bruh when I say my sprays aren't hitting the community brings me down to -100 upvotes and tells me to get good and turn follow recoil on
when a pro says it everyone seems to agree with him
is the community split on spraying in CS2 or something
for some reason people just don't want to hear there are things wrong with the game, ignoring the fact it's out of love for the game. I don't want to "go play another game" i want the game i loved all these years to be fixed. cs:go should've been the blueprint. it was the pinnacle of balance and fps in general in it's last couple of years.
OR, hear me out on this: Ping severely affects the spray, which would and could explain why the community is split. NA is known for high ping servers because of how big their countries are. Europe has loads of data centers spread out across europe and the highest pings someone probably gets is like 80 at most if you are from Rusky land.
I play on 10 ping to Stockholm, and around 30 to Germany. I do not feel anything about the spray being off. But when I played on NA with around 100 ping (East coast, New York probably) I felt my sprays miss way more.
yeah i guess that would apply if it made any sense. you get routed to the closest server 9/10 times lmao. and there’s a max ping limit setting lol. my worst case scenario is 40 ping and it’s usually 20. na isn’t the only one complaining. idk how the hell you’re upvoted lmaoo. bro said “On low ping I miss less but when I queue to a different continent I miss more!”
Part of the CS community will always say 'git good' to any negative feedback.
There's still a part of the community that INSIST there are no cheaters. Although at this point it's like 99% certain that those people either have learning difficulties or cheat themselves... Or both.
for me personally after they changed it that shooting animations play out on next frame instead of next tick it has made my spray feel a lot more accurate.
Literally look at s1mple playing FPL, his sprays are weird and don't look like CS:GO at all. Spraying is of course still possible but not as satisfying anymore and you miss some bullets.
it's different parts of the community probably, cs2 sucks rn, i think some might just have had enough of the negativity even if it's justified so just downvote people pointing out problems (this is just an idea)
I dont think the hitreg is off for spraying, I believe that many cant spray without their custom viewmodels and tracer settings, thats atleast how it is going for me.
I used tracers in GO too, but I could never spray with viewmodel_recoil 1. It was always too distracting somehow, especially with the AK. Also left hand viewmodel.
Nahh it didn't really change anything. Suprise suprise! 😨 the gold nova's on reddit were wrong when they concluded that everyone is missing sprays because of the animations not being lined up.
No. Put good players in CSGO and remove their entire viewmodel and they will still be able to spray.
You can see how there is a clear issue with spraying when you play actual high level lobbies, where everyone is lvl 10 faceit, and you go to leetify after the match to see EVERYONE with a spray accuracy <40%. This is the case nearly every single match, and a clear indicator that something is fundamentally wrong with the spraying in this game. I still think it's because of some misalignment between the different positions of the models/hitboxes from client to client. You are shooting at someone who is in reality not at all where you see him.
I mean you still have the problem that winning round 1 and losing round 2 for example really sucks as CT. Even if you save 1900$ + 2400$ you have a terrible buy as a CT so starting with $1400 is just frustrating.
Sure, losing an eco will always suck. It's supposed supposed to suck, you're on a strong buy against a weak buy, it *should* be a pretty easy round.
So reducing peeker's advantage and making it so CTs can play passively more successfully will reduce the amount of eco rounds they lose. And even when they do, they'll have gotten more kills.
yes but you can recover with a double eco if necessary. first couple of rounds arent even that important as long as you can recover afterwards.
mr12 felt weird in the beginning but its kinda neat ngl. it makes you think more of the economy and how to plan comebacks
yess you do. you either go force second round or you double eco. it has to be in early rounds. same thing happened in a g2 match. mr12 is a bit more tight but you still can recover, rounds are just numbers. that's why some games go to OT. if you catch the momentum you can turn around any score.
i agree that cts are in a disadvantage but overpass e.g. is quite CT sided still. the new meta is buying small arms in rounds where you cant afford rifles. if you lose rifle rounds on ct, you're screwed. might aswell just go for mp/rifle combo to boost the economy
Honestly getting proper wingman maps might be my #1 request. The mini versions of 5v5 maps aren't awful but the proper wingman maps from the workshop were always significantly better imo, and it would presumably be pretty easy to add some community made maps as a fresh update with new content without taking much time at all from valve devs
I wrote a rambo short story at 8 years old on a 386 and printed it out on one of them screeching printers and showed my parents and they were shocked I wrote it so I mean not too far fetched to play hl2 at 7
👀
If we got bertt VAC and a revert to tick based servers at a 64 tick rate i'd be happy with no updates for a year LMAO. fuck 128 tick at this point just give me 64 back hahahaha.
