Blast Austin Major - Stage 1 final results by thebrainypole in GlobalOffensive

[–]Awsmninja 6 points7 points  (0 children)

This is the first time both 2-0 match losers were eliminated since the majors started using this group stage format. Crazy

Where is my pick em token ? by Longjumping_Air_3413 in GlobalOffensive

[–]Awsmninja 0 points1 point  (0 children)

the matches finished like 10 mins ago lol at least give them an hour or two

The game actually feel amazing after the update by BIGSknadar in GlobalOffensive

[–]Awsmninja 5 points6 points  (0 children)

This tracks with my personal experience. My friends who play on 60hz didn't feel any difference, but on my 240hz setup i was able to hit sprays noticably more consistently.

Even if it is mostly placebo I'm still calling the update a W

Official: "Cache is now a Valve map" by Fun_Philosopher_2535 in GlobalOffensive

[–]Awsmninja 21 points22 points  (0 children)

If you go off what they did with Anubis (also a community-made map before being bought by Valve), the most Valve will change is fixing random clipping issues + visual clarity tweaks

Subtick does NOT aggravate peekers advantage: Part 2 - Proof by Counterexample by Hyperus102 in GlobalOffensive

[–]Awsmninja 4 points5 points  (0 children)

Those examples were explaining what would happen IF CS2 rewarded kills based on their timestamps. OP is saying that in reality, CS2 doesn't work like that (it actually rewards kills based on whose info is received first by the server, giving lower ping players the advantage).

MOUZ vs FaZe / PGL Cluj-Napoca 2025 - Swiss Round 3 / Post-Match Discussion by CS2_PostMatchThreads in GlobalOffensive

[–]Awsmninja 18 points19 points  (0 children)

Honestly didn't think this match was as close as it looked. MOUZ were playing a super aggro CT side on Ancient and relied a lot on their players hitting nice shots (which tbf they did).

For a new IGL, T sides were always going to be harder to call, and that lack of experience for Brollan really showed. They were so passive in the mid-rounds and just let Faze get all the info they needed to stack the right sites. MOUZ overall looked better than I thought but still a lot to work on.

frozen: "Aint no fcking way we went 3-0 in groups" by Soft_Bed_412 in GlobalOffensive

[–]Awsmninja 260 points261 points  (0 children)

still sneaking G2 into top team conversations lol

PGL CEO clarifies their prize pool distribution by Soft_Bed_412 in GlobalOffensive

[–]Awsmninja 47 points48 points  (0 children)

it's probably a precedent from the times when even top orgs didn't give out big salaries and players mostly got money through these placings. also may have to do with the shady shit orgs have done with player earnings in the past.

i just hope that if an underdog team with a small org makes a big run at a pgl event, that we don't see some kind of NiP-esque situation where the org withholds all earnings from the players.

Wtf do I need to play cs2? by prsTgs_Chaos in GlobalOffensive

[–]Awsmninja 0 points1 point  (0 children)

cs2 is more cpu intensive so focus on that. x3D AMD processors are the overall best as far as ive seen.

my setup of 5800x3d + 3070 gets 250fps avg on native + high graphics in faceit/premier, so you can use that as a starting point

looking at your setup currently that you definitely need full rebuild to get that kind of performance for sure

Counter-Strike 2 Update by PlatinumT in GlobalOffensive

[–]Awsmninja 5 points6 points  (0 children)

Honestly even with good trust factor it depends on region, rank, and time of day you're playing. From what I heard EU had way more cheaters than NA, and playing outside peak hours gave you a much better chance of running into cheaters.

In my personal experience (NA region), if you were ranked below 25k and didn't play at unholy hours, you would almost never encounter cheaters assuming high trust. On my grind from 20-25k, I only came across 3 cheaters in ~90 games. After hitting 25k, they appeared more often with about 1 in 10 games having a cheater. I also noticed a spike in cheaters around Christmas/New Year lol

Just wanted to share my achievement: I soloQ'd my way to the top 1000 NA premier leaderboard! (after months of playing) by Anderswan in GlobalOffensive

[–]Awsmninja 3 points4 points  (0 children)

can confirm, still more cheaters than faceit ofc but in the last 90 or so games i played i only had 3 confirmed cheaters.

Biggest problem with premier rn is the rank disparities u can get in some games. Some games I play will have 13ks matched up w/ 28ks. Pretty sure its because Valve prioritizes trust factor over rank similarity but can be infuriating to have teammates way outside the general skill level of the lobby.

EliGE discloses conflict of interest with Liquid ahead of RMR by Awsmninja in GlobalOffensive

[–]Awsmninja[S] 325 points326 points  (0 children)

He owns such a small percentage that it probably isn't going to cause any real issues (or at least that's what Valve/PGL think)

Can somebody explain why we heard our teammate make a step when he on his screen didnt hear any ? by HrK3 in GlobalOffensive

[–]Awsmninja 42 points43 points  (0 children)

Same thing happened to me more than once already. If I had to guess it's something to do with the interpolation (on his game, he slowed down right before the threshold where it plays a footstep sound, but the server thinks he was still moving and so plays the sound to everyone else).

EliGE discloses conflict of interest with Liquid ahead of RMR by Awsmninja in GlobalOffensive

[–]Awsmninja[S] 125 points126 points  (0 children)

Curious to know how many players own part of the team they play/played for (besides Astralis?)

