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Competence. It's something that's often lacking in free-to-play-games: maybe the game is buggy or poorly balanced, maybe the networking code sucks or you cant find a hosted match. But, Cross Fire is surprisingly free of those issues. For the many who don't know this title, Cross Fire is a multi-player, team-based, first person shooter currently in open beta. Its one of the anonymous many online only imported titles from the far east. You run around urban environments, planting and defusing bombs, shooting other people (bloodlessly), and in general reenacting the original Counter Strike mod. It's done well, it's technically sound, and it even tries to mix things up a bit. I like this sort of game. There's teamwork, animosity, and the good old headshot. The question is: does Cross Fire do enough to differentiate itself from its many, many team-based predecessors?
The story is non-existent. Both teams are composed of mercenaries working for unnamed third parties, one more evil than the other, but they both kill for money. I usually like moral ambiguity in games, but the fact that in Counter Strike you have Terrorists on one side and Counter Terrorists on the other, somehow adds gravity to the situation. That's part of the fun, isn't it? You end up feeling that Cross Fire is missing soul, and I've got a gut feeling someone's public relations department is responsible. Nobody wants their kids playing as terrorists, and blood could offend a certain type of backseat gamer.
The controls and game play are going to be familiar to any gaming veteran. You move using the "WASD" combo, press "E" to defuse bombs, and so on down the line. The game play consists of the normal modes: Team Death Match, Search and Destroy (defuse the bomb), and Elimination, as well as a creative new mode: Ghost Match. Ghost matches pit a team of visible mercenaries against invisible ones, and it's actually pretty good fun. Sadly, Ghost mode is not very popular. Another genre standard, buying weapons and gear between rounds at an in-game shop, is Cross Fire's bread and butter. The currency is earned by performance in game and through cold, hard cash in real life, but I haven't spent a buck and don't feel disadvantaged. I've actually started looking forward to that hard-earned semi-automatic machine gun coming my way. And of course seeing the word "Revenge!" flash across the screen when you've avenged yourself upon a previous foe is a very nice touch.
The graphics are satisfactory. Nothing exciting here; the game looks a lot like the forgotten Counter Strike: Zero Release, but rendered on modern hardware. In-game characters are familiar too, the movement animations decent, and old-fashioned pre-animated deaths make an appearance, rather than the physics-backed rag dolls we now take for granted. Cross Fire is so involving that after a few rounds you forget it's graphically dated. The sound is similarly standard, guns sounds like guns, grenades go boom, and your heart beats when you take damage.
As you play, you start to realize Cross Fire is a game designed by the book. Everything from sound to controls and game play are only slightly different from the endless stream of Counter Strike clones. It mostly follows the almost textbook standards of the genre. That said; let's remember that this is not the finished product. This is an open beta, and this reviewer did not fund the usual shortcomings common in most open betas. Everything about the game is at least "Good," but very little new ground is broken. For a free-to-play, item-shop supported game, I've been happily surprised. I look forward to seeing what changes and improvements are made as the beta period comes to an end.
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The purpose of this article is to help the reader optimize his mouse for Counter-Strike.
The two main factors that come into play when deciding which mouse to use for gaming are ergonomics and how many extra buttons the mouse has. The ergonomics part is obvious, gamers want a mouse that feels comfortable and natural to use. Nobody can well with a mouse that contorts the user's fingers in awkward ways. The second part is less obvious. Commonly, a player's right hand is used primarily for aiming/shooting, which in reality is underutilizing since all it takes is one finger and wrist. This article will focus on how to take advantage of the extra buttons on your mouse to optimize your gaming experience. While this guide assumes that you are using a Logitech MX518, any mouse with multiple buttons other than the standard mouse1/mouse2/mousewheel will do.
The first thing to change is the mouse wheel action. As default, scrolling the mouse wheel will rotate through your weapons. This is pretty useless because no one should use his mouse wheel to switch to a new weapon. A much more practical use for the mouse wheel is for jumping. You may wonder what the point of jumping with your mouse wheel is when you can already jump by pressing space bar. The answer is that it is practically impossible to bunny hop while using your space bar. It is much easier to bunny hop while using your mouse wheel. Type the following commands into your console:
bind mwheelup "+jump"
bind mwheeldown "+jump"
Note that you should still leave space bar as your normal jump key. You should only use your mouse wheel to jump when you are attempting to bunny hop.
The next thing to do is to make your nades easily accessible. Scrolling through your nades menu by repeatedly pressing '4' can be an annoying and time consuming process, especially if you have multiple enemies rushing you and you desperately need to pull out that flash right away. Luckily, you can skip that step and select immediately which grenade you by just pressing a button on your mouse. The best way is to assign a separate button on your mouse to each type of nade. Which button is assigned to which nade is purely based on personal preference. I personally use mouse3 for HE grenades, mouse4 for smokes and mouse5 for flashbangs. To set this up, type these commands into your console:
bind "mouse3" "use weapon_hegrenade"
bind "mouse4" "use weapon_smokegrenade"
bind "mouse5" "use weapon_flashbang"
Which button you use for each type of grenade is entirely up to you and doesn't make much of a difference. A different common setup is to not use mouse3 at all and to bind HE nades and flashes to mouse4 and mouse5, respectively, since most of the time when you throw a smoke, you are in a safe area and thus aren't in a rush to throw it. I suggest that you try different setups and stick with the one you like the most.
Even if your mouse isn't a mx518 and it has more buttons, I don't recommend that you bind anything to them. CS/CSS is a game where anyone could be around any corner, and therefore you should always have your index finger on the trigger.