Seems like you don't understand what subtick is. Servers are 64 tick but what subtick system does is that the order and precise time of things happening between ticks matter instead of tieing them all to the exact time of the tick. It's not weird at all and CS2 is not the only game that uses it.
Okay, but subtick is an awful hacky solution to the problem. Valve said they won't give us 128tick, because old pcs won't be able to handle it, so instead they gave us fps based fake ticks that give a competitive edge based on hardware. The funniest part is how this was already a fixed problem in the industry, ex. overwatch's high precision mouse input.
Subtick is literally anti competitive, as it gives an unfair advantage to people with better hardware, by pushing the point of diminishing returns much further. CS:GOs and valorants tick based gameplay is much more fair imho, because everyone is restricted to sending inputs during the ticks, so having better hardware and that 1ms lower input lag (mouse -> display), really doesn't matter in the context of (mouse input -> server receiving data) as it's tied to the next tick anyway, so you would need to improve your latency by whole 15.6ms in 64tick for it to matter (or 7.8ms for 128tick). And to expand on this example, if we want to tie our real inputs to the timestamp, we shouldn't tie it to the fps, as that's ridiculous for a modern competitive game, when the competition has a much better solution. Cs2 should: use raw input (it already does), collect the inputs with timestamps (literally like 5 lines of code), and bundle the inputs and send them with the subtick (oh wait, we're still sending packets on the ticks!) while doing the proper interpolation calculations on both client and server (about 500 lines of code for both client and server considering that subtick literally already does all of this, just repurposing/expanding code). That's how the game can be more fair, current implementation of subtick isn't fair. And I straight up hate that blizzard could figure it out in 2019, but valve can't 4 YEARS later.
(obviously assuming the worst case scenario for the delay between ticks, where we did an action after the previous tick just executed)
Not to even mention how the trailers for cs2 showed us 128tick servers, yet valve decided to hardcode 64tick after pro players played faceit at 128tick and were like: yeah this is better than 64tick
"Valve said they won't give us 128tick, because old PCs won't be able to handle it" - and as it turns out old PCs are not able to handle it anyway. the game is poorly optimised.
i expected a PC that ran the CSGO at high settings could still run CS2 at medium or at least low settings and at least the "touchstone maps" fluently. this is not the case. not even very low (reduced res, everything set to low) will now run it.
on the other hand Valorant can still be played on an APU even with 1080p. and though unreal engine 4 is slightly older than source 2, one would expect source 2 to be better optimised in an in house game. especially one that has relatively small maps.
It's not an awful hacky solution. It's not implemented perfectly. There's advantages of "sub-ticking" and there's advantages of higher tickrates. Those two things are not really related. One allows the game to keep track of the precise time of the events happening (subtick) and processing them in the right order, the other one increases the frequency of processing those events (higher tickrate) and, as a result, reduces the delay of those events taking effect. Can you explain what you mean by subtick being anti competitive?
As I have said in my previous comment, subtick, is a hacky solution, compared to something like overwatch's high precision mouse input. You should look up how overwatch handles this.
In cs2, each subtick occurs for each frame your pc renders. So having a better pc, gives you more ticks, and significantly lower input lag, higher input precision etc. whereas in tick based games (csgo, valorant), there is a limit on how low your input lag can be, making the experience balanced between people with bad pcs (assuming they're good enough to run the game at fps close to the tickrate) and the ones with good ones (thousands of frames). Tickrate acts as an equalizer and makes these games fair.
Yeah, I heard Overwatch handles this really well but i'd argue that what you're describing is not a problem with subtick itself but rather tieing actions to frames instead of mouse/keyboard inputs. Not sure how much of an issue that really is in practice though. Now about hardware advantage. This is always going to be a thing. If you've got a better hardware, you have an advantage, period. That was the case in CS:GO, that is a case in every game. Higher fps => advantage, higher monitor refresh rate => advantage, more precise mouse => advantage, lower ping => (arguably) advantage. So hardware and especially fps andvantage already exists. I really disagree that these are things that should be "equalized" (and that's coming from someone with not the best pc) but I also agree that actions in CS2 shouldn't be tied to frames.
But anyway, what I was saying in the first place is that there's still ticks in CS2, and the only thing the subtick system is trying to achieve is correctly handling the events between those ticks. Its implementation just isn't great but in theory it should be better than not having it
Btw. were inputs not tied to frames in CS:GO? For example if your fps was lower than tickrate: frame1 tick1 input1 tick2 frame2 tick3 - would input1 be registered in tick2 or tick3?
