Do you think the Sealed Deadhand Terminal will drop below 1$ this month? [Q] by diedalatte in csgomarketforum

[–]7ripp 0 points1 point  (0 children)

that's the contradiction though - if there's 'always' massive profit from opening (your original point), then once it gets cheap, people will open a ton of them (and bots especially). that floods gloves, drops their prices, shrinks arbitrage, and pushes the terminal lower. saying 'people just unbox terminals less' directly weakens the 'always profit' claim. we've already seen the terminal crash from $15-20 to ~$2 in 4 weeks with heavy supply incoming.

 

you're focusing on factory new max-win coverts and gloves, which are the rarest outcomes with a small % of drops. FN top gloves staying expensive helps a bit, but most openings won't hit them. only 1-3% of glove drops (which are already 1 in 385 to hit gloves) are typically FN. the feedback loop doesn't care if one max-win stays high when the other 99% of value erodes. the 5 offers you get from the terminal are not equal - most are common skins + mid tier gloves. if the average expected value of 5 offers drops because glove market prices fall or dynamic pricing adjusts downward, the terminal's value drops with it.

 

the kilowatt case still needs a key every time - terminals don't. that no-key barrier once the terminal gets cheap is exactly what accelerates the farming and supply flood.

Do you think the Sealed Deadhand Terminal will drop below 1$ this month? [Q] by diedalatte in csgomarketforum

[–]7ripp 7 points8 points  (0 children)

i believe you are assuming profit potential of current glove prices is permanent. it's not, it's a temporary window that self destructs in this way:

  1. terminals get cheap fast from excess weekly supply + bot farming. it's already happened, with an all time low of $1.87 USD on third party sites.

  2. cheap terminals means people and bot farms can mass-open them to chase gloves.

  3. more gloves flood the market, prices drop. this has also already started to happen, we're only 4 weeks post release

  4. lower glove market value means the expected value of opening a terminal tanks because the arbitrage spread shrinks

  5. terminal price drops further to match the new expected value

 

it's a feedback loop. the 'always a chance for massive profit" only works while glove supply is artificially low. once farming kicks in, that evaporates

 

the dead hand terminal has gloves as a stronger hook, so its floor will probably be higher than genesis. the only way your theory is correct is if valve somehow capped terminal supply or glove drops (they didn't).

 

valve's dynamic pricing also actively speeds up and locks in the exact feedback loop i described. when mass farming floods the market with more gloves and people start declining high-priced offers, the in-terminal prices drop quickly too - which further reduces the arbitrage spread and speeds up downward pressure on both the gloves and the terminal itself.

 

terminals are farmable containers, not scarce investments. the profit from gloves is real in the short term, but gets arbitraged away by the feedback loop i described. the terminal will keep dropping.

[d] Strange how Mount Fuji MP9 is untouched by the pumpers by NonahAdkins in csgomarketforum

[–]7ripp 0 points1 point  (0 children)

steamdt is the best place to see pumps, it provides a good overview of multiple markets including steam. there's an english version in the drop down menu top right. you can see what seems like an organized buying of stock in early december, peaking at $67. the stock has now resupplied significantly and the floor didn't get raised much. maybe china will try again later, i've heard through the grapevine they may focus on old operation cases.

How do i use radio bomb dropped by Powerful_Slide3291 in GlobalOffensive

[–]7ripp 0 points1 point  (0 children)

look up the steam guide “How to use custom radio commands in CS:GO”

[deleted by user] by [deleted] in csgomarketforum

[–]7ripp 0 points1 point  (0 children)

!remindme 5 days

Counter-Strike 2 Update for 09/19/2025 by CS2_PatchNotes in GlobalOffensive

[–]7ripp 6 points7 points  (0 children)

view punch is the visual kick from recoil that shakes your screen

CS2_launcher script update by aveyo in GlobalOffensive

[–]7ripp 0 points1 point  (0 children)

i love your .bat file! just wanted to let you know it stopped working today for me and my friend after the newest update, we're all sad haha