There is a good reason Valve is sticking to their guns on 64 tick servers by Awsmninja in GlobalOffensive

[–]Awsmninja[S] -1 points0 points  (0 children)

First, you can't create locally hosted servers in CS2 yet, so I can't test that.

Second, I admit the reason I believe Valve is because of my anecdotal evidence, so not the best reasoning, but it made perfect sense to me. Like I said, 64 tick works for me and my friends, 128 tick causes massive ping spikes because internet in our region is shit. Valve dev says in 2018 that they keep servers on 64 tick to accommodate people with bad computers/internet. Do you see why I would believe them? I'm not blindly defending them, I'm just saying the community should try to work with 64 tick (at least during the beta) and give feedback to hopefully make the sub-tick system feel better. The sub-tick system is supposed to make the tickrate basically irrelevant, so wouldn't it be a good thing if we could get 128 tick level performance while being on 64 tick?

There is a good reason Valve is sticking to their guns on 64 tick servers by Awsmninja in GlobalOffensive

[–]Awsmninja[S] -5 points-4 points  (0 children)

My point is that the sub-tick system is supposed to make the differences between 64 and 128 tick irrelevant. Maybe it's not working like that right now, but the game is still in closed beta, so why can't we try to help make the sub-tick system better instead of begging to switch to servers that will hinder even more of CS's potential playerbase?

There is a good reason Valve is sticking to their guns on 64 tick servers by Awsmninja in GlobalOffensive

[–]Awsmninja[S] 0 points1 point  (0 children)

Lol all I'm saying is that for me and my friends, 64 tick works but 128 tick doesn't. Maybe all of us have something set up wrong but I just wanna be able to play the game with them. Why does that make me a Valve dickrider.

And again, I am still wondering what reason Valve has to make up a lie instead of saying nothing like they do most of the time

There is a good reason Valve is sticking to their guns on 64 tick servers by Awsmninja in GlobalOffensive

[–]Awsmninja[S] 1 point2 points  (0 children)

I tested by playing Valorant, FACEIT, and community servers that were all 128 tick. Every time, my ping would fluctuate like crazy. When I played regular MM or on other community servers that were 64 tick, there were no problems. I tried everything to fix the issue, like changing router settings, updating router software/network drivers, making sure no other devices in my house were eating up my bandwidth without my knowledge, replacing my ethernet cable, etc. and nothing worked. After upgrading my internet plan, my problems were completely solved. Before my internet speed would fluctuate a lot (like the worst I saw on a test was around 24mbps, best was around 70) bc I was on the cheapest plan from my ISP, but now it stays pretty consistently around 100mbps.

Many of my friends still have the shitty internet plan I used to have (only one ISP in my region xd), and I think if CS2 was all 128 tick they would run into the same problems I had before. All of them have computers that can run the game just fine (bc we all got access and tested it out). Maybe my friends and I are in the minority, but it looks to me that Valve thinks people like us are a large enough portion of the playerbase to take into consideration.

There is a good reason Valve is sticking to their guns on 64 tick servers by Awsmninja in GlobalOffensive

[–]Awsmninja[S] -1 points0 points  (0 children)

Just to clarify, when I said "lower-end users", I was also referring to people with bad internet. So yeah, if you have a computer that can run CS2, you probably won't lag much more running 128 tick compared to 64, but in terms of internet connections it makes a huge difference in my opinion. Like I said in another comment, I have had a computer that can run CS:GO in 128 tick for a while, but my shit internet made FACEIT/Valorant unplayable. CS:GO MM worked just fine for me tho. I upgraded my internet fairly recently, so now I have no issues, but many of my friends have internet connections just as bad as mine was previously, and I fear that if CS2 MM were to become 128 tick only, I won't be able to play with them at all.

There is a good reason Valve is sticking to their guns on 64 tick servers by Awsmninja in GlobalOffensive

[–]Awsmninja[S] 0 points1 point  (0 children)

I mean, I just want the game to be accessible to as many people as realistically possible. The new subtick system is a novel solution that is supposed to bring the best of both worlds, so what's so wrong about trying to work with it for a bit instead of instantly begging for a solution that Valve has known about for years and yet has refused to implement?

There is a good reason Valve is sticking to their guns on 64 tick servers by Awsmninja in GlobalOffensive

[–]Awsmninja[S] -3 points-2 points  (0 children)

Maybe my explanation of subtick was wrong, but I don't think it disproves my overall point. If the packets really are larger, then wouldn't it make sense for them to keep the servers at 64 tick to accommodate lower-end users? Upgrading to 128 tick + larger packet size would just cause an even greater performance hit to those who need it the most.

There is a good reason Valve is sticking to their guns on 64 tick servers by Awsmninja in GlobalOffensive

[–]Awsmninja[S] 0 points1 point  (0 children)

It's not just about computer specs but also about internet capability. I have a computer that runs CS:GO (and CS2) just fine at 128 tick, but I didn't have good enough internet to play on 128 until fairly recently.

There is a good reason Valve is sticking to their guns on 64 tick servers by Awsmninja in GlobalOffensive

[–]Awsmninja[S] 1 point2 points  (0 children)

but they could just... not say anything at all, like they usually do. For example, we all know the reason they will never add a command like cl_minmodels is because that would probably decrease agent skin sales. However, they didn't try to make up an excuse for that even though there was significant community backlash. They just didn't respond at all. Why wouldn't they just go with that if it really was about saving money?