"you don't know how HARD it's to control the 1.6 recoil for spraying"
actually it's pretty easy... i actually always enjoyed 1.6 spray simply because of how easy it was. you only needed to hit someone once so that they slow down, then simply drag the crosshair down. there's almost no tagging in source, which meant people could strafe and tap/burst at your head while you had to follow them with your crosshair, instead of simply dragging down your mouse.
"while GO is so fucking random."
it's not exactly random, it has only one spray pattern unlike source and 1.6, however the kickback is very different from previous versions, which is why it's more difficult to control CS:GO spray. it's not even close to source recoil though, personally I hate CS:GO recoil, i think kickback effect should be more similar to 1.6/source. WASDA was an issue in CS:S however if you were great at tapping/bursting (like scream or shoxie), you'd stand head and shoulders above such players.
"its MUCH, MUCH similar.. flash similar of 1.6 ?! Have you really played 1.6 ?
Its totally source, but weakened"
you don't know what you're talking about... CSS flashes were like 1.6 flashes in everything except afterflash effect. unlike you, i did the research back in the day. you're free to measure it yourself, first throw a flash at your feet and then look at the sky (in order to achieve perfect 180 degrees), then throw it at your feet and look at it. you'll start getting your vision back at equal times in 1.6 and source, however afterflash effect made all the difference: it was pretty weak in 1.6, but source afterflash effect was very strong even if you turned away from the flashbang.
CS:GO flashes however are weaker than in both 1.6 and source, you only need to turn like 90 degrees in order to only get a very weak afterflash effect... Not only the afterflash effect is more like 1.6 (although not as long), the duration of full-white effect is less than in both games. exactly what makes CSGO flashes easier for source players to adapt to?
"Smoke not similar to source"
Smokes used to be absolutely different in source, just watch this:
(also notice how extremely similar the map is to dust2 from csgo). It was only updated in late 2010 (1.5 years before people started switching to CSGO), people have been playing with smokes like on that video for 6 years, yet they welcomed the change and quickly adapted to it, while 1.6 players keep making excuses...
"look at css/go maps then 1.6 and GO maps.. its MUCH, MUCH similar.. flash similar of 1.6 ?! Have you really played 1.6 ?"
they might have source textures (dust2 doesn't even have this), however the gameplay is TOTALLY different. anyone who says de_train is similar to source is retarded. anyone who thinks this youtube.com/watch?v=DlJ2hKeU7MA5eplay.com/uploadfile/2012/0324/20120324..
is more similar to fire-games.ru/f/images/screehshot1.jpg
than to this img36.imageshack.us/img36/8904/cs16m4a1...
is an idiot. mirage looks like source because it has source textures, but it isn't a source map. gameplay at de_nuke is absolutely different to source because they moved backstairs, made the squueky door destroyable and removed a lot of overused and imbalanced source positions.