Dead Men Walking

dMw Gaming => FPS Gaming => Counter-Strike => Topic started by: Gunda on November 13, 2014, 03:38:59 PM

Title: Awp ?
Post by: Gunda on November 13, 2014, 03:38:59 PM
Any chance of starting a vote or discussions around getting the AWP enabled on say 1 per side limitation? it is an OP gun but it is also a massive part of the game that changes strategies if you know someone is going to be AWP'ing from certain places.  

I am finding when i visit other servers that my AWP skills are very very bad due 95% of my time spent playing on the dMw server.

thoughts?
Title: Awp ?
Post by: Snokio on November 13, 2014, 08:21:11 PM
Never been keen myself as i find it overpowered, which has been since the CS days.
Title: Awp ?
Post by: BrotherTobious on November 13, 2014, 08:29:28 PM
AWP the next point and click adventure!
Title: Awp ?
Post by: TeaLeaf on November 13, 2014, 08:37:53 PM
The problem with an AWP is  that it is so OP that it can literally wreck the game for everyone if you come across someone who is really good with it.   It is generally accepted that some of the ridiculous un-scoped head shots that kill you are just so far from the reality of the gun that they are dubious at best, hence we've always steered clear of the AWP on our own servers to maintain the fun for everyone's benefit.

Personally I like the AWP on a public server, so long as it is my hands.  And that's the problem, because that's how every other public thinks too.  And then the AWP wins and we all lose.
Title: Awp ?
Post by: Dexterous on November 17, 2014, 04:05:41 PM
I personally love the AWP as a weapon of mass destruction but as others have said, it is too OP. The problem is that it is a one shot kill weapon nearly everywhere.

Hit Box Damage With Armour

Head = 448

Chest and Arm = 112

Abdomen & Pelvis = 140

Leg and Foot = 86

The fact that dMw has a variety of high skill and low skill (for example me) players means that if you get a single skilled person with an AWP on say Assault, they could just sit in a corner getting a massive kill streak round after round after round.

Like I said, I like the AWP but there is just too much potential for someone to just destroy the other teams chances of winning and also having fun.
Title: Awp ?
Post by: Tutonic on November 17, 2014, 04:16:39 PM
I find games without the AWP much more enjoyable, so that's where my vote lies.
Title: Awp ?
Post by: Gorion on November 17, 2014, 05:28:56 PM
There's always the scout...  That's what I use to use back when I used to play CS on the dMw server quite a while ago.

If you do a headshot, it should still kill an opponent; not sure if that fact has changed in the GO revision.  I found it better, since you can be more mobile.

I think the SiG was also banned/restricted back then.
Title: Awp ?
Post by: suicidal_monkey on November 17, 2014, 08:03:43 PM
If there were a vote I would vote to have it back, maybe limited to one per team, maybe excluded from certain maps (if that can be done).

I feel it can level the field a little bit by adding back some tactics when facing a super responsive and skilled headshot machine wielding a scout (or even just an AK/m4/etc). The number of times I've flanked and then lined up what I thought would be a headshot with the scout only to be shot in the head in return by my it's-only-a-flesh-wound target half a second later.

Having said that there are maps where the headshot machine with the awp can of course then be too dominant for one side, but that's map design, so maybe a total ban on specific maps would help.

People tend to overreact and panic when they hear the boom it makes, and hide and try to snipe back with small arms rather than continue their rush using teamwork and speed to overrun and outflank the sniper. The fear of the awp is almost more powerful than the awp itself.

Anyway, that's my 2p :-)
Title: Awp ?
Post by: Blunt on November 19, 2014, 12:51:13 AM
I have seen this thread.

I'm having a think about this and other things.

I'm wondering whether to reduce the start money to $800 as is the custom on every other server.

Conserving your funds and weapons should be a priority, and starting at $800 would make winning the 1st round more important.

Games seem to have improved from the drop to 3 mins round-time, teams have actually run out of time!

We could set the time to 2 mins, which is the standard. What do you think?

We could also allow dead people to be able to chat to living players, as is the norm on competitive servers. What do you think?

Apart from the welcoming friendly mature attitude of our server, what are the things that set us apart?

Awaiting input :)
Title: Awp ?
Post by: Snokio on November 19, 2014, 07:36:18 AM
All chat whilst dead seems a good idea, i personally find the round times to be okay but can drag on in some maps such as Italy I suppose
Title: Awp ?
Post by: TeaLeaf on November 19, 2014, 11:31:28 AM
Quote from: Blunt;391157I'm wondering whether to reduce the start money to $800 as is the custom on every other server.

