well, that isnt really the problem. if everything I am doing here works, the game could start to have a successful comp scene again, which I would also like to be part of. Maybe not as a player, but certainly in a position where you shouldn't give all your tricks away ;)
Naigel had hosted the map a few times when streaming on his personal twitch and the c ops discord, where i got the chance to play it along with all the others that followed him on twitch. I think I've played like 7 or 8 matches on it. From my experience, it felt like the A site was quite alot easier to push compared to B site, also meaning that B site was easier to defend than A site. Mostly because of the fact that u can get to A as a T, faster than u can get to B(Giving less time for CTs to get to an effective position in A, compared to B), and also becuz the primary entry-point of the B site is so wide and the one from mid forces u to face a guy sitting on top of the roof beside B site. Whereas in case of A site, both the entry points r a lot more narrow and u can just smoke off the elevated path of the mid area which leads to B, in order to conceal urself from the roof area and just rush into A site from there(U can push it not too long after the round starts, giving the CTs on A barely any time to prepare). And the corner area u talked about in A site is unreachable in time if the Ts push fast enough. Most of the time when we played the map, the Ts kept pushing A site so it kinda felt T sided if I'm being honest, but I guess we'll just have to wait till the map's in a live update to be certain about which side the map favours more.
Hope we can see more once the map goes live in ranked. I have had another look on the map which was partially, tho not fully, contrasting to what I initially said. i spent like another 30 minutes just having a chat about it with a friend of mine and testing some stuff around and I feel like the bottomline right now is, that the map is going to be relatively neutral, maybe even mildly T sided, but a well coordinated ct team can bring it back to neutral or even make it ct sided, while a well coordinated t team can push it further into being more T sided. This is as far as the controlled, smart strat shit goes. I dont know how many shortcuts to that will be found and how much you can just blow everything out of proportion by being dumb or abusing the mechanics or the map. Time will tell I guess, but certainly a solid map compared to what we are used to in c-ops.
One thing I would say for aim assist issue that they can bring new custom room setting called forced disable aim assist this make everyone aim assist disabled in lobby. This way we can make competitive play more naturally without aim assist and will not harm casual until aim assist is fixed properly instead of removing it completely from game .
Way too complicated and also allows potential cheaters to, not have to code something to get an unfair advantage, but essentially just untick a single box within the game's code to still have aim assist. Guess why the spectator x-ray client is not public.
@@PHiNiX bruh but if somehow this could have worked properly wouldn't it be great. Pubgm has those settings in there custom room setting i got to know about it. There so much limitations to this game but people abuse this game as hell.
anything is chaos with this gameplay I'd say. Adjusting the maps to how this community currently plays is a waste of time. Reworks take weeks or months to be made and wastes a lot of resources and all it takes to make them trivial is 1 person accidentally stumbling upon something that breaks it again, which we all know will probably happen within a week. Issue with that endless spiral is, that maps get less and less playable if you are trying to play them with control and premeditation. i feel like it shows with new bureau the most. The map is played from actual angles less and less and you just have these general areas that enemies will be in, but it is basically random where they exactly are. The maps are just 100% offangles which makes them painful to play, especially with how CT sided aim assist is atm. Also, the fact that a metric fuck ton of players undeserving of it play in high ranks because their performance is inflated by beginner supporting features leads to a point where you can take nothing for granted in the gamesense and positioning department anymore. if you have a player that would normally play on a gold or platinum level, but that player is now thrown into master ranked because of quirks with the matchmaking, hackers or what have you, or maybe just the fact that the game is getting easier and easier with every update, then that player will not have had a normal learning curve to get there and will therefore not have adapted to a style of play that would be the norm in the rank that he is in. normally this is a disadvantage but with how aim assist works, using an angle that makes no sense can be an advantage sometimes, which is just pretty stupid if you ask me.. more on that soon ig
@@TheDuxa yea, but on toilets you have lots for the CT's to fall back on. You hold very upfront and then keep falling back to the site. I feel like there is a bit of stuff there so I can see where you are coming from, but I dont think there is enough cover to actually play like that against half decent enemies.. but cant tell yet, havent had the map in ranked yet.
