills as if they were something that you either have or do not have, when for almost every single one it's a matter of degree
The fact that you're describing the team aspects as the process of learning and running pre-determined strats also says a lot about how clueless you are.
I'd love to hear what kind of special trickery cs players use for the actual model movement. Last time I heard, bunny hopping was obsolete.First of all, no, bunny hopping is not obsolete. Although you can't gain speed as was the case pre-1.4, you can still avoid losing any speed when you hit the jumps at exactly the right time. You see players use that feature all the time to escape from difficult situations, even if it's only for one or two jumps. Second and to answer your question, I'll give you a good example in crouch running, look it up. I also edited my post to add "using features of the maps in your movement", such as ladders on de_train.
weapon control = aimNo. Aiming at the exact same pixel will still result in the bullet going different places based notably on your rate of fire and your movement (look up "spawn jump").
reading tactics\strategy = a part of strat calling obviouslyStill no. Good strat calling requires the ability to read the opponent's tactics and strategy well, but the said ability to read the opponent is not limited to being a part of strat calling, it also influences how each player behaves around the map and in 1vX situations.
Oh yeah? Well thanks for letting me know ;)You're welcome (your fault for using "all it takes" as if they were definite quantities).
Care to explain how your strats aren't pre-determined in a cs match? I know that they aren't once you adapt, but then again there's only so much you can do, and once you do you can only hope you guessed right and you'll hit your lucky shots.Not only aren't all strats pre-determined precisely because you have to adapt, but you're also trying to reduce the team aspects to fit into the "strats" category, something I already pointed out as an inaccurate representation of the team aspects of CS.
First of all, no, bunny hopping is not obsolete. Although you can't gain speed as was the case pre-1.4, you can still avoid losing any speed when you hit the jumps at exactly the right time. You see players use that feature all the time to escape from difficult situations, even if it's only for one or two jumps. Second and to answer your question, I'll give you a good example in crouch running, look it up. I also edited my post to add "using features of the maps in your movement", such as ladders on de_train.
While disallowed in some circles, this move is somewhat simple to execute and does not take much practice to master.Now, about ladder movement\etc... Are you serious? Have you seen quake players mentioning "using jump-pads" as one of the skills used in quake ? This is getting funnier and funnier :)
Still no. Good strat calling requires the ability to read the opponent's tactics and strategy well, but the said ability to read the opponent is not limited to being a part of strat calling, it also influences how each player behaves around the map and in 1vX situations.If something gets called you act accordingly, whatever you might think as an individual in a game of cs there's hardly anything more you can do in a specific situation other than the few very basic things, individual skill is just too limited for more variation. The more I talk to you cs peeps the more I realize it's the years of following the scene and respecting simple things that's not letting you grasp simple things as simple things.
You're welcome. Don't use "all it takes" as if they were definite quantities next time.I cannot see how these are definitely definite quantities, but may very well be my english skills.
Not only aren't all strats pre-determined precisely because you have to adapt, but you're also trying to reduce the team aspects to fit into the "strats" category, something I already pointed out as an inaccurate representation of the team aspects of CS.
Your all the time equals rarely, also as you said yourself, that's just a couple of jumps. I can just lol @ this crouch running example, looked it up to make sure it's the same thing I was thinking about and this is what I found on ehow.com:
"While disallowed in some circles, this move is somewhat simple to execute and does not take much practice to master."
Now, about ladder movement\etc... Are you serious? Have you seen quake players mentioning "using jump-pads" as one of the skills used in quake ? This is getting funnier and funnier :)
They are refering to mousewheel crouch running which is simpler to execute but is banned from leagues or matches. To do it in an allowed way, you would have to use the keyboard only which is a ton more difficult
I don't think you understood what he was saying. Just one feature he mentioned (being ladders) has plenty of different dynamics to them. For example, going up a ladder by just walking into it results in going up with the sound. Crouching whilst going up results in no sound but slower. Moving into it whilst adding strafe movement adds acceleration which can allow you to boost up unobtainable places (like this). Plenty others I can't think of off the top of my head.[q]
Yeah and you can jump in various angles and speeds into a jumppad to get speed with different angles... So?
[q]That's just one aspect... Ladders. There's plenty more with other elements. It's these little tricks that can win games
Nothing to do with timing. If you've keep one timing on a gradient uphill or downhill you'll fuck up, make a sound and blow the round
The point is, Quake and CS are both highly skilled games, just the skillsets between the different games are completely different.
I think it's pretty cool that they want to switch over and try CS out. The community is certainly a lot larger than quake's anyway, and more tournaments throughout the year too. It'll be interesting at least.
new round =/= new story. You lose a round, it f**ks your economy. If you can't learn to play the money game, you will not win against an equally skilled team. You guys who think money is some simple formula probably haven't gotten out of open. =/ It's not a one-night learn. It's a bit more complicated than you think, but it's the strats and team awareness that take years and years and years to learn and master. That and the aim in CS is so precision-based versus quake's more forgiving aim which is still very skillful because quake is a much faster-paced game.oh man, I'm sorry I'm posting ambiguously but you guys sure do take it out of context :) What I mean is that all 5 of the players respawn and you can do whatever your economy allows to counter your opponents actions', which is way more of a restart than youy'd ever get in a Quake game, be it TDM, 2v2, CTF or Duel. I don't think that the money system is a one night learn, but it very much is what you said, a "learn". Something you can just learn, pretty much all the variables are clear so there's no magic to it.
