floppy on twitter: “did some testing during player break, does the game feel the same for you guys too? feels like some delay between the headshot animation and the body falling, subtick or somethin idk. stable internet, decent ping. shouldn’t feel like this. love y’all ♥️ @CounterStrike”
CS:GO
17 Comments
Like this ? https://www.reddit.com/r/GlobalOffensive/comments/1dv6ae1/server_to_client_side_sync_is_so_misleading_you/?utm_source=share&utm_medium=mweb3x&utm_name=mweb3xcss&utm_term=1&utm_content=share_button
Man this game brought up so many unnecessary issues which all could’ve avoided with traditional 64 tick and let community use the 128.
1 year and the game is still in beta condition
Why testing csgo offline vs cs2 online?
Csgo wasnt fucking perfect. csgo Had many issues as well but we were adapted to it and accepted that shit. Cs2 has issues that need to become better for sure, but so tired of this bullshit testings and not acknowledging csgo faults.
Nice to see a pro publicly complaining about the game
i think that’s the biggest thing that fucks up the feeling, it wouldn’t even matter if the hitreg at the basis of it all was perfect, you can feel the delay, which makes the entire game feel rather heavy and sluggish
lately I feel like it sometimes takes half a second for the kill to register. much like how it takes half a second for my grenades to leave my hand.
How bigger are the packets nowadays compared to the very last version of csgo
* Some e-sport drama: 500-1000 likes in 1 hrs
* Someone who took their time to expose the bugs in this game by actually showcasing the issue instead of trashtalking Valve: 50 likes in 1hr
Then you wonder why valve takes 100 years to do anything with the issues that **actually** matter for the foundation of the game (netcode, anticheat, movement, optimization, visibility, community server support) and not your fucking skins and operations.
Just waiting for the brigade of “it’s just latency bro, every game has this” to chime in on this.
Like, we’ve had several posts of people breaking down these issues and it’s clear that it’s not solely latency at this point. It’s more likely that it’s a combination of the lag compensation being nearly twice that of CSGO on top of how the game/connection interprets packets or how subtick reports packets that is messing things up a lot.
Honestly I know it’s just a redditors opinion and everything but I’ve pretty much stopped playing the game until they fix this stuff/ have the game running stable, it’s annoying having the game feel different or there being new issues every update.
i have the legacy version and it feels extremely responsive when i jump back here and there. subtick, whatever the fuck that is, works for 0 ping on Lan with up to date power-rigs but it doesnt really work online.
we always knew its going to take 1-2 years until cs2 will feel good again but holy crap valve… where the fuck are you investing your money in because its certainly not in the development. lazy company doing lazy things since forever
Curiously, before valve hard-coded 64 tick to prevent servers from running at 128 tick, did anyone compared the 64-tick subtick to 128 sub-tick in CS2.
If so what were the results?
I’ve been complaining about this since beta
Edit: glad others can see it now too
I always felt like Csgo was crisper and smoother. Especially in duels.
But luckily I got used to CS2 now I gotta say.
Since the “Teleportain Fix” it’s been dogshit, 40ping and above is unplayable now, it’s so bad
It’s even more obvious than this video makes it. Just throw a flashbang and instantly press Q, watch how long it takes to come out of your hand vs years of Faceit 128tick where it released instantly.
CS2 feels like CSGO did with 150 ping when throwing a nade, so apply that same thing to shooting and ofc it feels terrible to battle.
I love this song 😀
I’ve literally been saying this since the beta how has it taken this long to get some attention??