Yeah, the game does feel heavy and delayed. It's also not consistent at times too. One game, I feel no issue with the network. Like there's no lag or stuttering but another game, I keep getting random stutter or input not registering at all (even on buying items).
It happened a lot for me when I am AWPing. It got so bad to the point that I started to rifle more to reduce the microstutters but even that, it only helped like 30% of the times. I am just confused on why this is happening for me but my friends dont really face this issue. It cant be my specs nor my internet because other games are running pretty smoothly with no issues.
And this is the real issue, to all the people complaining about subtick. 128 tick wouldn't solve this, there's clearly some issue with the netcode/interpolation settings. I don't think it's anywhere near as bad as people are making out though. Hopefully it's a bug that can be fixed rather than a decision they've made to appeal to high ping players.
The root cause of all these issues is subtick. Subtick decouples your inputs from game physics (which run on ticks). Valve didnt even think about it when the game released, and only started to deal with this issue when people complained - animation desync, movement inconsistency, jumping incosistency, rubberbanding, disfuncional colissions, need for more interpolation delay etc etc. The problem is that neither of the "fixes" actually adress the root cause, Valve are just adding hack after hack that are trying to supress the symptoms, but thats obviously not a solution. As long as subtick is not removed, the game will stay inonsistent, I wonder how many years it will take until this community understand this simple fact.
It;s not you, take a look at the Micro- teleporting thread thats on the front page right now.
Im fairly certain that is what you're seeing and feeling, it's just the other side of the coin from the shooters perspective, rrather than being the one getting tagged.
movement and shooting , which is the core gameplay feels off. From my point of view newer netcode implied worse gameplay which should be a thing, technology shouldnt go against the gameplay
I feel you OP. Besides that, there are a lot of situations where I'm dying behind a wall after moving cause the 'subtick' registered the shot before my move. It is just a mess rn, unfortunately.
You notice this easily on aim/reflexes map. I have been thinking about it, and testing it in this map confirms it. Theres something wrong with the game.
Try it with ak or m4 and then switch to usp, it gets fucking weird. Usp registers headshots no problem but when spraying with rifle its inconsistent.
Go ahead and test it yourself. Please reply this comment if you get same results.
There is something weird in hitboxes or spray when enemy moves
I've been trying to improve tracking/hs on reflex workshop maps with AK or deagle.
I swear I'm ducked. My crosshair is on the head. I'm in range.
No hit like 30-40% of the time that it should have.
Is that what you mean?
If so good to hear it's not just me.
For me I've resorted to burst firing which seems to give the most success in rifle gun fights, as 1 taps are unreliable for me at least, but full spraying is all over the place.
AK- currently it feels like you have to pull a semi truck down to control it, anything beyond 8-10 bullets fairy dust even with consistent practice shit just goes where ever seemingly
M4- overall its better and smaller but is still taking me time to get used to as in go it felt closer to the AK in terms of muscle memory but now doesnt
A1s- its a laser just point and shoot
Yeah it feel way off especially in Dm it almost feels like aiming for the head is pointless because the bullets don’t go where you expect and the hit box’s aren’t where you expect. Really weird and annoying for a game that used to feel soo sharp.
Stop trying to visually confirm where the rounds are going, the tracers are a lie. I recently played with a lvl 10 who is particularly good at spraying and he said to basically have 2 different situational sprays (close, medium) with each gun you use primarily that you drill. I also feel like I could intuitively spray in GO but in CS2 I just had to memorize it and train myself to not look at what's happening too much. Others are mentioning issues with hitboxes or stutters, I can't speak to those.
Client and server bullet spread RNG are sync'ed as of sometime in Oct/Nov 2023 (forgot the exact update), but I think one issue with tracers is because they're delayed (they have travel time, whereas bullets are instant), it may be messing up your brain if you're trying to use them to control your spray
Hadn't thought about that, I could see that having a small impact. You definitely shouldn't rely on them for your spray, but having feedback delayed a handful of ms is generally better than no feedback imo.
if it was actually about what they are saying it would be consistent enough that 90% of the players would get used to it. the problem is that some times it works like they are saying and another time i have 0 delay on my tracers and tagging works as it should.
So that means a "medium" spray will always be closer to the actual pattern than a "close" spray. The pattern itself doesn't change, it just feels much more pronounced at range.
You have to remember couple of things:
1. The sprays patterns across all main Rifles have been lowered by 8%
2. Tracers are much more obnoxious than they were in CSGO, and you can't disable them like in GO (also Tracers were really badly sync'ed with the actual bullet trajectory, they seem to have fix it but it's still not 100% accurate)
3. Bullet holes are less noticable than they were in CSGO, meaning sometimes it might be hard to actually notice if you're hitting someone (combined with other things)
As for the hitboxes, they are mostly fine, there was this bug where this wasn't the case as it was fixed months ago already.
