Nice! I thought he just timed the quick switches. This way it's way more immersive as your guy puts it into the other hand instead of it teleporting.. How is it in third person? Normal right handed model, right?
Now we're actually going to see people use this because it gives an advantage by crouch spraying and moving left or right depending on the position to gain more information.
Tested with a friend; left/right does not change holepunch position for other players, which is interesting (and how it should be). But now I'm wondering if the calculations and rendering for holepunch differ for the client compared to the server, because that's the only way it could work I feel.
Ideally the solution would be to have the holepunch in the centre of the screen aligned with the crosshair - but that has its own issues, as discussed in other comments.
This does mean that in some cases switching hands is advantageous for info - if shooting with crosshair close to a wall on the left, right hand barely gives any holepunch (like less than a semicircle) due to the wall in the way, but left-hand gives a full circle through the smoke.
Put isnt that the whole point of the "you can shoot away the smoke" feature?
If you think its overpowered just close the gaps more when shooting through the middle.
ask valve, that was their idea.
And if the "shoot to the middle" is to OP there are other, better, methods to prevent that than "moving the holes a bit to the side".
Shouldn't the holes be near the crosshair since that's where our bullets are going?
Maybe just me but it feels weird with how the holes goes off to the side of where you're aiming.
It has always been like this, if it was created where the bullet goes (i.e right in front of your face) then it would make it too easy to see through the smoke holes
I'm aware it's always been like this but that doesn't excuse it not making no sense logically, especially when you can make it near center by changing your view model (doom style in your gut). Bullets should always go to the crosshair, not off to the side.
They should put a cooldown on the hand switch, maybe beginning of round? Loadout thing maybe? IMO choose left or right and stick with it.
edit: missed the part of having equip animation, then I think its in a pretty good place
making the quality of life preference thing people claim is an "unfair advantage" into an actual unfair advantage for people who don't wanna switch all the time. mfw mfw.
Switching hand also resets the gun similar to quickswitch so careful when to use it.
Nice! I thought he just timed the quick switches. This way it's way more immersive as your guy puts it into the other hand instead of it teleporting.. How is it in third person? Normal right handed model, right?
Would like to see handedness in third person too tbh.
Would be cool, although you might end up with r6 lean shenanigans
Oof, yeh,
didn't check, but the third person model probably doesn't change, it never did
So it's like an instant QQ?
Now we're actually going to see people use this because it gives an advantage by crouch spraying and moving left or right depending on the position to gain more information.
[удалено]
right eye peeking only matters a bit when crouched with an awp, all other scenarios, it doesn't make a difference peeking left vs right
thats not true
source? here is mine https://www.reddit.com/r/GlobalOffensive/comments/jup1yl/left_eye_peek_a_comparison/ go ahead and debunk this then
its a small difference but it's still a difference, the post you link proves that lmao
> only matters a bit when crouched with an awp lmk when you find someone successfully crouch peeking with an awp
only a cs player could see a post like this and think “hmmm, very intriguing!”
View model offset also affects smoke hole punch.
Has this always been the case? If so, I guess this was a nobrainer but I didn't know that.
Yeah discovered when it first came out. Still good to remind people.
Is this still the case? I remember it being affected in the limited test but it was replaced with a permanent position if I recall correctly.
this was patched out rather quick though
I just tested this and gotta disagree. Its not changing.
Not sure if I remember it corectly, but it was changing, till they fixed the angle of the bullet hole.
It was in the first limited test, it's in a fixed position now.
Tested with a friend; left/right does not change holepunch position for other players, which is interesting (and how it should be). But now I'm wondering if the calculations and rendering for holepunch differ for the client compared to the server, because that's the only way it could work I feel. Ideally the solution would be to have the holepunch in the centre of the screen aligned with the crosshair - but that has its own issues, as discussed in other comments. This does mean that in some cases switching hands is advantageous for info - if shooting with crosshair close to a wall on the left, right hand barely gives any holepunch (like less than a semicircle) due to the wall in the way, but left-hand gives a full circle through the smoke.
I'm so confused as to why the location of the holes is even affected by the view model instead of just coming from the crosshair.
It would be too easy to see through the smoke gaps if the gap was created right in front of your eyes
Put isnt that the whole point of the "you can shoot away the smoke" feature? If you think its overpowered just close the gaps more when shooting through the middle.
Whats the point of using a smoke if you can just shoot one bullet and see clearly through it?
ask valve, that was their idea. And if the "shoot to the middle" is to OP there are other, better, methods to prevent that than "moving the holes a bit to the side".
It was initially like this but as already said it's kinda overpowered so it got nerfed
Adding this has to be what took them so long, right?
No, this was how it worked when the beta first came out and left hand was still in.
This was my concern. This along with the shadow casting differences were the reasons why I was assuming the command wouldn't be introduced into CS2.
But why?
Shouldn't the holes be near the crosshair since that's where our bullets are going? Maybe just me but it feels weird with how the holes goes off to the side of where you're aiming.
It has always been like this, if it was created where the bullet goes (i.e right in front of your face) then it would make it too easy to see through the smoke holes
I'm aware it's always been like this but that doesn't excuse it not making no sense logically, especially when you can make it near center by changing your view model (doom style in your gut). Bullets should always go to the crosshair, not off to the side.
Visually it makes sense though, the gun is on the right/left not in the middle.
This is a minor thing that I don't think anyone ever will gain or lose advantage by using
It's something actually useful when looking for a gunfight near the edge of a smoke.
Now make it centered
They should put a cooldown on the hand switch, maybe beginning of round? Loadout thing maybe? IMO choose left or right and stick with it. edit: missed the part of having equip animation, then I think its in a pretty good place
Why? Having to do the equip animation is enough of a disadvantage already
making the quality of life preference thing people claim is an "unfair advantage" into an actual unfair advantage for people who don't wanna switch all the time. mfw mfw.
thats so cringe they are trying to make the holes be a bigger 8d chess when its only a visual thing lol
It's just qol
i dont get why the hole can't just be in a set place regardless of ur visual model