Counter-Strike 2

Counter-Strike 2

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grapen  [pengembang] 12 Jul 2017 @ 5:32am
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  [pengembang] 12 Jul 2017 @ 11:39pm 
Diposting pertama kali oleh CRYSTΛLIZE skinsjar.com:
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 Jul 2017 @ 10:49am 
Diposting pertama kali oleh CRYSTΛLIZE skinsjar.com:
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  [pengembang] 13 Jul 2017 @ 11:33am 
Diposting pertama kali oleh Fujiwara:
Diposting pertama kali oleh CRYSTΛLIZE skinsjar.com:
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 Jul 2017 @ 12:20pm 
Diposting pertama kali oleh grapen:
Diposting pertama kali oleh Fujiwara:
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.
Sunshine404 16 Jul 2017 @ 2:54am 
i think that side B should have two entry. It''s will be balanced.
Sunshine404 16 Jul 2017 @ 2:56am 
P.S. - Maybe trought windows
dexc34 21 Okt 2017 @ 3:33pm 
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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