The clip below sums up what I and others are experiencing. I know a lot of newer or more tactical players don't play like this but it is still an issue - especially in comp.
The door mechanics need to be worked on. In the beginning of this clip, we see a door that has been knocked down but still standing.
At the end we see multiple things.
- The door has not finished falling and the player is already running through
- The player can move way too quickly after kicking the door down
- The player can change direction with no speed penalty
I really do want to see the movement comparable to source. I have been going back and forth between the two and the movement is very different. The current movement is better than Beta 1 but it still needs some refinement.
On top of this - the strafe speed is still a bit too fast. It's close! But it needs to be dialed back like 10-20%.
Also I really believe animations are not synced up properly. I find that players will be running running running then they will go to stop but in third person it will look as if they teleport/hop back a couple frames. It's as if the server could not keep the third and first person player animations synced up. So other players see the player model kind of do a double take and then hop back. This leads to a lot of people missing shots. In comp we see this a lot because a lot of comp players abuse the movement speed and zig/zag/strafe as well as cut sharp angles. It's ALMOST like teleporting but it's just slow enough not to be.