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#1 |
![]() Join Date: Apr 2009
Reputation: 0
Posts: 9
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4/20 - Russian Jump
(The following posts are a cumulative suggestion to undo the parts of the 4/20 update which created the newly coined Russian Jump. They are also a compilation of ideas which support this suggestion and reveal how and why this update is detrimental to the gameplay of Counter-Strike 1.6, Steam's best game.)
4/20 - Russian Jump http://i41.tinypic.com/152m8ah.gif First and foremost, the new jumping noise aka the “Russian Jump” implemented during the April 20th update makes no sense whatsoever. This update was created in order to correct/nerf the “Russian Walk.” Since this movement involves ONLY ducking then there is no logical reason to explain why the developers had to create sounds emitted by jumping (aside from the fact that it’s only customary for Terrorists and Counter-Terrorists to slam a foot against the floor prior to jumping in order to ward off predators and mark their territory). Because this jumping sound is an unintended side effect created while ‘fixing’ something completely unrelated to it, it should be considered a bug and taken care of immediately. Incase this bug was actually intended to become Counter-Strike’s newest “feature,” I will continue to elaborate on the fact that this “feature” is detrimental to the gameplay of Counter-Strike 1.6, the world’s most popular and most successful first-person shooter PC game and the launching pad for Steam itself (which we were forced to download in order to play Counter-Strike 1.6 back in 2004). So, how does this new Russian Jump impact the general gameplay mechanics? It is now impossible to quietly jump and peek over something in order to gain an advantage in any given situation. It is now impossible to quietly jump over obstacles (rails, ledges, boxes) in order to move from one area to the next more quickly. It is now impossible to quietly use head-stacking as a Counter-Terrorist in order to surprise enemies with unique setups and positions. It is now impossible to use head-stacking as a Terrorist in order to reach windows, roofs, ledges or any other fixtures. It is now impossible to quietly jump onto a ladder without making noise. Many of the things which we previously took for granted during situations where sound must be kept at a minimum (almost always) are now going to become dead giveaways to the position and number of players at certain locations. In order to avoid making these jumping noises, players will be forced to just not use certain ladders (helpful for retaking upper in nuke?), peek while standing in the open (fantastic way to peek lower B in Dust2?) or not jump on top of boxes (planting for apartments in Inferno any time soon?) The Russian Jump bug hinders almost every aspect of the way maps have been traditionally played, and eliminates vertical movement in many situations. Since the paragraph above does not seem as menacing as it really is, I’m going to use images in order to display just how much this hurts the gameplay in the 4 traditional league-play maps and point out some of the major problems created by this new bug. |
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#2 |
![]() Join Date: Apr 2009
Reputation: 0
Posts: 9
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Some of the biggest problems created by this new bug involve entering B bombsight and peeking certain spots. Taking B bombsight through window in a clutch situation is now much harder that it previously ever was. As if squeezing yourself through a hole in the top corner of a bomb sight and standing on top of a box before making a move wasn’t hard enough, now the only way to get to window is by making two noises different elevations. Another problem involving window is that once you have planted the bomb inside B you are no longer able to sneak out of the site via window because you must also make two noises at different elevations, which is a dead giveaway as to what you are attempting to do. In a 1v1 situation, this essentially locks down B bomb sight to just the door and the tunnel and if you have previous knowledge about where the CT is, then there is only one spot (tunnels or door) that they can enter without making noise. Another problem (which is highlighted in the image, and shown with a small picture) is that while in lower B tunnels, perhaps the most effective and stealthy move in dust2, the stair peek, is completely negated. This move is critical for players who want to investigate upper B tunnels without risking walking up the stairs; it is crucial on CT save rounds where Counter-Terrorists’ already have a disadvantage (no primary weapons) and cannot afford to be heard if they want to successfully kill a fully armed Terrorist and pick him his gun. Another major concern in dust2 is now the catwalk area. The ‘fast cat’ maneuver which was once quiet and effective, is now loud and obnoxious. It will likely involve 6 individual sounds created due to jumping for just 1 person to get on catwalk. While this isn’t a problem early on in the round, it is completely unacceptable after the bomb is planted and the CT’s are trying to make a move into the site. Another effective head stack that is now almost useless for retaking the site is the famous elevator stack which puts a CT just within reach of the bomb. Russian Jumping on the fast cat boxes also hurts the Terrorists as well, because if the bomb is planted for cat (out in the open) and a T wants to jump up to the cat boxes prior to spamming the defusing CT, they will now create 2 noises to get on top of the box and 1 more to peek which is counter-productive while in clutch situations. Russian Jumping ruins many common setups and plays around the catwalk area. Aside from entering the bomb sight, jump peeking into lower B from the elbow of catwalk (in front of the stairs) is now very dangerous. Prior to the update, a Counter-Terrorist was free to jump at this spot 20+ times without making any noise at all, now 20+ noises will be made. This puts the CT’s at risk of being naded and spammed from top mid, middle or even lower B. In order to peek lower B after this update, CT’s must move up further and duck jump in place (but will not be able to see as much of the tunnels) or stand out in the open and look into lower B. Both of these moves are even riskier than jumping quietly in place, and the ladder is just foolish. This update limits the CT setups at catwalk to a few out-dated traditional setups which can be easily anticipated. Not only does this force the CT’s to play in more reserved spots, it severely limits the CT’s ability to take the site using some of the famous boosts which are commonly used. The previous two paragraphs highlighted what I think are now the 2 biggest problem areas within dust2. If you didn’t make much of those paragraphs, then read the one below, because I put the issues into perspective. I’m a Counter-Terrorist. The bomb is in B and I have just enough time to enter the site, take out the remaining 2 Terrorists and defuse. I approach the boxes outside of window only to realize that if I jump on them I will make noise (because of the fact that it’s only customary for Terrorists and Counter-Terrorists to slam a foot against the floor prior to jumping in order to ward off predators and mark their territory, amirite?). I think about jumping once as a fake at window, but the Terrorists won’t buy it, because I have to jump twice to get to the window. Next, I think about jumping twice as a fake then going into the door. Well that won’t work, because the second jump has to be higher than the first if I’m actually going to go into the window. There’s not enough time to go into B tunnels and take the site. Now, I’m thinking the door might be my best bet? That’s too risky, because the Terrorists know that I have to make noise to get into window, so they’ll probably just both watch the door until I do. Okay, I’m just gonna give this 2-jump-fake-thing a try and see how it goes. I jump once and land—no harm done. Just after slamming my black, steel-tipped, standard issue boot against the floor, I jump a second time. This time I’m not so lucky—just after propelling myself upward I spot a large man exiting the B doors. After inspecting his personage I take note that he is quite appropriately dressed in his Arctic camouflage sweater and black ski mask. As soon as he starts to crank off a few rounds in my direction, there is a massive explosion on the other side of the wall which instantly kills me and sends both myself and my Arctic assailant skyward towards CT spawn—the round is over and I have failed miraculously. |
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#3 |
![]() Join Date: Apr 2009
Reputation: 0
Posts: 9
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Reserved for nuke (expected 4/22)
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#4 |
![]() Join Date: Apr 2009
Reputation: 0
Posts: 9
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Reserved for inferno (expected 4/23)
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#5 |
![]() Join Date: Apr 2009
Reputation: 0
Posts: 9
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Reserved for conclusion (expected 4/24)
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