game?
I actually made the mistake of trying a few games on that server. Now i remember why i don't play OSP. You have to adjust your aim totally to your ping (and then you'll still have a huge disadvantage), while in CPMa you only need to change one or two settings and a slight adjustment in your aim (with a ping twice as high as in OSP).
It's more the defensive style and slow calculated aiming and spamming (standing still on some spot with a long line of sight) that makes the game unbearable to watch and play for me... :icon8: The slow weapon switch gets in my way too much too because it often feels to me like i have this ocean of time in which i can do nothing but wait until my weapon has switched.
hence decision making. fast-switching is a crutch for people that can't resist the urge to use the wrong weapon.
cpma only seems faster because the maps are tiny and open (cpm3, aerowalk, cpm1a) and the armor/dmg system is skewed so that you can take a harder hit when you're stacked so there's a lot more cess compared to osp on ztn or dm6 where one rail can shift item control and lose you the game. saying you like cpma because osp is "boring" is like preferring flyweight boxing over heavyweight because the little guys throw more punches.
cpma only seems faster because the maps are tiny and open (cpm3, aerowalk, cpm1a) and the armor/dmg system is skewed so that you can take a harder hit when you're stacked so there's a lot more cess compared to osp on ztn or dm6 where one rail can shift item control and lose you the game. saying you like cpma because osp is "boring" is like preferring flyweight boxing over heavyweight because the little guys throw more punches.

My point about the weapon switch time obviously was that i make decisions faster than VQ3 allows me to enact.
Thanks for proving my point about the similarity of OSP and CS.menkent wrote:one rail can shift item control and lose you the game.

Btw, of course the armor system in cpma is skewed (just like the weapon hierarchy); shifts the balance to the player that's actually controlling the items, so that it takes more than one rail or direct rocket hit to take back control. You can call it cess but i like the much bigger dynamism it gives to the game. The amount of cess in cpma is probably less though, because positioning plays a bigger role with cpm physics, requiring less spam and making dodging more viable. It depends a lot on one's playing style though.
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