Counter Strike: Global Offensive is, on balance, a better competitive FPS than Team Fortress 2.

C1. CS:GO is RandomI will concede that there is some degree of randomness within CS:GO's spray system. However, there is also lots of skill to be had within it. Firstly, I feel like clearing up what appears to be a misconception on Con's end. Spraying itself is not necessary a mechanic that only newer players do. In fact, many pro players will spray through smokes or through doors in the hopes of catching out an enemy. There's also various spray patterns a person has to control if they wish to spray at longer distances. This adds an element of skill to an otherwise unskillful element. Newer players will try to spray close to an enemy because they can likely hit the chest and kill them. More seasoned players will still spray at close distances, but instead aim for the head. They will also spray through medium distanes, but aim at head height and follow the "spray pattern" for each gun [1].My next point, following this, is that opponent says that "A good aim can, and often will lose against a messy and lucky spray of bullets", which is very untrue. Assuming two players are in an equal situation, the one with better aim will always win due to proper crosshair placement. Though in a situation of the match being unequal (caught off guard, peeking a corner, etc.) one always needs to be prepared. IF they are caught off guard by someone with worse aim, then they deserve to be killed for their lack of paying attention to their environment.In addition, while opponent's source "[6]" does display factual info, what it ignores is the context in which those shots were being taken. The source shows that from around goose to pit, the AK has around 38.1% headshot accuracy. In an actual scenario, nobody in their right mind would try to get a headshot from that far. Likely, if there's someone in pit, it's an AWPer. If the AWPer times it well enough, he could easily catch the spammer off guard. Or maybe, his teammates could be an easy distraction while he takes his shot. Point being, it's highly unlikely for someone to try to do that when there are plenty of better things he could be doing, such as smoking long to prevent the AWPer's sightline entirely instead of risking his life.C2: CS:GO is less able to judge a player's skillAgain, this statement is false. Opponent mentions how CS:GO's weapons kill way faster than TF2's, thus resulting in not being able to accurately judge skill. While it is true weapons kill faster, it should also be noted that each TF2 class (save the medic) has a weapon that can kill players very fast OR dish out high amounts of damage. As follows:Scout: Scattergun (can kill every class, except the Heavy, with 2 meatshots)Soldier: Rocket Launcher (large amounts of splash and a high amount of damage, able to quickly bomb a med and kill them)Pyro: Flaregun (on a target on fire, most commonly used in the "puff and sting" tactic, which will kill 4/9 classes easily)Demoman: Stickybomb Launcher (weapon with the most DPS in standard 6v6 meta, useful for setting up traps)Heavy: Minigun (any enemy that comes close is practically dead except for a Scout, which is a very volatile match)Engineer: Sentries and Shotgun (level 3s do massive amounts of damage, minis are great for chip damage, and shotgun is similar to scattergun)Sniper: Sniper Rifle (can instantly kill 5/9 classes with a single shot to the head)Spy: Ambassador and Knife (102 headshots on any class, and a weapon that automatically kills a target with a huge range on their back (180 degrees))So while yes, CS:GO's weapons do kill faster, TF2 has plenty of weapons that can end a life extremely fast. I just mentioned the primary ones, but there are also Scout's combos with the Crit a Cola, Guillotine+Sandman, Soldier's Buff Banner, Demo's Sword (with charge), etc., so I don't think this a valid case against CS:GO by any means.In fact, because weapons in TF2 deal less damage, this also means that if you make a mistake in TF2, you are LESS likely to be killed by it, because of "how low" the damage is in TF2, thus lowering the skill ceiling and importance of not messing up, instead of lowering the skill ceiling of CS. And because there are no heals or respawns in CS, it places a much larger importance on a person's life, and as such they have more of an impact within the game and not a tendency to rely on their teammates, which you can do within TF2, most notably in the Highlander format.Value of a kill is also very important in CS:GO. A lurker down means that the team can get free rotates to another site or area. An AWPer down and the AWP claimed means they don't have to worry about long sightlines. The bomb down means that the Terrorists are FORCED to come to the bomb in order to win the round. And each of these roles play a key importance within the game.And finally, Con's comments about "hide and seek" and being "not fun to play or watch" are blatantly subjective and should not be taken into consideration.C3: CS:GO Opposes players on a narrower set of skillWhile CS:GO does place a large importance around the kills that take place, that does NOT mean that the game is mainly about killing every player. As with CS:GO, TF2, Dota, LoL, et cetera, the games are objective based, and their main way of fulfilling an objective is by killing the opposition. The bomb is the objective in CS, and you COULD plant the bomb without any resistance through the use of careful smokes, flashes, HE grenades, and molotovs. But it is unlikely. The same is true for TF2. You COULD cap the point without any resistance, but it is very unlikely. In fact, the backcap opponent cites in "[20]" would widely be considered an unsmart play unless the Medic was in position (which he was), but he also got the cap because the enemy team was not paying enough attention to leave one player behind to watch the backcap. This could be referenced to planting the bomb without killing anyone and ninja defuses. CS:GO also requires tracking of posiiton and awareness, so I don't understand why opponent is trying to argue this in favor of TF2 when it really could be said for both games.C4: MovementWhile movement was a huge part of CS:S (notably bhopping), it was nerfed extremely. Why? Because it was harmful to the game. If you didn't know how to bhop within CS:S, then you are inherently at a disadvantage against everyone else who does. This raises the floor to competitive entry (which is bad), but lowers the ceiling because everybody else will have mastered bhopping, so it is nothing more than just an extra button to press for the sake of a button press. This is similar to Melee's "l cancel" mechanic. It raises the floor because it is necessary for competitive entry by reducing your landing lag on an aerial. But it doesn't impact the ceiling because every pro player will have it ingrained into their muscle memory, and it serves no real purpose other than pressing for the sake of not being behind. While unintentional, it is harmful to game design if put in intentionally (most notably in Project M). It should also be noted that strafing still exists within CS:GO to the same extent of TF2 and CS:S. So while stuff like bhopping is essentially removed, it was for the better of the game, not for the worse of it. Players can still utilise strafing to their advantage, most notably strafing from cat to CT spawn on Dust II.C5: Gameplay DiversityConceded, since this is a truism and not debatable. However this doesn't display much merit towards the competitive scene, and instead is just a fact about the game.--------------------------------------------------Since this is the last round I have to argue about anything, I'd like to point out the current design of some weapons in the game.Matchmaking is confirmed to have NO weapon bans [source [1] from R2]. This means weapons like the Darwin's Danger Shield are unbanned. Because a Sniper can survive a headshot AND have extra health, this forces the other Sniper to use that weapon too. Also, the Vita-Saw. If one Medic isn't running it, they are at an inherent disadvantage against one who does. The GRU for Heavy is also very important in 6s, as it allows for the class that can counter all jumping movement to get to mid and stop bombs. If the Engineer were to use the Wrangler, level 3s would become a lot harder to kill and would stale gameplay. This forces weapons to be run, and unless Valve does something to these weapons, it could greatly stale gameplay, which drives off anyone from playing "true" competitive TF2, where there are item bans.Over to Con.SOURCE:[1] http://csgoskills.com...