Shortcomings
Reliance on teammates
While the emphasis on teamplay and strategy is good on the one hand, it can be a horrible nuisance as well. That's the double edged sword of designing your game in such a manner. If you've got a crappy team, then you won't be having a lot of fun. Yes, there is an auto team balancer that switches the best players from the other team over to yours for a couple of rounds, but that feature ends up being more annoying than it is helpful.
![Counter-Strike Feature [ Someone tagged their custom logo @ 800 x 600 ] > View Full-Size in another window.](images/47-s.jpg) Someone tagged their custom logo
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![Counter-Strike Feature [ Losing blood quickly @ 800 x 600 ] > View Full-Size in another window.](images/48-s.jpg) Losing blood quickly
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T E A M
Some of the more annoying things that can happen include teammates who don't understand that a coordinated, concerted charge is generally more effective than marching out one by one in front of a sniper. Being the VIP and seeing your protection detail dumbly file out one by one to their death is frustrating to say the least. Then there are the people who "lead" a charge through a doorway, only to stop right in front of it, blocking the rest of the team from coming through. I don't know how many times I've been caught in this kind of a logjam and been punished for it. Even more annoying than that are teammates who sit there and cowardly camp their spawn point.
![Counter-Strike Feature [ The Romero!!! @ 800 x 600 ] > View Full-Size in another window.](images/49-s.jpg) The Romero!!!
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![Counter-Strike Feature [ He's getting shot through the box @ 800 x 600 ] > View Full-Size in another window.](images/50-s.jpg) He's getting shot through the box
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Players who camp at improper times can be a big pain. On any given map, there is one team that is supposed to camp (guard an area) and one that is supposed to attack. On demolitions maps, the terrorists are supposed to attack and CTs are supposed to guard. With hostage rescue, it's the other way around. Too many players don't seem to understand that or simply don't care. It's rather annoying to see teammates cowering in the back near the spawn point with sniper rifles when they're supposed to be helping to spearhead an assault. Even worse, these guys are usually the last to die - the defenders are then forced to waste time trying to root them out of their hiding spots, or worse, wait out the timer to win by default. This kind of thing slows down the pace of the game.
![Counter-Strike Feature [ Why isn't he playing Daikatana? @ 800 x 600 ] > View Full-Size in another window.](images/51-s.jpg) Why isn't he playing Daikatana?
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![Counter-Strike Feature [ It's the bomb...literally @ 800 x 600 ] > View Full-Size in another window.](images/52-s.jpg) It's the bomb...literally
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Net Code
The net code in Beta 6.5/6.6 is rather strange as well. It seems to correct for HPBs sort of "after the fact," creating strange conundrums. What do I mean by that? Well, there have been a lot of times where I strafe quickly to peek around a doorway, and then die a split second AFTER I strafe back to safety. How can this be? The way the netcode is written, an HPB standing outside with a rifle will see my body poking around the corner long after I've strafed back to safety. Even though it appears to me that I'm back behind the wall, to him I'm still standing outside. So he snipes me, and I die well after I'm back behind the wall, just because his connection is slow. This isn't unfair in the strictest sense because he didn't really have any extra time to react - it just happened later. But it's still very frustrating to die when you think you're already back behind a wall. Maybe the developers could implement a mirror item like the one in SWAT 3, something that would allow people to peer around corners and still be safe.