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old Re: Ideas for Counter-Strike 2D 0.1.2.1

SniperME
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user Phenixtri has written
The weapons do need to be properly balanced to mimic CS 1.6 the SMGs are a joke compare to 1.6 and are pertly the reason guns are not balanced properly >> weapon damage has to be adjusted and tested in a closed beta test to fix this issue and to guarantee proper results.

Yep on cs1.6 i use smgs at dust 2 at "short" and I kill easly a AK or M4. I wish DC would make them have greater RoF so to make it a deadly close weapon.

user Phenixtri has written
awp is also over handicapped & should have just reduced its accuracy while not scoped in and reduced mag size to 5 like the real thing to balance it out.

No i relly think the awp-s Recoil is punishment enough even the Dmg is to low at no zoom making it useless without scope.

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Commando
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• A drop-down box in the Player Name field in options that shows previously used usernames.

• Make it easier to sift through dozens or even hundreds of spray tags. A little grid or something would be nice. Also, color sliders for spray tags.

• The ability to pause a delay (triggering it would stop it, but triggering again would continue it without resetting) and stop a delay completely (triggering again, if possible, would start it up from the beginning).

• Animated GIF support would be bitchin', but I'm not really expecting this...

• Ducks.

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Navy Seal
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look at the price of smgs and ask your question again. Do we need to make them more powerful?
ofc no, because they are already a cheap sollution. Thus they are only used in clan matches, because on public you mostly have 16000$.

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Phenixtri
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so what if SMGs are cheap they cant fucking kill players armed with pistols >> all of them aside from the P90 are piss poor and weaker than a bb gun and they are not cheap given their shit abilities its more like a rip off.

Even in 1.6 SMG could kill, they were actually lethal weapons ...

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Navy Seal
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user Phenixtri has written
so what if SMGs are cheap they cant fucking kill players armed with pistols >> all of them aside from the P90 are piss poor and weaker than a bb gun and they are not cheap given their shit abilities its more like a rip off.

Even in 1.6 SMG could kill, they were actually lethal weapons ...

If you cannot kill a guy with a pistol when you use smg you clearly doing something wrong. Now mp5 can kill a guy even with ak if that person is good at aiming because mp5 has very low recoil (you also have to assume that guy with ak has average aiming skills).
moreover lets imagine a situation, both players have 2500$ one player buys ak second buys mp5 and vesthelm. Second player is more likely to win because they both do similar damage while second player have higher accuracy, but as I said earlier smg can only help in matches where you have limited amount of money and not 16000

old how about....

Christopher2643
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How about where you can make objects that can be jumped over by pushing space bar and as you jump over, your characters gets bigger to resemble him going up and then when hes over object he is normal size!
Also how about we be able to go prone and when we're prone we get less bullet damage? We would go prone by pushing "F" or maybe "C" since those are near the main controls for game!

old Re: Ideas for Counter-Strike 2D 0.1.2.1

BaDgEr
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@user Christopher2643:
user EngiN33R has written
All right people, here's a very important post:

flame LIST OF THINGS THAT ARE FORBIDDEN TO SUGGEST: flame
• More weapons
• More NPCs
• Weapon editor
• Customizable NPCs
• Crouching
• Jumping
• More entities
• Voice chat (we've been over this...)
• Vehicles
• Lag compensation
• Anything that can be done with Lua
• Different resolutions

Suggesting any of these will get you a warning, in severe cases - your post removed and you probably temp. banned for a little while, for educational purposes.

old Re: Ideas for Counter-Strike 2D 0.1.2.1

EpicCrisis
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Could it be possible to do dynamic walls without making triggers? Example would be when a player press 'e' in front of the dynamic wall it will trigger open close door without the trigger.
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