From: "Jules (aka Buddha-Pest)" <[EMAIL PROTECTED]> > in agreement... look at most top clan matches, it's all awp vs. awp.
Not really. Granted, the AWP is a huge factor in match-play, and could possibly be considered the most important weapon in the game. But you very rarely see a top clan buy 4 or 5 AWPs in a round in a match. For one thing, the economics of the game usually preclude everyone from being able to afford one (there's a reason the AWP is so expensive), but even if the entire team were rich it doesn't make tactical sense to have 5 snipers -- it's much more effective to have several assault rifles supporting your sniper(s). The notable exception is on defense in de_aztec, which can be controlled totally by a team of five good snipers. I seem to remember old X3 using all AWPs as CTs on de_dust2 in a match once, but again, it's much more usual to see one or two snipers per side. > i think the awp in it's current rendition is an important part of the game. > it means you don't just run around crazy in open spaces, you have to respect > open terrain, long hallways, etc just like real teams/soldiers do. but i > think that in the hands of an awp expert the weapon becomes unbalancing. i > have a couple of regulars on my server who can work absolute magic with that > thing. it makes it no fun for the others. Totally agree it's an important part of the game, but I disagree with the logic of how it unbalances the game. Yes, an AWP in the hands of an expert will wreak havoc, but then again so will any weapon in the hands of an expert. The real issue is balance of skill, not balance of weapons: a CAL-i level player armed with a glock will own a server of casual players. On the other hand, if everyone on the server is on the same talent curve, then AWPs should make for much more interesting games (as long as there's room to improve, more on this later). You say the AWP "makes it no fun for the others", but that's placing a premium on the fun of the unskilled. This is your choice, of course. But remember that for skilled players, the fun comes in the perfection and execution of their skill. I guess some feel they have to sacrifice the fun of the skilled for the fun of the unskilled, and it seems to me that the servers which restrict the AWP are making that claim. But consider this: while some players may not care about improving at CS in any way, I think many (if not most) of your regs actually try to become better. With a little wise prodding, you may be surprised to find that your regs come to love the AWP. I speak from experience here. I had a strong community on my 16-player pub for two years, with about 200 regulars. Back then I wasn't aware of the beauty of competitive CS, so we ran a "free money", AWP-restricted server. In our minds the scout was more manly since it wasn't a one-kill weapon, and whenever newcomers would protest we'd call them "AWP pussies" and such. Then I started playing in and following the competitive CS scene, and realized how important the AWP is (and, equally as enlightening, how *difficult* the AWP is to use). Suddenly our ban on the AWP seemed silly; our ignorance of the economics of CS (since we always had $16,000) seemed naive. With much protest and many forum debates I took off the free money, enabled the AWP, and let the players taste a more "true" CS. After a while, some of the die-hard AWP haters where themselves becoming experts with the big green gun. People learned how to save money, which put a premium on winning (and thus encouraged teamplay). In short the average talent-level on the server grew, people were having more fun, and a wealth of (still competing) clans were born on our humble pub. CS is a multi-dimensional game, which is why I think it's the best FPS ever created. If you agree with that statement, why remove such an important dimension? The AWP is definitely the most misunderstood and maligned weapon in CS. Obviously there's something special to it. If you think that "specialness" is just because it's unbalanced, and easy, or wimpy, or any other AWP-hating term, I highly recommend you give it another look. Try using the AWP exclusively for a week -- even if you forbid it on your server, pub [under a different name if you wish ;)] on another server and go AWP crazy. I bet after that week's up you'll have a whole new appreciation for the weapon of kings. > i think a simple fix that causes the accuracy to go to hell the moment the > sniper moves would be the ideal way to nerf the awp down. require the > sniper to be still for 2-3 seconds before accuracy returns and the awp > becomes a completely different weapon. Oof. It's probably been nerfed the most of all the weapons. Remember the old days when you could shoot AWP in the air accurately, when you could quick-switch with pistol, when a leg-shot would kill? By further nerfing the weapons you are lowering the talent ceiling. This means it takes less time for a newbie to become as good as a pro, and the pro has a too easily attainable cap on his talent. The end result would mean players would become bored of the game sooner, since they'd reach their peak sooner. Which would mean less players, which would mean less dynamics, resulting in CS stagnation. This is all over-simplistic, of course, but can there really be any doubt that the steeply-sloped learning curve to mastery keeps most of us going? If it were just Colts and AKs with everyone in the same skill range, would you still keep playing more than an hour a week? What is there to work for if luck is all that's left to separate victory or defeat? Maybe *you* only play for an hour a week, but what about your regs? jupe _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