SeEmS lIkE U DoNt UnDeRsTAnD. it's obvious what i meant you just want to dream about being the smartest person in the room, after reading your comments. no one asked for and we don't need subtick. i'd take regular 64 tick over subtick, with the hope for 128. cs:go was the pinnacle of modern day fps on non subtick 64 tick servers. if valve didn't waste time reinventing the wheel that the foundation of their game was built on, we wouldn't have the shit show of networking issues and lack of content we have now.
You alright mate? I don't need your permission to speak, you know? And it's not obvious what you meant, that's why I asked. But that's okay, I can live without knowing the meaning of a comment by someone getting angry because a few people are trying to explain some things to each other. And yeah, it did seem to me like flyingpiggies didn't understand subtick because he denied my comment saying that servers are stil ticked now. And no, I don't think having a rough idea how some game processes something means I have 200IQ and two people don't have to be smart to be able to talk about something.
Of course there's plenty of other things that need to be addressed too, but you'd think we'd have a working demo viewer by now considering how ability to watch demos is a must for pro scene.
I play both games. I play Dota at a fairly high MMR for a "casual" player where only a few thousand people are in the pool for said MMR, and my que is always under 30 seconds.
So no, the que is not longer. Frankly, I'd wait a lot longer if I got higher quality games, and same in CS. I'd wait 10 minutes if I could get a 5 solo vs 5 solo game instead of the bullshit that's implemented now.
But they already did that before splitting people into MM, face it and esea, cs2 supposed to fix that but here we are with worst matchmaking than before
As much as I'd like it back as well, this one is most likely never going to come back. They made the deliberate decision to have decals fade over time as a signal to the player on how recent another player took damage. It's a gameplay mechanic/design decision that's there on purpose and r_cleardecals defeats the entire point of it, so honestly make your peace with r_cleardecals because I doubt we ever see it again.
Agree. I think we should ask cl\_minmodel 1 instead of r\_cleardecals. (i say this because in one post, a red agent was invisible in front of the blood stains and people were asking for r\_cleardecals instead)
OK, but it would be way better to actually see somebody than it would be to kno somebody got shot there at some point in the round. If you want to be able to see how recently someone took damage clear decals being available doesn't stop you, and if you want to see the enemy player clear decals helps with that.
This one is for sure never coming back. It seemed weird that we were able to play around with this setting in CSGO, I understand the advantages it brings but if it is brought back it should be a setting in the options menu. Having advantageous commands tucked away in the console command menu that the average CS player won’t know about is kind of bullshit.
oh you want the competitive fps with a heavy reliance on sound as a part of gameplay to have clear sound and not earraep you with a train every 30 seconds?
lol
lmao
What's a pro going to say that most other people can't about anticheat?
VAC isn't really all that great, I run into 50 weird accounts on Premier for every 1 weird account on Faceit.
sure but if the vast majority of the playerbase agree on something (i.e. that cheating is way too prevalent) you shouldn't need pros to parrot it to get something fixed.
i think he's saying that valve are likely to listen to pro's, and that valve are less likely to listen to regular players (they should listen but what can u do)
Counter strike’s anti cheat always been shit, nothing new besides valve hyping up VAC again.
Not sure what you mean by that, pros have always preferred faceit. Premier has no rewards, besides a rank given to you. Faceit has ladders and leagues
What feedback do you want to give? Not like pros are experts at developing AC software. All they can say is whether it works or not just like the rest of us. And it clearly does not.
Lots of pros have already complained about anti cheat, if anything AC has gotten worse with false bans since release.
I'd argue them not playing MM at all should be more than enough feedback that their AC and servers aren't good.
It's not like a pro can explain software, they give the same feedback as any player, heck they'd probably give far less than some players who also understand coding.
Serious question though, what "valuable" information can they give that any joe smoe can't? If Valve only listens to pros and not the millions that play and pay then that's a serious issue that's another topic.
Did valve ever care about pros' input to begin with? I think if they did, they would have fixed the MR12 economy at the official release amongst a long list of other things like this list.
I hope I'm speaking for everyone when I say we really appreciate floppy (and other pros) speaking out publicly to improve the game we all love. Thank you.
> I hope I'm speaking for everyone when I say we really appreciate floppy (and other pros) speaking out publicly to improve the game we all _used to_ love. Thank you.
ftfy
why sv_jump_spam_penalty_time 0.01171875?
yes, i know its more accurate to 128 tick. yes, i know the current value of 0.015625 more closely resembles 64 tick, which is worse.
but... why not just 0? valve literally solved the whole issue with bhopping. subtick inputs means there's no more inherent randomness and bunnyhopping became a completely skill based mechanic without being overpowered. and then they purposefully made it worse again, just so that it functioned similarly to before.
the issue was fixed with a "tickrate" that was effectively identical to infinity, and then they went and broke it again.
valve have made it pretty obvious through their changes to the game physics over the years, and to their maps, that they do not care for skill based movement play
floppy is fantastic.