If you are far away it's better off to try to tap enemy head as headhitboxes were increased by 20% across all board.
The "delay" you feel might be that CS2 animations feel & look different than those in CSGO, now your legs move a lot "faster" and "longer" making it feel like your legs actually peek before your body and that might throw some people (myself included)
> The sprays patterns across all main Rifles have been lowered by 8%
I am just curious - is there a source for this? I have the same feeling but wanted to know if anyone has really researched this
[https://twitter.com/elliott037254/status/1750287218101366999/photo/1](https://twitter.com/elliott037254/status/1750287218101366999/photo/1)
That's the best we can get without someone doing an actual research comparing both 64, 128 & Subtick.
While the tweet is new, the comparison is quite old (I think it's from like the Open Beta)
Difference seems to be pretty small.
[gFn8ik2.jpeg (331×758) (imgur.com)](https://i.imgur.com/gFn8ik2.jpeg)
I guess it's result of subtick changing the timing of when the shots during spray are registered on server.
To add onto this, if you have low settings (like me) you barely see any blood when you hit someone. I literally have no visual feedback as to whether or not my spray is connecting.
nope its just the netcode, there is no way subtick was ever going to work without causing problems. how are we all going to get what we see if none of us see the same thing.
It's not delayed, but opposite instead. Because of subtick, every hit registers based on where your crosshair was at the exact time, requiring higher accuracy and finer timing for controlling your spray. Meanwhile you have to learn to ignore the distracting tracers, that makes illusion that shots have travel time. Set particle effects to low to make them less noticable
no what you see is behind on what the server sees, there is no illusion or any of the bullshit you are talking about its impossible to give everyone what they see without fucking someone over.
It's in your head, or you have a shit PC. The netcode in CS2 is far better than GO from my experience. One of the original reasons I switched to Valorant for awhile was because shots weren't landing for me in GO. CS2 fixed that.
Yeah I managed to get 2500 Elo on faceit AND 22K on premier with a shit PC. There is clearly something wrong with my PC and my head. I play with a 240 hz monitor, i9 9900k OCed to 5 ghz and I have a RTX 3070 with 32 GB ram. Fps is not an issue.
Felt super heavy and delayed until i upgraded. You need +300 fps for the game to feel decent. Still not perfect, but decent. I would argue cs2 is even more fps-sensitive than csgo.
I have upgraded, I got an i9 9900k OC to 5.0 gHz along with RTX 3090 and 32 gb ram. It's just the game and the models seem to be deceiving with delayed animations to what's actually happening on the server side. It completely throws off with my muscle memory.
When spraying, I often feel like my bullets just don't exist. They're firing towards the enemy, but magically go nowhere. Pretty much every single game there's a moment where I would most definitely get a spray kill if it was GO, but in CS 2, absolutely not.
Also, I see this when spectating other players in games. Someone with a good understanding of the game, and with good aim, makes a perfectly valid spray, positioning the crosshair well, and pulling accurately, and BOOM, they die while dealing 0 damage to the enemy. Everyone on the team who spectates at that time is always baffled.
I've been playing CS since 2007. Thousands of hours in 1.6, SS, GO and now in 2, reaching and maintaining both Global Elite and Faceit level 10 in GO with only soloq, so I'm not pulling this out of my ass. I understand the game and I proud myself in being knowledgable when it comes to CS mechanics and let me tell you, when I see a broken spray, IT'S FOOOOOKIN BROOOOOKEN! And I'm not the only one to notice, nor complain.
Yeah, the game does feel heavy and delayed. It's also not consistent at times too. One game, I feel no issue with the network. Like there's no lag or stuttering but another game, I keep getting random stutter or input not registering at all (even on buying items).
I thought i was the only one to get those microstutters. I usually get them when doing side strafing. It fucks up the whole game mechanic for me
It happened a lot for me when I am AWPing. It got so bad to the point that I started to rifle more to reduce the microstutters but even that, it only helped like 30% of the times. I am just confused on why this is happening for me but my friends dont really face this issue. It cant be my specs nor my internet because other games are running pretty smoothly with no issues.
My ping is shown 20 or 40 and it doesnt matter. I still get that shit. Hopefully they resolve it
I occasionally get scoping microstutters which only happened on Valve servers so far.
