Hi ciccione1 !
A short list of some differences:
Quote:
1. Overall World (atmosphere)
-Much higher Texture resolutions
- Bump Mapping
- Higher poly models
-circular curves instead of octagons/hexagons
- 3d skyboxes
- The sun
Physics
-Ragdoll
-Objects (barrels, cans, boots, guns)
* No physics or anything movable by physics can be utilized as help in gameplay. besides blocking paths and cover from Frag Grenades.
2. Gameplay
-All weapons have tighter bursts
- Flashbang's have been significantly increased in power and turning away doesn't help as much (but still helps a little)
- Frag Nades (previously HE grenades) do not damage through walls or objects that can be moved using the physics. Frag nades also do not bounce as far/well as HE nades. When they hit a wall they drop 3-4 feet after.
- Smoke Grenades do not create an fps drop. They also are much more potent to the point that if 3 are thrown at the c4, it will be nearly invisible. While your inside the smoke your vision is greyed to an extent, and in the core of the smoke your screen is pure grey with very small visibility range.
- Shooting through walls is extremely toned down. Only the edges of corners can be shot through (rock). Wood can be shot through, but not to the extent of cs 1.6.
- Running while spraying is almost not an option. As always crouching is a better alternative but is MUCH more noticable this time around.
- Footsteps are not as easily heard. It is much harder to detect someone running on sand from someone running on a solid surface due to obvious realism reasons.
- C4 can be planted on the highest object in the bomb zone, As long as its IN the bomb zone, you can plant it there.
-C4 seems to defuse faster than before. With and without a defuse kit.
-Kevlar makes a bigger difference against higher cal ammo, and is more easily penetrated by the fiveseven/p90.
3. Weapons
(1) Pistols
-Glock 18, slightly more accurate, slightly more damaging. Burst fire is tighter.
- USP .45, Pretty much the same, tighter recoil patterns.
- 228, Less random recoil (more just higher or lower), more accurate, similar power.
- Desert Eagle, Less random, same everything else.
- Five-seveN, Slightly more powerful, less jagged recoil (x hair movement wise), very accurate as before.
- Dual Beretta Elites, Slightly more powerful, tighter recoil patterns, more accurate while moving.
(2) Sub-Machine guns
- TMP, much less random recoil, tighter bursts, higher accuracy, higher power. (#1 most improved smg)
- MP-5, pretty much the same 2nd round love that we are all acustomed to.
- Mac 10, Slightly more damaging, tigher bursts, similar accuracy (single/2 round burst).
- UMP, Very similar to 1.6 without the ""accuracy diminish"" over the amount of used bullets.
- P-90, More powerful, Kevlar doesn't affect it as much as other smgs, More accurate, Tighter recoil, similar rof. (#2 most improved smg) Its a good match long range shooting too.
(3) Shotguns
- m3 tactical, Very similar to 1.6, cant do 300 dmg point blank range anymore.
- xm1014, Less effective all around. Especially at longer ranges. *"thumbs down"*
(4) Assault Rifles
-m4a1 carbine, Faster ROF, everything else is similar to 1.6
-Ak47, Slower rof, less recoil (due to the slower rof), else is similar.
- AUG, Less random bursts, higher accuracy in scope.
- 552, tighter bursts, higher accuracy in scope.
-FAMAS, 3 round burst has pinpoint accuracy when crouched, Faster ROF, slightly more damaging. (#1 most improved AR [but mag empties as fast as you can say empty]
- Galil, FAST Rof, tighter bursts, similar accuracy, similar damage. (#2 most improved AR just because of the ROF is so perfect going with the mag cap and recoil make it a bargain version of the m249. [and the model/skin are SUPERB too but that has nothing to do with this]
(5) Sniper Rifles
-Scout, higher mobility while still being accurate, else is similar to 1.6 (something about it makes it really good in source or it might just be me)
-AWP, similar to 1.6 with SLIGHTLY less power. (if you get hit anywhere in the legs you wont die. (but have about 10-13hp left) Lower hips and above to head are kills. Arms dont kill but do a shitload of dmg.
-550, similar to 1.6 with less tight bursts. Not a good idea to go full auto at a long range.
-g3sg1, similar to 1.6 with less tight bursts. Not a good idea to go full auto at a long range.
(6) Machine guns
-m249 para, MUCH faster rof, slightly higher dmg (in between ak and sig 552), more accurate, full auto is MUCH less random but is very quick on where the bullets go next. (hard to explain but you could be shooting in a 10 inch burst for 20 bullets then immediately it will go right about 2 feet, then up 2 feet after 20 more bullets. Just have to bring it to center after it moves like that.) Worth the $$$ ULTIMATE support weapon. If you have a para guy blasting an opening or doorway apart, no one will think once about going in there unless they have an awp or another para. Its not at all "cheap" though. (#1 most improved weapon overall)
note: Valve did an AWESOME job of making sure that no weapon ruled all or was cheap, not worth the money, sucked to get killed by. Every time I got killed/got a kill with any weapon It felt right like they truely won or lost. No matter what gun you have to what your facing you always have a relative chance at winning. They did an amazing job at balancing everything. Although, nothing has really drastically changed. Ct and t will still always use the m4/mp5/ak and the desert eagle. But if you decide to be an outsider and try other guns, they stand just as much of a chance as anything else. Hey we might see the tmp assume the role of the mp5 for a lot of people on ct. Same goes for the p90 for either team.
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I didnt try to install mods but you can get some good ones > HERE < which should be work with the cracked versions.
Regards,
Exitus
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