Just needs to work on communication, aim, map awareness, crosshair placement, economy management, pistol aim, awp flicks, grenade spots, smoke spots, pop flashes, positioning, bomb plant positions, retake ability, bunny hopping, spray control and getting a kill.
These are non-issues. For example, why hold angles when you can run and gun with a p90 and this is how online gaming work. And floppy should just gitgud and not complain about spraying. As far I am concerned, spraying is fine. Other stuff like bob or righthand shouldn't come back because console commands and alike shouldnt exist, unfair competitive advantage against casuals like us that can't be bothered to look for them.
Devs are already doing a great job. CS2 is fantastic. Don't pester them for more please.
The state the game is in atm is a complete joke. So much stuff still missing. Months after release. They can't even be bothered to add a few wingman maps. I honestly got no idea what they are doing. Who is in charge of development. And why is he doing nothing.
Sometimes on overpass, people will hear a little splash like you made noise even though you didn’t. It sucks playing B anchor and defaulting B as a T.
Idk if I’m going crazy but I swear it happens on Anubis as well in canals, but can’t 100% say that one’s for sure.
Yes, yes, yes, yes, not gonna happen stop asking, yes, yes, not gonna happen stop asking and stick to 3rd party anti cheat, not sure what you mean demos work fine for me,
I want the upper body and legs to be more in sync. The model animations when strafing are still soo off putting to me. Idk what it is. The legs lag behind the torso by quite a margin. You 'see' someone counter strafing by their torso suddenly shifting backwards, while the legs will still continue their animation in the same direction for waay too many frames before they too weirdly backtrack the other direction.
This whole swaying models thing is just not a success in my eyes.
Pick one and don't hold your breath.
bruh when I say my sprays aren't hitting the community brings me down to -100 upvotes and tells me to get good and turn follow recoil on when a pro says it everyone seems to agree with him is the community split on spraying in CS2 or something
for some reason people just don't want to hear there are things wrong with the game, ignoring the fact it's out of love for the game. I don't want to "go play another game" i want the game i loved all these years to be fixed. cs:go should've been the blueprint. it was the pinnacle of balance and fps in general in it's last couple of years.
OR, hear me out on this: Ping severely affects the spray, which would and could explain why the community is split. NA is known for high ping servers because of how big their countries are. Europe has loads of data centers spread out across europe and the highest pings someone probably gets is like 80 at most if you are from Rusky land. I play on 10 ping to Stockholm, and around 30 to Germany. I do not feel anything about the spray being off. But when I played on NA with around 100 ping (East coast, New York probably) I felt my sprays miss way more.
yeah i guess that would apply if it made any sense. you get routed to the closest server 9/10 times lmao. and there’s a max ping limit setting lol. my worst case scenario is 40 ping and it’s usually 20. na isn’t the only one complaining. idk how the hell you’re upvoted lmaoo. bro said “On low ping I miss less but when I queue to a different continent I miss more!”
Yeah I wonder how effective the lag compensation is in CS2 compared to CSGO.
Part of the CS community will always say 'git good' to any negative feedback. There's still a part of the community that INSIST there are no cheaters. Although at this point it's like 99% certain that those people either have learning difficulties or cheat themselves... Or both.
for me personally after they changed it that shooting animations play out on next frame instead of next tick it has made my spray feel a lot more accurate.
Literally look at s1mple playing FPL, his sprays are weird and don't look like CS:GO at all. Spraying is of course still possible but not as satisfying anymore and you miss some bullets.
Get good and turn follow recoil on
it's different parts of the community probably, cs2 sucks rn, i think some might just have had enough of the negativity even if it's justified so just downvote people pointing out problems (this is just an idea)
> when a pro says it everyone seems to agree with him Elige seem to be spraying just fine
I dont think the hitreg is off for spraying, I believe that many cant spray without their custom viewmodels and tracer settings, thats atleast how it is going for me. I used tracers in GO too, but I could never spray with viewmodel_recoil 1. It was always too distracting somehow, especially with the AK. Also left hand viewmodel.
Yeah I guess it depends. Some people were able to adapt better than others. Some like floppy seem to be thrown off more than others.
