Counter-Strike 2

Counter-Strike 2

Scepter
 Tämä aihe on kiinnitetty, joten se on todennäköisesti tärkeä
grapen  [kehittäjä] 12.7.2017 klo 5.32
Balance discussion
I will gladly listen to your experience with the gameplay. The more samples I get, the better. Thank you!
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I took a small number of screenshots and uploaded them to my profile if you have the time to look at them. They have a small description of the suggestion related to the picture.

In regards of the map, it's incredibly detailed and pleasant to walk around, can't imagine how intense it will be to play in. Really wanna try out a 5v5 on it.

Feels like a mix of Inferno and Cobblestone, hopefully I get to hear more from this map in the future.

+1
grapen  [kehittäjä] 12.7.2017 klo 23.39 
CRYSTΛLIZE skinsjar.com lähetti viestin:
I took a small number of screenshots and uploaded them to my profile if you have the time to look at them. They have a small description of the suggestion related to the picture.

In regards of the map, it's incredibly detailed and pleasant to walk around, can't imagine how intense it will be to play in. Really wanna try out a 5v5 on it.

Feels like a mix of Inferno and Cobblestone, hopefully I get to hear more from this map in the future.

+1

Thanks! I'll have a fix for many of these out this week.
Shoki 13.7.2017 klo 10.49 
CRYSTΛLIZE skinsjar.com lähetti viestin:
I took a small number of screenshots and uploaded them to my profile if you have the time to look at them. They have a small description of the suggestion related to the picture.

In regards of the map, it's incredibly detailed and pleasant to walk around, can't imagine how intense it will be to play in. Really wanna try out a 5v5 on it.

Feels like a mix of Inferno and Cobblestone, hopefully I get to hear more from this map in the future.

+1
I agree with a lot of these changes. Played it with a couple friends and it felt fine, the CTs can lose mid control easily if their awper dies or is smoked off, but I like how CTs can see all the way down to the A rotate area because it gives incentives to control mid.
grapen  [kehittäjä] 13.7.2017 klo 11.33 
Fujiwara lähetti viestin:
CRYSTΛLIZE skinsjar.com lähetti viestin:
I took a small number of screenshots and uploaded them to my profile if you have the time to look at them. They have a small description of the suggestion related to the picture.

In regards of the map, it's incredibly detailed and pleasant to walk around, can't imagine how intense it will be to play in. Really wanna try out a 5v5 on it.

Feels like a mix of Inferno and Cobblestone, hopefully I get to hear more from this map in the future.

+1
I agree with a lot of these changes. Played it with a couple friends and it felt fine, the CTs can lose mid control easily if their awper dies or is smoked off, but I like how CTs can see all the way down to the A rotate area because it gives incentives to control mid.

Thanks for the feedback! I'm very interested in how mid plays out over a large amount of samples, as I designed it with high mobility and options for both teams in mind. This could potentially lead to imbalance, but I'm confident I would be able to correct it with some adjustments. If I have to, I could close the balcony window, open up the closed off terrace for T's or move spawns, for instance. I will have to see how it all unfolds. But other than that, I have some bug/clip/material fixes aswell as minor "quality of life" gameplay fixes incoming.
Shoki 13.7.2017 klo 12.20 
grapen lähetti viestin:
Fujiwara lähetti viestin:
I agree with a lot of these changes. Played it with a couple friends and it felt fine, the CTs can lose mid control easily if their awper dies or is smoked off, but I like how CTs can see all the way down to the A rotate area because it gives incentives to control mid.

Thanks for the feedback! I'm very interested in how mid plays out over a large amount of samples, as I designed it with high mobility and options for both teams in mind. This could potentially lead to imbalance, but I'm confident I would be able to correct it with some adjustments. If I have to, I could close the balcony window, open up the closed off terrace for T's or move spawns, for instance. I will have to see how it all unfolds. But other than that, I have some bug/clip/material fixes aswell as minor "quality of life" gameplay fixes incoming.
I think raising the wall at CT spawn and putting a barrel in a wall near it balances it out. My thinking is if the CT has to go to one specific spot to look over the wall, the Ts wont have such a hard time taking mid control as they only have to shoot one spot.
i think that side B should have two entry. It''s will be balanced.
P.S. - Maybe trought windows
dexc34 21.10.2017 klo 15.33 
I feel like most of the map is long sightlines. No matter what T's do they have to cross one of those sightlines. Maybe if T's have eco pistols or smgs. And CT's have m4's, an awp, or even a scout, the T's can't do much, unless they have utility. Even after they pop a smoke, CT's could probably just fall back to another sightline. One offer I could make is at A, that bench thingy on A sight, extended it a bit to the right, looking at it from CT. That gets rid of a huge sightline at that sight. Forcing the CT's to play a bit closer.
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