I agree that Office becoming less destructible is a step back. Yes, those props have no place in a competitive environment, but office isn't really for competitive play (fight me Office globals) (actually don't, I got destroyed by some a few months back).
Also, it appears that there is way more screen shake when spraying than in CSGO. Makes it more difficult to focus where on the target, although the actual movement of the recoil stays the same
Sweet, just got my invite! Curious to see if this means they've also expanded the limited test to include Linux, since my main desktop is running Manjaro.
I personally disagree with the change, but can only speak from the pov of a ("casual"/MM) player and viewer.
In my view, each half only becomes interesting during the final couple of rounds where each team had the chance to frisk each other a bit: Get a feeling for how each player on the opposing team behaves normally and under pressure, get an idea for their individual gimmicks (i.e. special weapons, positions or utility they like to play to catch you off-guard) and, if applicable, see what the team's game plan is. Then, you can come up with some counter-plays on the fly and see how they will react. Did they get caught off-guard for once, like you hoped? Did the opposing player predict your counter-play and counter-counter-played you? Did the entire team start playing differently, e.g. start rushing when they were previously pretty late-round heavy?
In my opinion, it's only when these small counter-plays start happening that CS truly comes to life. When a single flash thrown differently can take out the best player on the server and at least create some hope for a winnable round. When an change in strategy made on-the-fly can still salvage an otherwise unwinnable game.
With the shortened game length, I could perhaps see pro CS being played more statically, with a heavier focus on one-off gimmicks and reciting the thought-out strategy, because there simply wouldn't be enough time anymore to really comprened the game plan of each player and the opposing team as a whole.
Late to the party, but I thought I'd update with some more info for anyone stumbling across this in the future. @MrHandyMan was at least partially correct in the assessment of the issue. In that thread, the launch option LD_PRELOAD="" %command% is recommended to alleviate the problem. In my experience, this was not particularly helpful, and actually prevented the game from launching sometimes.
However, based on discussion on the Github issue thread, it seems that the issue was (either wholly or in part) caused by me having the Steam overlay disabled for CS, which I had done in order to fix an unrelated crash that seems to have been fixed. Enabling the Steam overlay fixed the problem, and my game seems to be running as intended now.
I suppose it comes down to the definition of "cheat"; as I recall, the consensus was that it was an unfair advantage because it made use of a one-way texture that allowed the CT's to see the T's, but not vice versa (let me know if I'm wrong on this, it's been a while). Granted, it's using stuff within the game, but is kind of not in keeping with the spirit of a pro match.
I discovered the same thing; fortunately the game crash that was caused by having the overlay enabled seems to have been fixed, so enabling the Steam overlay seems to be the best recommendation to make now. Thanks for the suggestion!
Counter-Strike is at its best when teams compete on a level playing field and when ability is the only limit to their success.
Over the past few years, we’ve seen professional Counter-Strike drift away from that ideal. The ecosystem has become gradually less open, with access to the highest levels of competition increasingly gated by business relationships.
We think that Counter-Strike should be an open sport. So we’re going to add new requirements to running large-scale competitive events. The finer details are still in progress, but here are the broad strokes:
Tournament organizers will no longer have unique business relationships or other conflicts of interest with teams that participate in their events.
Invitations to all tournaments will use our ranking system (detailed here), or otherwise be determined by open qualifiers.
Any compensation for participating teams—prize pool or otherwise—will be made public and will be driven by objective criteria that can be inspected by the community.
Since tournament organizers have existing long term commitments, these requirements will take effect as of 2025. There will be some rough edges to the transition, but we’re committed to the long-term health of Counter-Strike as a sport and are looking forward to its bright and open future.
A huge W for Valve. Bringing more meritocracy is a great deal for CS. All franchise leagues are terrible for the scene, potentially crippling the viewership. Teams such as EG (Love the team hate the management) must think twice before bagging their season and not accomplishing anything really...
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