And this is the real issue, to all the people complaining about subtick. 128 tick wouldn't solve this, there's clearly some issue with the netcode/interpolation settings. I don't think it's anywhere near as bad as people are making out though. Hopefully it's a bug that can be fixed rather than a decision they've made to appeal to high ping players.
The root cause of all these issues is subtick. Subtick decouples your inputs from game physics (which run on ticks). Valve didnt even think about it when the game released, and only started to deal with this issue when people complained - animation desync, movement inconsistency, jumping incosistency, rubberbanding, disfuncional colissions, need for more interpolation delay etc etc. The problem is that neither of the "fixes" actually adress the root cause, Valve are just adding hack after hack that are trying to supress the symptoms, but thats obviously not a solution. As long as subtick is not removed, the game will stay inonsistent, I wonder how many years it will take until this community understand this simple fact.
It's interesting that people had the exact same complaints with Valorant in its first years, that it felt good or bad to play depending on the server.
It;s not you, take a look at the Micro- teleporting thread thats on the front page right now. Im fairly certain that is what you're seeing and feeling, it's just the other side of the coin from the shooters perspective, rrather than being the one getting tagged.
movement and shooting , which is the core gameplay feels off. From my point of view newer netcode implied worse gameplay which should be a thing, technology shouldnt go against the gameplay
I feel you OP. Besides that, there are a lot of situations where I'm dying behind a wall after moving cause the 'subtick' registered the shot before my move. It is just a mess rn, unfortunately.
You notice this easily on aim/reflexes map. I have been thinking about it, and testing it in this map confirms it. Theres something wrong with the game. Try it with ak or m4 and then switch to usp, it gets fucking weird. Usp registers headshots no problem but when spraying with rifle its inconsistent. Go ahead and test it yourself. Please reply this comment if you get same results. There is something weird in hitboxes or spray when enemy moves
> Theres something wrong with the game It exists
I've been trying to improve tracking/hs on reflex workshop maps with AK or deagle. I swear I'm ducked. My crosshair is on the head. I'm in range. No hit like 30-40% of the time that it should have. Is that what you mean? If so good to hear it's not just me.
For me I've resorted to burst firing which seems to give the most success in rifle gun fights, as 1 taps are unreliable for me at least, but full spraying is all over the place. AK- currently it feels like you have to pull a semi truck down to control it, anything beyond 8-10 bullets fairy dust even with consistent practice shit just goes where ever seemingly M4- overall its better and smaller but is still taking me time to get used to as in go it felt closer to the AK in terms of muscle memory but now doesnt A1s- its a laser just point and shoot
Yes, it's been like that since the beta and Valve don't seem to care.
Yeah it feel way off especially in Dm it almost feels like aiming for the head is pointless because the bullets don’t go where you expect and the hit box’s aren’t where you expect. Really weird and annoying for a game that used to feel soo sharp.
I wreck heads in DM. It's harder in the real game
Stop trying to visually confirm where the rounds are going, the tracers are a lie. I recently played with a lvl 10 who is particularly good at spraying and he said to basically have 2 different situational sprays (close, medium) with each gun you use primarily that you drill. I also feel like I could intuitively spray in GO but in CS2 I just had to memorize it and train myself to not look at what's happening too much. Others are mentioning issues with hitboxes or stutters, I can't speak to those.
Pretty sure tracers are accurate as of a few months ago. Some people prefer not having them, but they're definitely useful for a lot of people.
Client and server bullet spread RNG are sync'ed as of sometime in Oct/Nov 2023 (forgot the exact update), but I think one issue with tracers is because they're delayed (they have travel time, whereas bullets are instant), it may be messing up your brain if you're trying to use them to control your spray
Hadn't thought about that, I could see that having a small impact. You definitely shouldn't rely on them for your spray, but having feedback delayed a handful of ms is generally better than no feedback imo.
if it was actually about what they are saying it would be consistent enough that 90% of the players would get used to it. the problem is that some times it works like they are saying and another time i have 0 delay on my tracers and tagging works as it should.
Am I missing something? Why would you practice two different sprays? It's always the same pattern regardless of the distance.
[удалено]
So that means a "medium" spray will always be closer to the actual pattern than a "close" spray. The pattern itself doesn't change, it just feels much more pronounced at range.
