nookyyy (german streamer, ex Pro-Player (mouz, mTw), Caster) got invited to play test and answered questions in his stream a few hours ago,

ofc avoiding too detailed questions/answers, but there's still a lot of good information so I translated it to post it here.

Played 3-4 days, ~6 hours (I assume per day).

"Abilites are more like a tactical bonus during the rounds and they aren't available permanently. You need to buy them before the round.

So if you have no money then you won't have those abilities or you pass on other things.

The abilities' nature isn't that you eliminate a player just like that, they're of a tactical nature to take key points of the map or defend, etc.

[...]

shows Shuriken ability from trailer This for example is an Ultimate ability from one of the characters.

You use it maybe 2-3 times in a match. You don't have it permanently. It's not as if your game consists of it.

To utilize an Ultimate in a way that it gifts you the round is ultra difficult. The Ultimate doesn't straight up say that you've won the round.

Obviously Ultimates are stronger than normal abilities, but not to the point of BAM everyone's dead.

And other abilities like this ball shows cyclone ability are comparable to smokes in CSGO."

Hardware requirements?

"No idea. The PC's weren't Uber machines. RTX was definitely in it, I think 2060 or 2070 and it was very very smooth.

Checked my FPS occasionally and I always had 200+. Resolution was WQHD (1440p) or Full HD (1080p), not sure right now. No frame drops or lags."

Wallbanging:

Depending on weapon and wall material, you'll do varying amount of damage depending also on distance you can see whether or not you can shoot through the wall via the way the bullet impacts it.

Aim feeling:

"Aiming? Mega nice. The feeling is roughly like csgo, but somehow more direct. Not sure how to explain it. I think it's just a feeling thing when you play a game.

You can kinda imagine it like the comparison of the deagle between Source and CSGO.

When shooting with the deagle in CSGO it always feels like you're either lucky or unlucky.

In Source you aim at somebody's head and he's down. That's how you can more or less picture it.

It doesn't mean that the hitboxes are larger, rather I simply feel as if it enters more easily. [...]

At least at the date we were able to test play, of course as I said earlier 6 hours playtime doesn't mean that you already discovered lots of things or found any bugs,

stuff like that will always be present in games. But it plays extremely smooth and if you hold an angle somewhere with a sniper then the enemy can't simply do a quick drive by and destroy you.

He needs to do it more tactically than let's say in CSGO.

For example you're on Mirage aiming with the awp and suddenly a deagle bolts past and gives you a headshot, stuff like this won't happen.

Naturally you can still prefire, but you won't just die and then the enemy comes around the corner or crap like that.

You have different spray patterns for weapons. You can single tap, burst, spray. Each way of shooting depends on what you master and what you prefer.

You can theoretically do something with all of those things."

"You don't unlock weapons through playing. You can also drop weapons for your teammates. There's an economy system. You might have no money, might be saving, some might save or buy.

Abilities need to be bought, but if you bought one and don't use it, you'll keep it. So you can use it in following rounds."

"Movement is a little slower than CSGO, maybe they're still tweaking it. It felt a little unflexible however that might've due to being used to faster games.

As the day progressed it felt better. At the beginning it felt a little sluggish, but that disappeared. You just have to play yourself for a few hours and then I think you'll

have a very good feel for it. It wasn't as if you couldn't do strafe jumps. You can strafe hop, bunny hop, strafe jump, you can do all that stuff.

What I think CS players might miss a little are skill jumps, but that's also the question as time goes by playing the game what do people straight up discover.

For example Mirage window to short jump in the beginning you never saw that, noone did that, because it wasn't needed when noone knew how to smoke window or something along those lines and which will get discovered at a later time.

It will probably be similar in this game that someday stuff gets discovered that are difficult and that need practice to master, that not everyone can do just like that."

Stretched?

"I also asked this. As of now, but it's still under discussion, they made it that you can't stretch the game. I think this is good.

I hope I can say this. Trying to strech is one of the first things I tried just out of curiositiy if it's possible. It wasn't possible.

16:10, you had at the top and bottom black bars. 4:3, you had at the sides black bars."

Do you hink CS will follow up?

"First the game has to release, if Valve will ever do something in regards to that game no idea.

At the end of the day I don't think that this game will replace CS, if it does it would be crazy, I believe that it's more comparable to LoL and Dota.

Some play LoL and some play Dota, but both games are the same in regards to the base idea.

Because Project: A is basically like CS with 5v5 SnD. You have different maps. The big difference is the characters with abilities that replace smoke, flash, molotov and co.

That's the tactical difference. Some will enjoy one game more while others the other game."

Are weapons more realistic or fantasy?

"More leaning towards realistic."

Are there one-shot weapons?

"Yes. There's also something like Kevlar and Helmet. Picture it like CS, but everything a little different. Saying 'Everything' seems really broad, but that's how you need to picture it basically.

The base idea is the same, but a lot of things are solved differently. One dude will say 'Ew, I don't like it.' and another one will say 'That's cool.' Everyone has their preferences.

"Peeker's Advantage is very minimal from what we've noticed, there's also no right eye peek advantage, which I enquired.

Crouch delay, as in that the enemy still sees you even though you yourself don't see anything anymore, isn't present.

But also need to mention we played via LAN, at least I think we did or was it online? Not sure right now.

Movement is very direct, but a little slower than CS." (Keep in mind that they might've played via LAN which of course doesn't have Peeker's Advantage with 0 or 1ms ping and absence of the crouch delay aka Unpeeker's Disadvantage)

"You can modify your crosshair, they solved this really well and we've also given feedback. You can modify your crosshair in vastly different ways.

The way they did it is really sick through the interface for that. At first glance it looks very complex, but it is very well thought-out.

Thanks to this many things that are annoying in CS you won't be. You can move the outline inside, outside, to the middle.

You can change the thickness dynamically, customize the crosshair. Add a 2nd crosshair which you can place within or around it, etc.

You can do whatever you want. Whether you want a dot, dot + crosshair, crosshair + crosshair, dynamic crosshair, one dynamic crosshair + one static crosshair, etc.

For example static crosshair and around that a dynamic one, etc."

Do you get slowed upon hit?

"Yes. Aimpunch, slowdown and stuff like that is in the game."

Could it release 2020?

"In that state of the game it was playable. If would release like this it would be playable, but it's not what Riot wants.

Riot probably wants to deliver a 100% perfect game to the market. So I assume that they'll continue to develop, collect feedback and update it, etc."

Is there bullet drop?

"No."

Can you play with left handed viewmodel?

"No, but that's feedback we gave."

Are there 'classes'? Healer, Tank, DD?

"Tank? No. There'll be noone with 800 HP, but there'll be classes that are more supportive, aggressive or defensive. Rather than classes it's characters."

"Tagging is more. It's not like ADAD in CS, but more like maybe 1.6 that you'll get punished for mistakes, you can't just jiggle peek stupidly and hope to not get hit.

It will heavily go towards competitive. Definitely. Of course there'll be casual gamers, any game consists at its base out of casual gamers.

How many people play matchmaking? 800k that play CS, those aren't all pros.