this post was submitted on 17 Aug 2023
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Counter Strike

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# Counter Strike - Counter Strike Official Blog m/cs is the home for the Counter-Strike community on Kbin and the Fediverse and a hub for the discussion and sharing of content relevant to Counter-Strike: Global Offensive (CS:GO), and the upcoming Counter-Strike 2 (CS2). Counter-Strike enjoys a thriving esports scene and dedicated competitive playerbase, as well as a robust creative community. This is the largest and most active CS sub on Reddit.


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According to Aquaismissing's comb through the update, valve are rethinking the competitive and Premier modes. Here's the tweet text if you can't see it:

Subtle, but significant Matchmaking changes in the latest Counter-Strike 2 update:

  • From now on Competitive is first to 13 rounds (including Premier)
  • Seems like the devs are getting rid of Short Competitive
  • Premier matches will have 20s freezetimes, 1 overtime (the game ends as tie, if you tie the OT) and four 30s timeouts

If these changes are here to stay, I think it would be safe to assume, that esports is going to adapt MR12 as well?

Thoughts?

If this is a response to games getting longer and longer in the pro side, I feel it's not the most subtle way to do it. Also it would have to come alongside changes to the economy, which is what made the matches longer in the first place.

Also, having an OT is nice, but it just brings you back to the 30 rounds of before. You'll still be able to finish 15:15 just as you do now but it'll feel different

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[โ€“] hannadryad 2 points 1 year ago

I think that is where I am heading in my thoughts. In principle I love the idea that "everybody plays the same game" so I am in favour of the single queue, fixed timeouts approach and I see how that naturally leads to MR12 because much of the player base just does not have the spare time for MR15. BUT ... the economy is the beating heart of CS and losing that ebb and flow - as you describe it - either to steamrollering or to irrelevance will be terrible.

I don't know what the solution is. I would personally fix it by removing pistols (except as default secondarys to avoid reloads), increasing the available cash for round one and rebalancing the rifles for greater variation in cost and performance, then adjust the loser bonus to be bumpy enough to return some ebb and flow to each round. But that is just out there theorycrafting ๐Ÿ˜