sry, jezeli pisalem o csie, to o PRAWDZIWYM czyli, cs 1.6 do ktorego od 6 lat wracam bo jest grą bardzo udaną. jezeli chodzi o css to podzielam wasze niektore opinie (nawet co do obecnej wersji) ze strzaly sa dosc "niesamowite", dlatego w to prawie nie gram.
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a teraz cos o ETQW-dla tych co nie czytali, polecam wywiad z Kevinem Cloud (id Software) i Paulem Wedgwood (Splash Damage). Nie jest to to samo co bylo na filmie, jest sporo szczegółowych informacji na tematy takie jak gra tzw. pr0

turniejowa i wsparcie dla niej, model latania - czy bedzie faworyzowal dzojstikowcow, troche o wymaganiach sprzetowych.
Wywiad
http://www.atomicgamer.com/article.php?id=250&page=1
a to kawalek ktory wg mnie dla wielu moze byc wazny, zwlaszcza 2 akapit:
Cytuj:
The objective system is more than just focused [combat]. Because they work out sort of like military missions, once they're accomplished, there's no return from that. So, like Capture the Flag, that's very focused and you go get this flag, you go get this flag, but if I take your flag you can always take another flag back and it's basically like a sporting game. The way the objective system works is that there's a huge amount of intensity and focus on supporting that location. And so the battles work out where when it's five on five, what happens is that those five people just begin to close in more around that centralized objective, to protect that area.
I will say that in your five-on-five match, or six-on-six, that's where your clan matches and your tournament-level matches would be; your players have to be.. GOOD. If there's an engineer who's not setting down vehicle turrets, [there's going to be a problem]. As far as a public server or the average guy getting into the game, that doesn't really know how to play, six-on-six is going to be a difficult challenge, but our balance for public games is twelve-on-twelve.