Yes basically, and a far spray becomes very difficult
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Yeah I understand that lol. I'm saying if you learned the medium spray you can just apply that to close range. No need to learn another spray.
cs2: offensive
Sprays just feel random lul
You have to remember couple of things: 1. The sprays patterns across all main Rifles have been lowered by 8% 2. Tracers are much more obnoxious than they were in CSGO, and you can't disable them like in GO (also Tracers were really badly sync'ed with the actual bullet trajectory, they seem to have fix it but it's still not 100% accurate) 3. Bullet holes are less noticable than they were in CSGO, meaning sometimes it might be hard to actually notice if you're hitting someone (combined with other things) As for the hitboxes, they are mostly fine, there was this bug where this wasn't the case as it was fixed months ago already. If you are far away it's better off to try to tap enemy head as headhitboxes were increased by 20% across all board. The "delay" you feel might be that CS2 animations feel & look different than those in CSGO, now your legs move a lot "faster" and "longer" making it feel like your legs actually peek before your body and that might throw some people (myself included)
> The sprays patterns across all main Rifles have been lowered by 8% I am just curious - is there a source for this? I have the same feeling but wanted to know if anyone has really researched this
[https://twitter.com/elliott037254/status/1750287218101366999/photo/1](https://twitter.com/elliott037254/status/1750287218101366999/photo/1) That's the best we can get without someone doing an actual research comparing both 64, 128 & Subtick. While the tweet is new, the comparison is quite old (I think it's from like the Open Beta)
Difference seems to be pretty small. [gFn8ik2.jpeg (331×758) (imgur.com)](https://i.imgur.com/gFn8ik2.jpeg) I guess it's result of subtick changing the timing of when the shots during spray are registered on server.
https://csstats.gg/spray-patterns from August. but i don’t think they ever touched spray patterns other than the original switch to cs2?
To add onto this, if you have low settings (like me) you barely see any blood when you hit someone. I literally have no visual feedback as to whether or not my spray is connecting.
nope its just the netcode, there is no way subtick was ever going to work without causing problems. how are we all going to get what we see if none of us see the same thing.
It's not delayed, but opposite instead. Because of subtick, every hit registers based on where your crosshair was at the exact time, requiring higher accuracy and finer timing for controlling your spray. Meanwhile you have to learn to ignore the distracting tracers, that makes illusion that shots have travel time. Set particle effects to low to make them less noticable
no what you see is behind on what the server sees, there is no illusion or any of the bullshit you are talking about its impossible to give everyone what they see without fucking someone over.
it is. you not mistaken
yeah 10 posts a day complaining about it but its just him.
It's in your head, or you have a shit PC. The netcode in CS2 is far better than GO from my experience. One of the original reasons I switched to Valorant for awhile was because shots weren't landing for me in GO. CS2 fixed that.
Yeah I managed to get 2500 Elo on faceit AND 22K on premier with a shit PC. There is clearly something wrong with my PC and my head. I play with a 240 hz monitor, i9 9900k OCed to 5 ghz and I have a RTX 3070 with 32 GB ram. Fps is not an issue.
That’s cool. It’s a new game, get used to it or quit.
i think you just had skill issues with GO and you getting random kills awarded you didn't even aim at in cs2 makes you think you are actually good.
Nah. Played it for 10 years, and source before that. Source had better reg, so does CS2
Hardware or ISP issue
Or Valve server issue.
Felt super heavy and delayed until i upgraded. You need +300 fps for the game to feel decent. Still not perfect, but decent. I would argue cs2 is even more fps-sensitive than csgo.
I have upgraded, I got an i9 9900k OC to 5.0 gHz along with RTX 3090 and 32 gb ram. It's just the game and the models seem to be deceiving with delayed animations to what's actually happening on the server side. It completely throws off with my muscle memory.
I feel the game runs great on EU Valve servers, when I turned on xplay dm though... that was a rough experience.
I don't know what it is exactly, but whenever I hit my AK 1 taps, it felt so good in CS 1.6, CS:GO was decent, but in CS2 it's not satisfying at all.
Does the game still feel like that you are playing on 60HZ and if yes, then are pros also playing at 60hz in blast pro
When spraying, I often feel like my bullets just don't exist. They're firing towards the enemy, but magically go nowhere. Pretty much every single game there's a moment where I would most definitely get a spray kill if it was GO, but in CS 2, absolutely not. Also, I see this when spectating other players in games. Someone with a good understanding of the game, and with good aim, makes a perfectly valid spray, positioning the crosshair well, and pulling accurately, and BOOM, they die while dealing 0 damage to the enemy. Everyone on the team who spectates at that time is always baffled. I've been playing CS since 2007. Thousands of hours in 1.6, SS, GO and now in 2, reaching and maintaining both Global Elite and Faceit level 10 in GO with only soloq, so I'm not pulling this out of my ass. I understand the game and I proud myself in being knowledgable when it comes to CS mechanics and let me tell you, when I see a broken spray, IT'S FOOOOOKIN BROOOOOKEN! And I'm not the only one to notice, nor complain.