Conserving your funds and weapons should be a priority, and starting at $800 would make winning the 1st round more important.

Games seem to have improved from the drop to 3 mins round-time, teams have actually run out of time!

We could set the time to 2 mins, which is the standard. What do you think?
Looking at these two points:

-starting money
-round timer

The original idea of the start money boost was to let everyone go into battle properly dressed from round 1.  You'd not choose to go into a gun fight dressed in your nice blue shirt, you'd on put a kevlar helmet & vest, so it's artificial to set it to $800 and not be able to afford that protection.  It's artificial anyway to set a higher limit too, so I guess it comes down to preference.   Higher start money does mean that one round doesn't become too important to the eventual match outcome (eg MR13), especially if you then force a rush-fest by reducing the round timer.

The round timer though is something about which we need to be really careful.  If we drop the time too much then it forces that rush-fest and 2 minutes is really not very long at all.    Think about how long it would take you to quietly creep around behind the other team on some maps and imo you'd start to see it as too short.   The fact that many maps might see you dead early and spectating for most of the 3 minute round is more a comment on personal play style than an excessively long round timer.  So in my opinion I think 3 minutes is about right, it is not too long, but long enough for plenty of git-like maneuvering and tension.  The tension is the bit that keeps us interested and longer round timers allow for it better than short round timers.
Title: Awp ?
Post by: BrotherTobious on November 19, 2014, 11:54:50 AM
The only concern I have with live talking to dead is the advice giving i.e he round that corner etc.
Title: Awp ?
Post by: Tutonic on November 19, 2014, 12:09:19 PM
I'm only an occasional player, but....

Dead men don't talk - it can really suck all the tension out of the game, so I wouldn't vote for that.
Title: Awp ?
Post by: smilodon on November 19, 2014, 01:02:50 PM
I remember (I think) that dead players had the ability to talk to other dead players but not those still living? Is that something in the configs that could be turned on? Matched with the 3 minute timer (which I always felt was about right for our play style for the reason mentioned by TL) being out of a round wouldn't be completely boring. I'm not a regular player now but have great memories of maps like Italy and the slow war of attrition that played out. I think the pace of CS with it's perma death fits nicely between the slow burn of Arma and the faster speed of BF4.
Title: Awp ?
Post by: Browne on November 19, 2014, 01:39:27 PM
I think TL is correct about the money, if you're going to war, you don't do it on a shoestring, you get on your fancy duds, grab your Bizon and smoke machine.

As for dead men talking, the don't. Dead one can still talk to dead one, which is a stretch of anyone's imagination, but dead talking to live, especially if say, 3/5 live, 2/5 dead, and dead flipping through each live one in spec, can give a decided advantage.

AWP, I'm not sure about, arguments for and against...but, I seem to remember, we did have AWP enabled at some stage, if one team was losing by 3?...It's a hazy memory though.
Title: Awp ?
Post by: suicidal_monkey on November 19, 2014, 01:52:01 PM
Longer rounds are good as they allow for slower, sneakier tactics. Plus there's sometimes time to fetch another drink etc between rounds :-)

Boosted starting money helps keep the momentum up and avoids one team immediately getting stuck in a no money/guns situation, but it does mean you miss out on the pistol round. I'm on the fence on that one
Title: Awp ?
Post by: suicidal_monkey on November 19, 2014, 01:54:36 PM
P.s. alltalk can be fun, and would be nice in the more sociable hours, but will inevitably lead to occasional cheating, which may rile some...
Title: Awp ?
Post by: Chaosphere on November 19, 2014, 06:01:09 PM
As a very rare and casual player, I would vote no to the AWP (to me it seems OP in a game I already suck at! :P ), yes to 3 minute rounds, no to all-talk - shouldn't it be kept tactical... maybe hang out in TS while you play if you want to chatter?
Title: Awp ?
Post by: Gunda on November 19, 2014, 09:16:08 PM
+1 for all chat while dead, and the 2min round time and the $800 starting cash.  The eco rounds and choosing to buy smokes and a smg rather than rifle should be important choices.  I would love it though if you also extended the buy time a little to allow for more discussions at the round start like calls for B rush or who's going where etc.
Title: Awp ?
Post by: suicidal_monkey on November 19, 2014, 10:52:10 PM
Delaying the starts and extending "freeze" time at the start would be good for me as when I try buying anything other than the F1/F2 quick options I'm left well behind in any rush. Once upon a time I had a whole host of buyscripts :-)
Title: Awp ?
Post by: Gorion on November 20, 2014, 03:42:25 PM
Quote from: Browne;391189I seem to remember, we did have AWP enabled at some stage, if one team was losing by 3?...It's a hazy memory though.

