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Click on a command's name to visit its individual page, on which you can find more information including working examples and its default setting or value. For quite a long time, the most popular Counter-Strike version was 1.6. Update #2: Lightroom 6.3/CC 2020.3 is now available which includes the previous import functionality, bug fixes and added camera/lens profile support.
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Feedback + elaboration on stuff that needs a change, please discuss if you disagree with points
Her ult straight up has no place in this game, it feels off and just too easy to get a guaranteed kill with, even for low skilled players. The ult does this to every opponent on the map: "RUN AND HIDE", and no ability (or voiceline rather) should induce that much fear into your hearts.
The change: In my opinion the first big grenade should do the most damage and the cluster mines should do very little. The slow that a tick of damage gives is good enough for the clusters, the skill part will be landing that first grenade very neatly, the rest is area control. Her ult should either be slower travelling speed or smaller blast radius. Preferably just rework it into something else that requires way more skill.
- The Marshal (scout)
The change: The price should be increased a little bit. Perhaps to 1500, I'd rather have people halfbuying sheriffs instead of marshals, it's only 300 more right now and that's a little too cheap.
- Shift walking accuracy
The change: Make it a little more inaccurate while walking, this game almost fully took on the cs 1.6 movement and either I'm not willing to see change or this doesn't work. I just think it should be punished more, I'm wondering about this one the most so please share your thoughts on this one.
- Bloom patterns
The change: Decrease the bloom so it's very minimal. To be fair, I would not be upset at all if bloom was just completely thrown out but that's my inner cs mind talking.
- The agent contracts
The change: Make the first 5 levels a little easier to achieve and then make the last 5 levels as hard as you wish, let people grind for cosmetics instead of content. I'm not saying to make it extremely easy, but not everyone can play everyday like some people can (well, maybe now they can but these are weird times and it's an exception).
- Radiance points
Let's buy the luxe pack, it cost me around 40 euros to buy and it's really cool. 5 skins and a knife, pretty good bang for my buck, oh, I have to spend another 40 euros to get enough radiance points to upgrade ONE SKIN? Wow, and I can't even buy the exact 45 to upgrade it completely, instead I have to fall in that trap of buying either way more or an extra lesser pack. I'm sorry but fuck radiance points, this is screwing us over big time.
4000 (luxe pack) + 12.400 (180 radiance points, the cheapest way possible) = 16.400 valorant points. That would cost me 160 euros. Just to get a full skin pack to max level that doesn't even have any special animations. Yes, I know people will still buy this stuff, but this is just ridiculous levels of greed. What's wrong with making it accessible and getting good quality for 30 bucks? I don't know, this is one of the lesser points because a lot of you won't care, but I know a lot of us are disappointed at this, especially the radiance points. And yes, you'll get them with the battle pass, but I'm pretty sure that we'll wanna use those radiance points on skins from the battlepass itself, so we're still a little screwed in the end.
The change: League has a few skins that everyone knows and it just oozes quality (I think they're called legendary skins). Right now in valorant the regular cool skins have the price of those extreme premium skins in the game. I hope they come later on in the production, the reaver set was already very cool and especially their animations. But the luxe set has no reason of being over 100 euros (this should be obvious but it is what it is).
I've been bashing on the game in all these points above but I'm very briefly gonna go over the things I love most about valorant:
- Headshots: I love em, they feel so good, all the gunplay does tbh.
- Maps: Going in I thought I would hate them and their quirks, they're what I like most about the game.
- Economy: Feels on point, devs will have better data on this and see what they need to adjust but I feel that they did well. This includes pricing of the guns (escept the marshall imo)
- Abilities: Going in I thought they would be overbearing and negate some of the gunplay, couldn't be further from the truth.
My Opinion on WHY Movement(ADAD) Mechanic Should Be Tweaked, Explaining as Simple as I Can.
OPENING: Have you ever play the pistol round, where you play as CT in Long, getting flashed and on your half way back to the bombsite, the terrorist(s) show up on your screen? What would you do? Yes, the ADAD.. It's happening
Do you ever feel, as an average joe playing this game, frustrated to shoot people dancing left and right? This "ADAD" what I'd like to talk about.
The Good of ADAD:
- It increase the required skill to aim. Now your opponent is harder to shoot and you'll be having hard time trying to shoot his head.
- It takes out the difference of the counter strike noob and the counter strike pro. but how can you say so? For a common fps player to jump into CSGO game, it is underneath their instinct to always reload after shooting, run into cover when in firefight, crouch when you spray and always on the move. The way CSGO's movement mechanic work right now is intended to keep the player to be as mobile as possible. Thus this ADAD spam encourage new player to keep doing it(ADAD) again and again, and this "ADAD technique" is applicable up to the highest level of competition.