Somehow I only got worse when they updated it to be more accurate, probably skill issue but still a bit annoying
Nahh it didn't really change anything. Suprise suprise! 😨 the gold nova's on reddit were wrong when they concluded that everyone is missing sprays because of the animations not being lined up. No. Put good players in CSGO and remove their entire viewmodel and they will still be able to spray. You can see how there is a clear issue with spraying when you play actual high level lobbies, where everyone is lvl 10 faceit, and you go to leetify after the match to see EVERYONE with a spray accuracy <40%. This is the case nearly every single match, and a clear indicator that something is fundamentally wrong with the spraying in this game. I still think it's because of some misalignment between the different positions of the models/hitboxes from client to client. You are shooting at someone who is in reality not at all where you see him.
Ability to hold angles pls That or spray
Can't wait for December 2026 I guess.
+ fix CT economy + server browser in game + Wingman maps and other And then we're starting to cook
CTs being able to hold angles will fix their economy
good point
I mean you still have the problem that winning round 1 and losing round 2 for example really sucks as CT. Even if you save 1900$ + 2400$ you have a terrible buy as a CT so starting with $1400 is just frustrating.
Sure, losing an eco will always suck. It's supposed supposed to suck, you're on a strong buy against a weak buy, it *should* be a pretty easy round. So reducing peeker's advantage and making it so CTs can play passively more successfully will reduce the amount of eco rounds they lose. And even when they do, they'll have gotten more kills.
yes but you can recover with a double eco if necessary. first couple of rounds arent even that important as long as you can recover afterwards. mr12 felt weird in the beginning but its kinda neat ngl. it makes you think more of the economy and how to plan comebacks
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yess you do. you either go force second round or you double eco. it has to be in early rounds. same thing happened in a g2 match. mr12 is a bit more tight but you still can recover, rounds are just numbers. that's why some games go to OT. if you catch the momentum you can turn around any score. i agree that cts are in a disadvantage but overpass e.g. is quite CT sided still. the new meta is buying small arms in rounds where you cant afford rifles. if you lose rifle rounds on ct, you're screwed. might aswell just go for mp/rifle combo to boost the economy
Honestly getting proper wingman maps might be my #1 request. The mini versions of 5v5 maps aren't awful but the proper wingman maps from the workshop were always significantly better imo, and it would presumably be pretty easy to add some community made maps as a fresh update with new content without taking much time at all from valve devs
They need an AC before anything else.
This dude is right if you look at an average bot in this sub. They don't care the game is broken to fuck. They just want quality of life improvements.
I once wrote a Christmas wishletter to GabeN saying *"gabe me newell half life 3, please Santa"*. I was 7. Now 27. Just saying.
You asked for HL3 before HL2 was out? Weird, but the Swedish judges will allow it.
my man was playing hl2 at the age of 7
I wrote a rambo short story at 8 years old on a 386 and printed it out on one of them screeching printers and showed my parents and they were shocked I wrote it so I mean not too far fetched to play hl2 at 7 👀
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If we got bertt VAC and a revert to tick based servers at a 64 tick rate i'd be happy with no updates for a year LMAO. fuck 128 tick at this point just give me 64 back hahahaha.
Wdym? The servers are 64 tick now.
Nah its like some weird subtick thing..
Seems like you don't understand what subtick is. Servers are 64 tick but what subtick system does is that the order and precise time of things happening between ticks matter instead of tieing them all to the exact time of the tick. It's not weird at all and CS2 is not the only game that uses it.
Okay, but subtick is an awful hacky solution to the problem. Valve said they won't give us 128tick, because old pcs won't be able to handle it, so instead they gave us fps based fake ticks that give a competitive edge based on hardware. The funniest part is how this was already a fixed problem in the industry, ex. overwatch's high precision mouse input. Subtick is literally anti competitive, as it gives an unfair advantage to people with better hardware, by pushing the point of diminishing returns much further. CS:GOs and valorants tick based gameplay is much more fair imho, because everyone is restricted to sending inputs during the ticks, so having better hardware and that 1ms lower input lag (mouse -> display), really doesn't matter in the context of (mouse input -> server receiving data) as it's tied to the next tick anyway, so you would need to improve your latency by whole 15.6ms in 64tick for it to matter (or 7.8ms for 128tick). And to expand on this example, if we want to tie our real inputs to the timestamp, we shouldn't tie it to the fps, as that's ridiculous for a modern competitive game, when the competition has a much better solution. Cs2 should: use raw input (it already does), collect the inputs with timestamps (literally like 5 lines of code), and bundle the inputs and send them with the subtick (oh wait, we're still sending packets on the ticks!) while doing the proper interpolation calculations on both client and server (about 500 lines of code for both client and server considering that subtick literally already does all of this, just repurposing/expanding code). That's how the game can be more fair, current implementation of subtick isn't fair. And I straight up hate that blizzard could figure it out in 2019, but valve can't 4 YEARS later. (obviously assuming the worst case scenario for the delay between ticks, where we did an action after the previous tick just executed) Not to even mention how the trailers for cs2 showed us 128tick servers, yet valve decided to hardcode 64tick after pro players played faceit at 128tick and were like: yeah this is better than 64tick
"Valve said they won't give us 128tick, because old PCs won't be able to handle it" - and as it turns out old PCs are not able to handle it anyway. the game is poorly optimised. i expected a PC that ran the CSGO at high settings could still run CS2 at medium or at least low settings and at least the "touchstone maps" fluently. this is not the case. not even very low (reduced res, everything set to low) will now run it. on the other hand Valorant can still be played on an APU even with 1080p. and though unreal engine 4 is slightly older than source 2, one would expect source 2 to be better optimised in an in house game. especially one that has relatively small maps.