Yep, I have hazy memory about that option as well.
Title: Awp ?
Post by: Browne on November 20, 2014, 09:11:37 PM
This is excellent buy generator; http://jessewebb.github.io/csgo-buynds/
or
http://gamebanana.com/generators/11
Title: Awp ?
Post by: Gunda on November 29, 2014, 01:08:08 PM
so are we going to trial the 800 starting money and other settings you mentioned Blunt ? i really think people seeing the value of ECO rounds and the additional money you get from kills with SMG's etc brings additional levels to the game.
Title: Awp ?
Post by: Bellowhead on December 02, 2014, 03:01:52 PM
One thing to consinder (that I don't think anyone has mentioned - apologies if so) is that the default competitive match is best of 30, whereas dMw play on best of 20. Doesn't seem like much but this is why I really like the boosted starting cash, and kinda why I assumed it was there too. When the game could be over in 11 rounds, it seems crazy to lose one to a pistol round for the sake of the decision between rifle and smg/smoke.

I agree that this tactical element really makes longer games fun, but the maps can be so quick-fire on this server that I don't think it would feel right.

Also, no thanks to AWP or dead men talking.
Title: Awp ?
Post by: Blunt on December 03, 2014, 09:08:53 PM
Starting cash has been set to $800.

We'll see how it goes for a while and, if people like it, we'll keep it.

One small change at a time :)
Title: Awp ?
Post by: Gunda on December 15, 2014, 04:39:45 PM
I have a couple more suggestions if no-one minds?
1) first to 16 along with round time to 2min?
2) team all talk alive or dead.

Just wondering if it would be good for people to get more  used to how competitive play is..
Title: Awp ?
Post by: Backtothefight on December 27, 2014, 04:33:37 PM
Pesteh with an AWP ?

Doesn't bare thinking about. :ranting2:
Title: Awp ?
Post by: Blunt on January 03, 2015, 12:58:53 AM
Quote from: Gunda;392651I have a couple more suggestions if no-one minds?
1) first to 16 along with round time to 2min?
2) team all talk alive or dead.

Just wondering if it would be good for people to get more  used to how competitive play is..

I don't mind altering the rounds to 16, but reducing to 2 mins would spoil sneaky play for a lot of us.

Dead talk is just so much anti dMw ethos that I can't see any members agreeing to it.

I'm not closing the door to anything, and welcome all input.

We are a community and everybody's opinion is taken into consideration.

Please, if you haven't already, post your comment here!.

I Wouldn't mind extending the buy time to 20 secs, what do you all think?
Title: Awp ?
Post by: Snokio on January 03, 2015, 02:25:32 PM
buy time extension most defo, i have missed out after taking a swig of me drink and the time expired :(
Title: Awp ?
Post by: Backtothefight on January 03, 2015, 04:52:25 PM
Are you able to extend the time between when buying starts and when the round starts? I often find i'm not quite finished when the round starts making me late to the choke points.  Just 5 seconds would be a help..........maybe its just my age. :helpsmilie2:

I like the $800 start, makes the first round win crucial. Downside being if your on a weaker team it feels like you spend the whole game with a pistol in your hand. But you only get better by playing better players.  :ninja:

Agree with the round length, having the time to sneak around is a bonus.

Dead talk to living ? Wont they just tell them where the enemy are ?

Good server though guys and it was nice to see the abusive child get an instant ban last week.
Title: Awp ?
Post by: Blunt on January 04, 2015, 12:30:42 AM
Quote from: Backtothefight;393305Are you able to extend the time between when buying starts and when the round starts? I often find i'm not quite finished when the round starts making me late to the choke points.  Just 5 seconds would be a help..........maybe its just my age. :helpsmilie2:

I like the $800 start, makes the first round win crucial. Downside being if your on a weaker team it feels like you spend the whole game with a pistol in your hand. But you only get better by playing better players.  :ninja:

Agree with the round length, having the time to sneak around is a bonus.

Dead talk to living ? Wont they just tell them where the enemy are ?

Good server though guys and it was nice to see the abusive child get an instant ban last week.

Thanks for the input.

You can always join us on Teamspeak (not for tactical talk) and request nextmap, moan about someone, or just chat.

Will try to sort buytime to 20 secs