"We've all seen and played pretty looking games before, but hands down and unanimously, everyone was most interested in the movement, weapon handling, and game play. It didn't feel like 1.6 and despite being built on the Source engine, it didn't feel like CSS. By design, Valve wanted to create a game with a different feel, and overall it was really smooth. The pro players seemed surprisingly happy with the player player movement and feel of the game but thankfully they weren't short of feedback and most weren't shy to share it. Tweaks and adjustments are needed, but in my opinion, it was a great sign that it didn't grossly offend anyone. Player movement is arguably one of the most important elements of any FPS game and I applaud Valve for the decision to create a new feel that both 1.6 and CSS players can hopefully each enjoy."
Some great, great news.
"The weapons were one of the areas that in the group's opinions still needs the most work. Valve wanted to create a more balanced weapon system that would expand beyond the main four weapons (AWP, M4, AK, and Deagle). They wanted shotguns and sub machine guns to have situational value and so they really took some "creative liberties". They wanted sub machine guns to be good mid-distance alternatives and for shotguns to provide a unique close range use. The AK and M4 rifles felt weak and inaccurate while sub machines like the P90 were overpowered and soon became the weapon of choice during some casual pugs. Many pro players voiced concerns about the spray control and recoil patters, feeling that it was too easy and simple, and unanimously felt that the first three bullets of the M4 and AK in particular were too inaccurate, which took out the art and skill of "tapping". In the pro players' points of view, headshots were difficult to score and came at a premium - another area that needs tweaking. The developers eagerly listened to feedback, prying for explanations and more information to improve. They informed us that the game is built to have adjustable weapon variables and made it seem that everything the group was pointing out could presumably be tweaked based on our feedback before launch and even before beta. I think it was put best when some pros suggested that instead of tweaking the M4 and AK to make the other guns more balanced, they instead should remain untouched from 1.6 / CSS and the other weapons should instead be tweaked to provide purpose."
"They added molotov cocktails, an expensive $850 item, which can be used to slow down opponents and re-route opponents through AOE damage. Molotov cocktails could be used to slow down T rushes through the tunnels into B on Dust2 or by Ts to slow CTs on retakes. Molotovs are currently stackable and bounce (versus an instant break), which might need to be revisited."
"Decoy grenades are also a new item that can be thrown to emit gun sounds and give the illusion of there being a player. The decoy grenade currently produced an AK / Glock when thrown by Ts and M4 / USP when thrown by CTs. It was suggested by players that decoys should instead produce gun sounds of a weapon held by your team, which was a well received suggestion. While decoy grenades realistically won't fool any real player, I can see them potentially being used to make opponents hesitate for a quick second and at times provide the extra split second needed to secure better positioning."
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