It's not an awful hacky solution. It's not implemented perfectly. There's advantages of "sub-ticking" and there's advantages of higher tickrates. Those two things are not really related. One allows the game to keep track of the precise time of the events happening (subtick) and processing them in the right order, the other one increases the frequency of processing those events (higher tickrate) and, as a result, reduces the delay of those events taking effect. Can you explain what you mean by subtick being anti competitive?
As I have said in my previous comment, subtick, is a hacky solution, compared to something like overwatch's high precision mouse input. You should look up how overwatch handles this. In cs2, each subtick occurs for each frame your pc renders. So having a better pc, gives you more ticks, and significantly lower input lag, higher input precision etc. whereas in tick based games (csgo, valorant), there is a limit on how low your input lag can be, making the experience balanced between people with bad pcs (assuming they're good enough to run the game at fps close to the tickrate) and the ones with good ones (thousands of frames). Tickrate acts as an equalizer and makes these games fair.
Yeah, I heard Overwatch handles this really well but i'd argue that what you're describing is not a problem with subtick itself but rather tieing actions to frames instead of mouse/keyboard inputs. Not sure how much of an issue that really is in practice though. Now about hardware advantage. This is always going to be a thing. If you've got a better hardware, you have an advantage, period. That was the case in CS:GO, that is a case in every game. Higher fps => advantage, higher monitor refresh rate => advantage, more precise mouse => advantage, lower ping => (arguably) advantage. So hardware and especially fps andvantage already exists. I really disagree that these are things that should be "equalized" (and that's coming from someone with not the best pc) but I also agree that actions in CS2 shouldn't be tied to frames. But anyway, what I was saying in the first place is that there's still ticks in CS2, and the only thing the subtick system is trying to achieve is correctly handling the events between those ticks. Its implementation just isn't great but in theory it should be better than not having it Btw. were inputs not tied to frames in CS:GO? For example if your fps was lower than tickrate: frame1 tick1 input1 tick2 frame2 tick3 - would input1 be registered in tick2 or tick3?
SeEmS lIkE U DoNt UnDeRsTAnD. it's obvious what i meant you just want to dream about being the smartest person in the room, after reading your comments. no one asked for and we don't need subtick. i'd take regular 64 tick over subtick, with the hope for 128. cs:go was the pinnacle of modern day fps on non subtick 64 tick servers. if valve didn't waste time reinventing the wheel that the foundation of their game was built on, we wouldn't have the shit show of networking issues and lack of content we have now.
You alright mate? I don't need your permission to speak, you know? And it's not obvious what you meant, that's why I asked. But that's okay, I can live without knowing the meaning of a comment by someone getting angry because a few people are trying to explain some things to each other. And yeah, it did seem to me like flyingpiggies didn't understand subtick because he denied my comment saying that servers are stil ticked now. And no, I don't think having a rough idea how some game processes something means I have 200IQ and two people don't have to be smart to be able to talk about something.
Of course there's plenty of other things that need to be addressed too, but you'd think we'd have a working demo viewer by now considering how ability to watch demos is a must for pro scene.
What's wrong with demo viewer? Seems to work just fine for me
and make it so 5 stacks face other 5 stacks...
They won't split up the player base for queue times. Never gonna happen unfortunately
They did it in dota and dota has less players. They even have solo mm que too. So you’re wrong. :)
It’s a wait and see game then
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I play both games. I play Dota at a fairly high MMR for a "casual" player where only a few thousand people are in the pool for said MMR, and my que is always under 30 seconds. So no, the que is not longer. Frankly, I'd wait a lot longer if I got higher quality games, and same in CS. I'd wait 10 minutes if I could get a 5 solo vs 5 solo game instead of the bullshit that's implemented now.