I mean, I wouldn't say that they are really good, I'd say they are less shit.. But practically I'd say they could be a hell of a lot better if the gameplay was adjusted to compensate for the limitations that mobile has regarding servers, instead of emphasizing these issues even more and giving them the center stage in the gameplay meta.
While I would love to see aim assist getting removed, I can see why devs don't want to remove it. They say it's because of new players not being familiar with any mobile shooter games before will find it hard to play the game. But I don't think that is the problem. If that was the case there was no reason not to remove aim assist from ranked defuse. New players don't jump into ranked game straight away. This thing alone makes the game much more fair and encourages players to practice without aim assist on other game modes. I think the problem is, the players don't want a more challenging game. If devs remove aim assist most of the players will complain for not being able to hit shots like they used to. We saw this when the devs introduced crosshair smoothing. Players cried so bad that devs had to remove it. Critical ops is full of kids what do you expect? Nothing will change.
I can also see why devs don't want to remove it. it is so deep down in the code, that any work on it would take a fuck ton of adjusting on basically anything, same for the anticheat btw. Aim Assist is obviously also the life support for a decent part of the playerbase, but I don't think that any of those people understand it to a point where they'd even notice it being gone. my main issue is the following. C-Ops main competition in the tactical fps shooter gerne is pretty limited. There is essentially just standoff 2. A mediocre game with a fuck ton of basic bugs, exploits and glitches, but lacking aim assist for the most part and being closer to what csgo on mobile is meant to be. Despite that game not being marketed or developed for anyone outside of russia, a ton of people from western europe and also the rest of the world play it, despite it's mediocrity. That goes to show how many flaws one can ignore, just to be treated with half decent gameplay, yk, just like c.ops back in 2016. And this isnt where it ends. Valorant Mobile is also supposedly not featuring any aim assist. This means, if c-ops wants to keep their competitive scene in any way, shape or form, they have to change aim assist, not remove it per se, but certainly change it. if they don't valorant will take every single comp player they have once it is out and even if it doesn't, standoff mildly expanding could do the same thing. Also, I sort of have my own view with crosshair smoothing. Might explain that in a video at some point. The main reason why it flopped was, because most content creators really love portraying the devs as the bad guys that don't care about anything, aside from skins and therefore money. I'd say like 80% of the playerbase that is active and connected enough to voice their opinion on the matter, follows at least one of these youtubers. unfortunately, the times where high tier content creators were mostly celebrated for their talent and were therefore also either high tier comp players, or at least somewhat knowledgable about the game, are long gone. With that, there is a lot of distrust and unfortunately also a lack of respectful communication between devs and creators. This made most people think that the crosshair smoothing did not follow a pattern and was indeed random. I can certainly see where this argument came from, because I probably would have thought the same, had the same happened in 2017 or 2018, when I had a similar picture of the devs (back then I'd say rightfully so). if looked at from this perspective, the devs' motivation behind crosshair smoothing would be, to make the game as luckbased as possible, therefore making the game more attractive to casual players, who would in turn be more likely to spend money. It makes sense, but sadly the majority did not dig deeper. They didn't play, they didn't ask, they didn't even watch videos explaining the whole thing. In their mind, they were the heroes, the guys that looked through critical force's devious scheme of trying to make the game less skillbased, while in actuality, crosshair smoothing would have indirectly nerfed aim assist, which would have ended up doing the exact opposite. Once again, a few people with malicious intent that spread false or over the top shit for exposure, and a community that is too young, too naive or straight up too stupid to double check anything. That has been the downfall of the game, just now it is the other way around. back then the community knew, and devs didnt listen because they thought most community guys were just trying to push their own agenda. Now it is the opposite, devs know, but the community is too mentally challenged to understand that, 1, making money is the point of a company and 2, work on most aspects of the game is not being paused, only because new skins are added. In short, what goes around comes around, in even shorter, I hate it here.
@@PHiNiX I disagree with the part aim assist being too integrated in the code that would take a lot of work to remove it. While anti cheat is a different story cause it brings a lot of challanges to the table, removing aim assist, I am sure, won't take much work unless developers want to compensate that with things lowering Recoil or movement penalty etc.
@@Sam-yg9cv I think a good example of changing how aim assist works, would be for it to only work when a person is shooting. I personally think this would nerf aim assist to some extent, even though not completely.