counter strike 2

It is kinda good. If it just wasn’t for almost every multiplayer having an extremely shitty community I’d love them.

people are assholes, a fact of life. luckily Steam makes it easy to stack your team with friends, combine that with Ventrillo, googletalk or Skype and your all set to have a good time.

Actually, he isn’t entirely incorrect. GoldSRC = goldsource, the “gold” version of the source engine at Half-Life’s release in 1998. Source was not built from ground up. It’s just that the engine had changed so much between 1998 and 2003 that it was deemed to be essentially a new engine. It still shares the same roots with goldSRC.

None of that stuff is actually game-changing, it’d just be icing on an already pretty good cake.

I’ve never really understood all of the hate for CS. I can understand why a lot of people don’t like it, hell, I’m even surprised that so many people play it, considering how non-noob friendly it is, but I don’t get why so many people seem to hate the game with a passion (specifically those in communities based around ‘realistic’ games).

I think it’s because it’s so popular.

Most of the time I’m at work when my steam friends play. Also, when I’m not playing with friends I’m using the chatbox, and since usually the idiots flood that with stupid “omg AWP n00b” it’s hard to communicate. And yes that stuff is aimed at me. I sniped alot when I was still playing it and I mostly hit the enemies in the head with the AWP and just used it for the mobility and bad lag compensated bodyshots that where supposed to be headshots so I could get the kill anyway. And still they called me a n00b. Also hackers: Usually not that much of a problem but it’s annoying when my team can’t deal with them.

@ Tmaned “non-n00b friendly” pfft, you can make one hit kills with every gun in the game, and it’s not even hard. Just spam machinegun rounds at head height and there you go. Of course that’s not the way I do it but it works good. A little too good.

No, not every gun can get one-hit kills (another reason why it’s not noob-friendly, shit can get confusing). Only the snipers, the AK, the shotgun, and the deagle will always kill someone with a shot to the head at 100% health (even if they’re wearing a helmet). Lighter guns like the M4 can kill with a single shot, but not if they’re wearing a helmet. Sure, it’ll take out most of their health, and they’re pretty much screwed, but they can still shoot back.

Also, spraying is a pretty poor technique unless you have a SMG and/or you’re at close range. At distance the recoil makes anything more than a small burst really impractical.

People still do it. And I usually have the misfortune of at least one bullet not missing my head. Even after 2 years since I last played it I tried it out again today and encountered the same shit. There’s a reason I uninstalled the game.

Counter-Strike 2 is maybe as probable as Ricochet 2.

Well, you CAN spray if you know how to adjust for recoil properly. If the guy’s around 10 or 20 feet away, I find that aiming to the left of his feet after a few shots usually gets me a headshot with the AK. With an MP5 all you have to do is crouch and aim for the head, while moving it down slightly.

All the weapons have different types of recoil. Learn how to compensate for them, and you can spray much more effectively. Just pointing at the guy and holding the mouse button down isn’t going to do anything but waste ammo.

False. Source was built from scratch.

Bitch don’t know what he talkin’ about

Was the source engine not built off of the Havok engine, but had never bothered to look it up.

Links?

Out of wikipedia (I know, it’s not perfectly reliable, but these are quotes):

Source distantly originates from the GoldSrc engine, itself a heavily modified version of the QuakeWorld iteration of John D. Carmack’s Quake engine, as is explained by Valve employee Erik Johnson on the Valve Developer Community:[30]

"When we were getting very close to releasing Half-Life (less than a week or so), we found there were already some projects that we needed to start working on, but we couldn't risk checking in code to the shipping version of the game. At that point we forked off the code in VSS to be both $/Goldsrc and /$Src. Over the next few years, we used these terms internally as "Goldsource" and "Source". At least initially, the Goldsrc branch of code referred to the codebase that was currently released, and Src referred to the next set of more risky technology that we were working on. When it came down to show Half-Life 2 for the first time at E3, it was part of our internal communication to refer to the "Source" engine vs. the "Goldsource" engine, and the name stuck."

Source was developed part-by-part from this fork onwards, slowly replacing GoldSrc in Valve’s internal projects[31] and explaining in part the reasons behind its unusually modular nature. Valve’s development of Source since has been a mixture of licensed middleware (Havok Physics, albeit heavily modified, and MP3 playback) and in-house-developed code.

John Carmack commented on his blog in 2004 that “there are still bits of early Quake code in Half-Life 2”

Everything there implies that source branched off from goldsrc.

Havok is fizziks middleware, not an engine. It was incorporated into source in a heavily modified state.

Oh, okay, I did not know that, I thought it was an engine in its own right.

It’s just a very popular physics simulator. It is very suprising how many games have some sort of form of it.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.