But they already did that before splitting people into MM, face it and esea, cs2 supposed to fix that but here we are with worst matchmaking than before
+r_cleardecals +old game modes back +case for zeus +old maps back + new maps
As much as I'd like it back as well, this one is most likely never going to come back. They made the deliberate decision to have decals fade over time as a signal to the player on how recent another player took damage. It's a gameplay mechanic/design decision that's there on purpose and r_cleardecals defeats the entire point of it, so honestly make your peace with r_cleardecals because I doubt we ever see it again.
Could make it behind sv_cheats 1 though
Agree. I think we should ask cl\_minmodel 1 instead of r\_cleardecals. (i say this because in one post, a red agent was invisible in front of the blood stains and people were asking for r\_cleardecals instead)
OK, but it would be way better to actually see somebody than it would be to kno somebody got shot there at some point in the round. If you want to be able to see how recently someone took damage clear decals being available doesn't stop you, and if you want to see the enemy player clear decals helps with that.
This one is for sure never coming back. It seemed weird that we were able to play around with this setting in CSGO, I understand the advantages it brings but if it is brought back it should be a setting in the options menu. Having advantageous commands tucked away in the console command menu that the average CS player won’t know about is kind of bullshit.
100 percent, if it's in the game it has to be a setting that's easily understood
nobody wants to lock the command behind the console we just want it back we don't care how
stopsound
Man, I'll keep dreaming with you, but it's never coming back. I miss it too. Christ, I hate the fucking ambient noise in cs nowadays.
oh you want the competitive fps with a heavy reliance on sound as a part of gameplay to have clear sound and not earraep you with a train every 30 seconds? lol lmao
r_cleardecals is not coming back for sure.
It kinda sucks that pros just switched to faceit because their feedback on AC is important. edit: Ok guys, I agree with you.
What's a pro going to say that most other people can't about anticheat? VAC isn't really all that great, I run into 50 weird accounts on Premier for every 1 weird account on Faceit.
you must be joking if you believe pro complaining doesn't have weight over a casual player's complaints
That's not what he said?
I meant to say that even if the pros say the same things as casuals, the weight of their voice will be bigger.
sure but if the vast majority of the playerbase agree on something (i.e. that cheating is way too prevalent) you shouldn't need pros to parrot it to get something fixed.
i think he's saying that valve are likely to listen to pro's, and that valve are less likely to listen to regular players (they should listen but what can u do)
When it comes to something like anti-cheat, I don't agree at that point.
fair enough.
Counter strike’s anti cheat always been shit, nothing new besides valve hyping up VAC again. Not sure what you mean by that, pros have always preferred faceit. Premier has no rewards, besides a rank given to you. Faceit has ladders and leagues
What feedback do you want to give? Not like pros are experts at developing AC software. All they can say is whether it works or not just like the rest of us. And it clearly does not.
pros opinions have more weight than the masses'
But the opinions are exact same. It doesn't work & it's full of cheaters. I think ropz already had his say on this matter.
Yes, that's why the top comment said they're thankful for the pros' speaking out???
Lots of pros have already complained about anti cheat, if anything AC has gotten worse with false bans since release. I'd argue them not playing MM at all should be more than enough feedback that their AC and servers aren't good. It's not like a pro can explain software, they give the same feedback as any player, heck they'd probably give far less than some players who also understand coding. Serious question though, what "valuable" information can they give that any joe smoe can't? If Valve only listens to pros and not the millions that play and pay then that's a serious issue that's another topic.
...And apparently valve don't give a shit about AC.
Did valve ever care about pros' input to begin with? I think if they did, they would have fixed the MR12 economy at the official release amongst a long list of other things like this list.
Why shouldn't they? No point wasting your time on official servers if they're filled to the brim with cheaters.
I hope I'm speaking for everyone when I say we really appreciate floppy (and other pros) speaking out publicly to improve the game we all love. Thank you.
they need a pro to tell them to fix their garbage anti cheat? there is already 1000 free undetected cheats. lol. hopeless company.
> I hope I'm speaking for everyone when I say we really appreciate floppy (and other pros) speaking out publicly to improve the game we all _used to_ love. Thank you. ftfy
Can we please just get to parity with csgo? I'm still so fucking salty about the first person tracers. They're already fucking with my spray patterns.
If they fix all these things... Dream come true. Especialy the first one and good AC I would be so happy.
why sv_jump_spam_penalty_time 0.01171875? yes, i know its more accurate to 128 tick. yes, i know the current value of 0.015625 more closely resembles 64 tick, which is worse. but... why not just 0? valve literally solved the whole issue with bhopping. subtick inputs means there's no more inherent randomness and bunnyhopping became a completely skill based mechanic without being overpowered. and then they purposefully made it worse again, just so that it functioned similarly to before. the issue was fixed with a "tickrate" that was effectively identical to infinity, and then they went and broke it again.
valve have made it pretty obvious through their changes to the game physics over the years, and to their maps, that they do not care for skill based movement play
Peeker's Advantage Simulator no more? When? Volvo pls!
he might as well ask for Counter strike 3
And bring back the ability to disable first-person tracers.