This thread is so full of misguided, misinformed, ignorant, arrogant quake players (I, myself, am more of a quake fan than a CS fan, but wow, you guys don't even understand the BASICS and still try to argue) who are just completely biased against something that they so clearly don't even understand. It's a completely different game, requiring a lot of completely different skillsets.It surely does require a lot of talent and drive to excel at but it also highly limits players in many areas, that's my position, so this is a strawman attack.
You guys don't understand how having to hit some small head is different than being able to hit an entire body anywhere with lg or rail or plasma or even just close to them with rockets? You have such a small targer. Quake moves faster, but gives you a larger target to hit, so they both take a lot of skill, but cs does require more precision than quake. And with quake, you can miss shots plenty of times in a match and get away just fine. In CS, most of the time, if you miss, you're dead. Like these guys have said, it's a completely different style of game.Importance of shots = unrelated.
Your all the time equals rarely, also as you said yourself, that's just a couple of jumps.You said bunny jumping was obsolete, I explained why it isn't.
I can just lol @ this crouch running example, looked it up to make sure it's the same thing I was thinking about and this is what I found on ehow.com:Of course you "can just lol", that's because you still don't know what you're talking about. I checked ehow's page and sure enough, like ZeritoN mentioned, they were talking about crouch running with +duck on mousewheel, which is prohibited in tournaments. Not only is it harder to execute properly with the keyboard, but most importantly it's not actually crouch running itself that is the difficult part but integrating crouch running into your movement patterns and using it in the right situation + learning to transition effectively from it to other positions. Besides, crouch running is only an example, since you were asking for particular model movements.
While disallowed in some circles, this move is somewhat simple to execute and does not take much practice to master.
Now, about ladder movement\etc... Are you serious? Have you seen quake players mentioning "using jump-pads" as one of the skills used in quake ? This is getting funnier and funnier :)Could you please stop using strawman arguments left and right? I gave ladders as an example of using features of the map for your movement, and like ZeritoN pointed out ladders can be used in very different ways. You won't ever see a beginner use the all the possibilities of the ladders on train the way pros can.
Which is still in the aim category and also pretty silly to mention in this argument as it also includes a big degree of randomness. Plus, it's about battling the game here, like in many of the exclusive skills cs has, absolutely no evolution possible from you opponent's side.No, it's not in the aim category, it's in the weapon control category. I very precisely explained why. You're trying to make everything fit into your preconceived categories, but sorry, it's not working. Your argument about possible randomness is irrelevant to what we were discussing.
If something gets called you act accordingly, whatever you might think as an individual in a game of cs there's hardly anything more you can do in a specific situation other than the few very basic things, individual skill is just too limited for more variation.Again, 100% assumption. I love how you criticize cs players for not arguing but all you do is come up with your very own assumptions about how cs is played when you have absolutely no clue. Following what the strat caller says doesn't mean that the players don't also behave according to how they read the enemy. What the IGL calls never covers everything in-game. Read what I wrote again.
The more I talk to you cs peeps the more I realize it's the years of following the scene and respecting simple things that's not letting you grasp simple things as simple things.The more I talk to you the more I realize you are trying to discuss something you know nothing about.
This adapting is done by calling, you guessed it, a strat, (which is also the job of a single person mostly), in which other people from the team basically just have to execute the few roles they have, not much thinking involved. What other team aspects do you mean? Sounds like nothing complicated is left off to me, just having a good routine and not much else.First of all, from what I understand you seem to think that teams have a repertoire of tactics, and pick one according to what the enemy is doing. This is way too simplified a view. Teams do have repertoires of tactics and setups, but they also have to produce attacks and backups that are not pre-planned, and this happens all the time. In fact usually the two dynamics are combined. Regarding your last sentence, again, working as a team means much more than learning tactics together. You have to develop a real sense of teamplay and know each other inside out to work effectively as a team, and not just know what your mates are doing in a given tactic.
You said bunny jumping was obsolete, I explained why it isn't.
Of course you "can just lol", that's because you still don't know what you're talking about. I checked ehow's page and sure enough, like ZeritoN mentioned, they were talking about crouch running with +duck on mousewheel, which is prohibited in tournaments. Not only is it harder to execute properly with the keyboard, but most importantly it's not actually crouch running itself that is the difficult part but integrating crouch running into your movement patterns and using it in the right situation + learning to transition effectively from it to other positions. Besides, crouch running is only an example, since you were asking for particular model movements.I'm sorry I didn't read the article to see that it was actually about mwheel ducking. Yes, it is harder on a keyboard but can you really compare it to strafejumping on a q3 map? I don't think so. I also don't think any of the other movement types can compare, too.