- It is much harder to aim and shoot at someone "ADAD"ing while the "ADAD" itself require less skill. basically it's just mashing two button repeatedly. Meaning that player with less-than-average aiming skill will have the more or less "awkward moment" against player with average aiming skill. It increases the chance of survival for the player with less aiming skill, by making decreasing the ability of your opponent to be able shoot you, this can be achieved by simply pressing two button randomly.
Increase Friction and/or Decrease AccelerationRelated Article m0rdock's movement value proposal
Valve's reaction to movement changes
What is acceleration? Think of a car, the faster it's acceleration, the faster it'll reach certain speed. What does acceleration do with CS? Think of your opponent as pendulum. When he decide to switch direction, his movement will stop for a while then accelerate to the opposite direction. It's like a car moving backward, and then speeding forward. To put it simply, higher acceleration = less time to hit maximum speed = less time for you to adjust your aim. I'm not sure how friction and acceleration in the game relate to each other but the research done by micronn shown that it's tweakable up to the competitive level.
The Good of tweaking Acceleration:
- Easier to implement
- Doesn't Change Meta Game so much
- Better Close Quarter Combat quality, relies more on aim.
- It makes strats even more important. Actual move values make peeking so easy that the game is not that much CT-sided. And it simply improve game dynamic.
- Different feeling compared to the current movement.
- Slightly Nerf Pistol, shotgun and SMGs
- Some might prefer current acceleration
- Making the game less fast-paced. Preference..
Yes There is, the onepointpixel tagging mechanic
Tagging MechanicWhat tagging does, is basically something like when someone throw decoy and hit you in GO but instead of nades, every bullet behave the same way. If you get hit by bullet you'll stop
- Reward player with better reaction/aim. If get shoot, you cannot rely on spamming your button. You have to shoot the guy who shoot you and kill him first. This encourage you to aim at the guy
- Nerfed pistol heavily. You have to be accurate with p250 and rely less on running around while spamming your pistol
- Punish people recklessly running into bombsite
- nerfed shotgun (can be good or bad depending on the person's preference)
- Hard to implement, unlike acceleration
- Combined with aimpunch, making it too OP against ECO round. Pistol will be very weak against auto weapon
- People can still abuse the huge acceleration if you miss, hence encouraging for body shot your opponent can still ADADAD you down with normal current speed as long as you miss your shot, making it more viable for people to just aim for body shot which require less skill than aiming for insta-kill headshot.
No it is not hard to implement 1.6 style heavy tagging, it's actually really simple. Tagging slowdown for each weapon is controlled by its respective weapon script's FlinchVelocityModifierLarge and FlinchVelocityModifierSmall values.Ok so it affects gameplay, any other alternative?
FlinchVelocityModifierLarge controls the amount of slowdown when shot in the head,chest,arm, abdomen/pelvis whilst FlinchVelocityModifierSmall controls the slowdown from being shot in the legs. The lower the value given, the higher the velocity penalty from being shot. Just reduce those numbers to get heavy 1.6 style tagging, that's all you have to do.
Also not many people know this about GO where if you get tagged the acceleration straight after becomes much slower than normal. In spite what everyone says about GO's acceleration being faster than 1.6/Source, the acceleration after tagging is a special case and is in fact much slower than 1.6/CSS accleration. cl_showpos 1 shows this. It's the rather high values given to FlinchVelocityModifierLarge and FlinchVelocityModifierSmall that gives GO it's rather weak tagging which by the way CSS has as well despite that game having slower 1.6 style acceleration.
There's model animation in onepointpixel game.
Flipping-Model AnimationThe Idea Is that when someone changes direction, his body flip. Notice which direction the player model's body is facing
- Doesn't affect the gameplay too much
- Psychologically help your to react against your opponent
- Require extra animation
- Still doesn't actually fix the zigzag abuse
- May mess up hitbox if not properly implemented
Add More Running InnacuracyBasically, You shoot less accurate while running
- Encourage crisper shooting control instead of zigzaging
- Easy to implement
- Doesn't affect the feeling of your movement
- Major overhaul in the way you shoot(major gameplay change)
- Nerfs some weapon, rendering it unusable (unless is has given exclusion)
Increase inaccuracy only for pistolMore effective and simple way is to just nerf the accuracy of pistols while on the move. Then it wouldn't mess up entry fragging, peeking, or anything else, which are at good state IMO.
- Doesn't change the gameplay much
- Easier to implement
- Simple solution for CZ and P250 abuse
- Only fixes pistol related problem
- Tweaking acceleration/Friction value of player movement
- Tagging Mechanical, mimic of how when nade stuck into your body when you get shot
- Adding Body-Flip animation to help your brain to react changes
- Adding more spread of recoil when someone's running while spraying/shooting
- Adding more spread of recoil of pistol when someone's running while shooting Our Mission is to find a way, so that the shooting isn't too easy yet to hard, without affecting the gameplay too much.