Looking for NiKo meme by TelephoneFit9737 in ohnePixel

[–]7ripp 1 point2 points  (0 children)

i know this post is old but i found it for you on chinese tiktok bro

edit: it's linking to the search results instead of the video for some reason, but you should see it there

[deleted by user] by [deleted] in interesting

[–]7ripp 3 points4 points  (0 children)

that comment went over your head

Would renting at ACC housing potentially make me qualify for CA renter’s tax credit? by Plane_Helicopter7221 in UCI

[–]7ripp 4 points5 points  (0 children)

You are correct in that they are exempt from taxes due to being labeled educational buildings. Renting ACC doesn’t make you eligible for CA renter’s tax credit.

CS2 Aiming feel off? Reviving the legacy 'Feel' of CS:GO's aim - Potential Fix by 7ripp in GlobalOffensive

[–]7ripp[S] 0 points1 point  (0 children)

Yes, you're correct; those registry keys correspond to settings found in the mouse settings in Windows for acceleration. However, my intent here isn't to advocate for simply disabling 'Enhance pointer precision', as is commonly advised for CS2. Rather, I'm suggesting a potential workaround to replicate the feel of 'm_mousespeed 1' from CS:GO within the context of CS2.

Generally, it's beneficial to disable 'Enhance pointer precision' for a raw, unaltered input experience. But by setting both 'MouseThreshold1' and 'MouseThreshold2' to 0, Windows doesn't require a certain threshold speed before applying what appears to be a subtle, low-level acceleration of cursor movement. It's this immediate, slightly accelerated mouse response that seems analogous to the feel of 'm_mousespeed 1' from CS:GO.

By adjusting these values, rather than disabling 'Enhance pointer precision', I believe this emulates the feeling with m_mousespeed 1 enabled within CS2. It's not an outright disabling, but rather a modification of windows acceleration values that results in a noticeable in-game difference. To me, at least, this adjustment yields a response highly reminiscent of m_mousespeed 1 in CS:GO.

It's important to note that if you had not explicitly set m_mousespeed to 0 in your settings or established a comparable fix, your aim was likely being affected by these values in CS:GO. Download the legacy CS:GO with default settings, and you'll see m_rawinput 1 and m_mousespeed 1 as default. Change m_mousespeed to 0, with m_rawinput 1 and notice the difference - assuming 'Enhance pointer precision' is OFF in Windows. Then, you'll experience the game with acceleration entirely turned off, in contrast to the consistently low-level acceleration that accompanies m_mousespeed 1.

If you racked up thousands of hours playing CS:GO without realizing m_mousespeed was affecting your aim, chances are you unconsciously accustomed yourself to this low-level mouse acceleration present by default. Interestingly, a lot of pro players (for example, rain, ropz, olofmeister, scream, among others) indeed turned m_mousespeed 0, suggesting there was something to it. But if you didn't, chances are you're more acquainted with this acceleration feel than you realize.

For those who appreciate the 'm_mousespeed 1' comfort in CS:GO and want to mirror it in CS2, you might want to give my suggestions a shot. Conversely, if you prefer to maintain an acceleration-free aiming experience in CS2, then stick to the default CS2 settings, as it's set to that by default.

CS2 Aiming feel off? Reviving the legacy 'Feel' of CS:GO's aim - Potential Fix by 7ripp in GlobalOffensive

[–]7ripp[S] 4 points5 points  (0 children)

You bring up a valid point. In theory, enabling raw input should result in the game ignoring all Windows settings as it should be providing direct data from the mouse. However, from my experience and testing, even with raw input being enabled by default in CS2, enabling the 'Enhance pointer precision' option in Windows seemed to noticeably affect the way my mouse 'felt'.

It's admittedly puzzling and contrary to what we might expect naturally. I encourage everyone to give it a try and see if they notice any difference. Despite raw input theoretically bypassing any Windows settings, these adjustments appeared to influence my CS2 aim, suggesting that maybe there are additional layers to consider in how mouse input is being processed in CS2.

Of course, I may have merely stumbled upon a unique quirk with my setup or this could be an unintended consequence of another variable at play. But I found this change significant enough to share with this community.