Okay, yeah, I feel much better about getting shut out by them.
Out of the modern multiplayer FPS games descended from Half Life (i.e. all of them), I would say that counterstrike is the best of the pseudorealism branch, but I still really dislike playing it. It seems to me like the emphasis is on circumstantial advantage from positioning over emergent advantage from movement, if that makes sense. It feels similar to RNG, even if it isn't. The same underlying structure can be found in pretty much every FPS on the market, with its worst manifestation being the CoD style of just having a bunch of idiots wander around in a circle shooting each other in the back.
It doesn't rely on the high-speed twitch movement familiar to the earliest generation of FPS players. That said, that's not what it's about. The primary gameplay mechanics in CS are recoil control and, yes,
movement. But it's a different sort of movement. Instead of rapid vector changes, it values sensory awareness (both yourself and others), though both styles also highly value map knowledge. Good CS play relies heavily on excellent awareness of your surroundings: being aware of every sound, and knowing what a particular sound means; knowing where you can move and what sort of cues that movement will give to an alert enemy; predicting enemy pathing; and knowing when to sacrifice speed for surprise or vice-versa.
The number one thing I see newer CS players doing wrong is not properly managing their sound, either just by ignoring walk, crouch, and crouch-walk, or by playing music or some shit. It's the one game where I think that audio comms is almost always detrimental unless you're playing with a group that stays shut up whenever a callout isn't absolutely necessary.
It still has twitchy aim-valuing gameplay, but that's at the tip of a long spear of slow-paced movement and auditory play and counterplay.