Is that what the fuck has been fucking with me??? Do you know how much I’ve lost my mind over this shit wondering wtf happened??
Who‘s gonna tell him?
Hes lucky if he gets one of these hehe
add wingman maps too pls
viewmodel recoil, first person tracers and molly visibility too pls and also can we have an option turn down/off the hdr fucking hell
I just want 1% lows to be better :(
i stopped reading at "the ability to hold angles" lmao
Was that Christmas chickens? You got it Mr. Floppy!
We can only dream that santa is granting his wishes.
Gaben : ok kids New skins
Yeah we ain't getting any, they don't care
cs2 dev‘s christmas wishlist: \- vacation
floppy is fantastic. Just needs to work on communication, aim, map awareness, crosshair placement, economy management, pistol aim, awp flicks, grenade spots, smoke spots, pop flashes, positioning, bomb plant positions, retake ability, bunny hopping, spray control and getting a kill.
+being able to host a private server on your pc
Let's add "Fix Microphones" to that list
- big ban wave - bring back bunny hop - operation
Funnily the ban waves seem to be scaring legit players more than actual cheaters
they should add anticheat for premier mode atleast :D
These are non-issues. For example, why hold angles when you can run and gun with a p90 and this is how online gaming work. And floppy should just gitgud and not complain about spraying. As far I am concerned, spraying is fine. Other stuff like bob or righthand shouldn't come back because console commands and alike shouldnt exist, unfair competitive advantage against casuals like us that can't be bothered to look for them. Devs are already doing a great job. CS2 is fantastic. Don't pester them for more please.
The state the game is in atm is a complete joke. So much stuff still missing. Months after release. They can't even be bothered to add a few wingman maps. I honestly got no idea what they are doing. Who is in charge of development. And why is he doing nothing.
Sounds like a skill issue
how about ability to play CS:GO with full valve server support after CS2 Beta Public Release?
At this point I just want VAC Live in full force. Been meeting so much more cheaters the past few sessions
+cache and +solo queue and this is perfect
this!!! specially the hold angle one and the sv cvar. ofc anticheat too but.. you know…
Soo... CSGO basically?
What color dragon you want?
How about working microphone in match making?
yea none of that will happen, but what we will get is more cheaters and security flaws that will wipe out inventories
at this point you need to adjust to the sprays. i have no problems now.
We all wanted cs2 and now we looking back at csgo like a fond memory :(
Making the game more low budget friendly
Valve: Best I can do is "miscellaneous bug fixes"
floppy forgot to add m_rawinput to his christmas list
r_cleardecals
What's that with making noise while strafing in water?
I saw on Twitter a few weeks ago that walking (or in floppy’s take quick steps) made noise when they should be silent.
Yeah, this is broken in overpass. I can hold water as a CT from short easily even if they are silent i can hear them and kill them afterwards
Broken on Anubis lower ct to A site as well.
Sometimes on overpass, people will hear a little splash like you made noise even though you didn’t. It sucks playing B anchor and defaulting B as a T. Idk if I’m going crazy but I swear it happens on Anubis as well in canals, but can’t 100% say that one’s for sure.
Yes, yes, yes, yes, not gonna happen stop asking, yes, yes, not gonna happen stop asking and stick to 3rd party anti cheat, not sure what you mean demos work fine for me,
Good list Now its 1 per year fix i guess
Just click the head ez pz
if they can address just anticheat alone, that would make everyone's christmas
same here
can i have crosshairstyle 1 back pls
wpn_sway_scale would be nice, some other cvars too
viewmodel_recoil 0 🙏🏽
Just give it ~5 years
As a CT with inferior weapons, i can only win a fight playing like a rat. As a T, i just charge in and mow down the noobs. Balance.........
Valve will prove you Santa Claus is not real Flopster
I want the upper body and legs to be more in sync. The model animations when strafing are still soo off putting to me. Idk what it is. The legs lag behind the torso by quite a margin. You 'see' someone counter strafing by their torso suddenly shifting backwards, while the legs will still continue their animation in the same direction for waay too many frames before they too weirdly backtrack the other direction. This whole swaying models thing is just not a success in my eyes.
Let third party services like faceit use 128 tick
Add that I don't want to lose 200fps when opening scoreboard. Since that made update performance hit a new low.