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Counter-Strike: Evaluating Professional CS

By: Trevor Schmidt - Published August 05, 2004 at 1:27 PM EDT - Writer Archive
Making comparisons, against real sports

Basketball plays a continuous format, where the only stops in play take place if a coach or player calls a time-out. The limited size of the court and distance between baskets creates a dynamic fast-paced style of play that is not otherwise enforced outside of the 24-second shot clock. Similarly, soccer plays a non-stop style of play that involves harsh tackles and constant maneuvering of a double-digit number of players. The opposing view is that of American Football.

American Football provides a different format for us to follow, and what I believe is the correct format. The 30-second play clock forces a start to the action, but only 10-20 seconds pass before the next round or play begins afterwards. This rapid style of play creates a continuous action format, but also provides for the fans to catch their breath and build tension with the addition of the short breaks. Counter-Strike is better built for this format, while 1v1 games are more geared towards the aforementioned basketball format.

1v1 games are built around a non-stop style of play because they have no reason to stop. A player is relying on himself or herself rather than a team. On the other hand, team-based games are completely different. Even basketball has created a hole in that formula as most will say “Wow, the last 5 minutes of a basketball game takes an hour to play.” They aren’t lying, but is this really how we want our game to be played?

So, the choice must be made. The reduction of round times and the increase of freeze time before the round start seem like natural conclusions.

VariableCurrentlyProposed
mp_roundtime150 seconds90 seconds
mp_freezetime10 seconds20 seconds

These simple changes force teams to more fully prepare for matches, play more effectively, and also play with greater speed and action. This pushes us to into a format that can also allow for an increase in rounds, allowing pistol rounds to be reduced in importance and create a large sampling field from which to decide who the better team is. Let’s look at the issue of time.

Current and Proposed Systems: Match Time

The following tables show you exactly how the proposed new system will effect match times, under both Maxrounds 15 and Maxrounds 18 scenarios (as opposed to the current Maxrounds 12 system). Maxrounds 15 under the new system will let a match complete before the current system, and provide much more action for spectators.

Time is ticking away...
Current Maximum Round:

150 seconds (round time)
+10 seconds (freeze time)
160 seconds
X24 (maximum rounds)
64 minutes (3840 seconds)

Proposed Maximum (Maxrounds 15):

90 seconds (round time)
+10 seconds (avg bomb time)
+20 seconds (freeze time)
120 seconds
X30 (maximum rounds)
60 minutes (3600 seconds)

Proposed Maximum (Maxrounds 18):

90 seconds (round time)
+10 seconds (avg bomb time)
+20 seconds (freeze time)
120 seconds
X36 (maximum rounds)
72 minutes (4320 seconds)

*An additional 10 seconds is added because bomb plants after the 35 second mark would be increased dramatically, therefore making up for the additional resulting time.

Three simple changes to the game could alter many of the problems the game has developed. Both spectators and players alike can benefit from this format. Fans who seek more intense and exciting matches will be satisfied, and players will be satisfied because of the reduction in the amount of unpredictability the game now features. It will also put more pressure on the teams to come prepared and to play well; challenging their skills in a way we haven’t seen since their early betas of Counter-Strike, and that is definitely a good thing.

Read the Prime article with more strategic analysis
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