Could you please stop using strawman arguments left and right? I gave ladders as an example of using features of the map for your movement, and like ZeritoN pointed out ladders can be used in very different ways. You won't ever see a beginner use the all the possibilities of the ladders on train the way pros can.
No, it's not in the aim category, it's in the weapon control category. I very precisely explained why. You're trying to make everything fit into your preconceived categories, but sorry, it's not working.Huh? I'm not trying to fit stuff into the categories I first specified, we actually have different definitions of aiming it seems. I've had this argument before and it was with you IIRC, I'm too lazy to redo it so I'll just say that I count all the mouse movements (and keyboard movements if they're used for aiming) and button clicks used for shooting into the term "aiming". It seems most other people use this definition too.
Your argument about possible randomness is irrelevant to what we were discussing.It does have a lot to do with the importance of the said skills.
Again, 100% assumption. I love how you criticize cs players for not arguing but all you do is come up with your very own assumptions about how cs is played when you have absolutely no clue. Following what the strat caller says doesn't mean that the players don't also behave according to how they read the enemy. What the IGL calls never covers everything in-game. Read what I wrote again.What the IGL doesn't call is self explanatory, even if not easy to master is the point I was trying to make
First of all, from what I understand you seem to think that teams have a repertoire of strats, and pick one according to what the enemy is doing. This is way too simplified a view. Teams do have repertoires of tactics and setups, but they also have to produce attacks and backups that are not pre-planned, and this happens all the time. In fact usually the two dynamics are combined.
Regarding your last sentence, again, working as a team means much more than learning tactics together. You have to know each other inside out to work effectively as a team and develop a real sense of teamplay, and not just know what your mates are doing in a given tactic.
Yes, it is harder on a keyboard but can you really compare it to strafejumping on a q3 map? I don't think so. I also don't think any of the other movement types can compare, too.I never compared duckrunning to strafejumping. I gave it as an example of a feature of the cs movement that you have to go through the process of learning.
Ofcourse you won't, but that doesn't mean that they're actually hard. How is it a strawman argument really, if I do think that these tricks ARE simple.It's a straw man because instead of answering my general point you are trying to reduce it to ladders. There are differences in terms of movement between the pros themselves so reducing to "a few easy tricks" is ignorant, end of story.
Huh? I'm not trying to fit stuff into the categories I first specified, we actually have different definitions of aiming it seems. I've had this argument before and it was with you IIRC, I'm too lazy to redo it so I'll just say that I count all the mouse movements (and keyboard movements if they're used for aiming) and button clicks used for shooting into the term "aiming". It seems most other people use this definition too.I don't see how controlling a rate of fire, _regardless_ of where you're aiming, can possibly be called "aiming".
It does have a lot to do with the importance of the said skills.No, it does not. It's an additional factor which takes nothing away from the fact that the other skills improve the precision with which you hit your bullets.
Geez, can you stop assuming that I'm stupid without a actual reason? Why can't a strat include something you haven't done before?You are now contradicting yourself, since you originally argued that strats were pre-determined. Regardless, team mates can act together and in unison to react to something without anything being called by the IGL, so your interpretation of cs team play being based on pre-determined strats called by the IGL is wrong.
Well obviously :D However, can't it be fit into the word "preparation"? I can't see how it couldn't.I don't see how that's even remotely part of what we were talking about. Yes, you have to prepare together to work effectively as a team. How is that related to what we were talking about?
Overall, what you're saying about teamwork is pretty obvious and it's not like anyone with half a brain and just a bit of knowledge couldn't at the very least guess these things, so we should just stop arguing about the team side of thingsYou are making an incorrect assumption that it's something easy to learn. It takes time. When Fatal1ty tried cs he was absolutely terrible at working with his mates (he had no in-game sense whatsoever either, he couldn't read what the opponent was doing).
if I might think that it doesn't have as many tools as quake to express teamplayQuoting this for comic relief :)
individual skill side of things I despise and started this argument forHaving in-game sense and being able to read your opponent is an individual skill. You certainly can't depend on your IGL for that, it goes WAY beyond his calls. Again, you are not familiar with the skills cs requires.
(the amount of incorrect and uneducated assumptions you make in this thread is quite impressive)
About CS bashing here: do you really think that those CS 1.6 top teams are unskilled and that best Quake players gathering a team, with let's say 2 years of practise would be a world class clan competing with the likes of fnatic and Navi? ;]]]]]]]]]]
ROTFL. You have absolutely NO CLUE WHATSOEVER.
About Halo bashing somewhere: do you really think that those Halo 3 top teams are unskilled and that best Quake players gathering a team, with let's say 2 years of practise would be a world class clan competing with the likes of Str8 Rippin' and Final Boss? ;]]]]]]]]]]
ROTFL. You have absolutely NO CLUE WHATSOEVER.
I personally saw it many times that how f0rest (for example) took out an entire tier1 nme team alone again and again, without any other fnatic member doing any serious damage at all. If one guy can take out a whole tier1 team alone, there must be some serious skill differences inside tier1.