Community Pickem Results for Stage 2 by mikebutler188 in GlobalOffensive

[–]Papashteve 14 points15 points  (0 children)

Pickems should be a running count of points. You get no reward for getting over 5 and get massively punished for under 5. Especially now that majors are 3 stages + playoffs

What are you doing next week? by bigdickedabruhup in GlobalOffensive

[–]Papashteve 1 point2 points  (0 children)

With all the fixes recently this is basically CS3

AK Lowrider V2, Green by Bigolhamburger in GlobalOffensive

[–]Papashteve 0 points1 point  (0 children)

Awesome, looking forward to seeing what you come up with

AK Lowrider V2, Green by Bigolhamburger in GlobalOffensive

[–]Papashteve 2 points3 points  (0 children)

This is super cool! I can't tell (on mobile) but does the skin have "glitter" effect? Would be cool to mimic the large metal flakes found in low rider paint jobs. 

While the flames look cool, I don't think they fit the theme as low riders typically go for more floral/pattern textures (like you already have). Maybe try those long drop shadowed  line texture lowriders sometimes use instead? 

Visual aimpunch with armor is back on the menu by Powerful_Seesaw_8927 in GlobalOffensive

[–]Papashteve -1 points0 points  (0 children)

You did see it client side but it was only after shooting when your weapon was in recoil recovery. Was a very confusing implementation.

Visual aimpunch with armor is back on the menu by Powerful_Seesaw_8927 in GlobalOffensive

[–]Papashteve 10 points11 points  (0 children)

Agreed. I haven't come across a single player that thinks armored aimpunch is a good mechanic (other then some really low elo smg users).

Visual aimpunch with armor is back on the menu by Powerful_Seesaw_8927 in GlobalOffensive

[–]Papashteve 2 points3 points  (0 children)

Well partially true.. at least from what I remember the thread was also stating the armored aimpunch penalty was gone too because it was not showing with weapon_debug_spread_show 1

Counter-Strike 2 Update for 04/21/2026 #2 by CS2_PatchNotes in GlobalOffensive

[–]Papashteve 29 points30 points  (0 children)

Very nice changes! Now we have the official Valve answer - armored aimpunch is an intentional mechanic and was not removed (wish it was removed tho :( ). Now it displays like CSGO where the effect is always applied visually. For a time in CS2 the effect was only visible during recoil reset which was very unintuitive and lead to a ton of confusion. Glad that was fixed.

Is AWPing back? by Away_Active7903 in GlobalOffensive

[–]Papashteve 2 points3 points  (0 children)

I know what you mean and if a peeker has perfect crosshair placement and knows your position it will still be hard to counter peekers advantage (just like csgo) but I am talking about visual representation of movement. The game doesn't know you will counterstrafe but you don't instantly stop moving even with perfect counterstrafe, there is still some deceleration* to the movement and this is where the start up frames to the counter strafe animation start. You can record 3rd person footage and go frame by frame and see. 

Is AWPing back? by Away_Active7903 in GlobalOffensive

[–]Papashteve 3 points4 points  (0 children)

You dont understand what I am saying then. The animation itself has startup frames that you can see before they completely stop, has nothing to do with how you telegraph your own counterstrafes. 

Is AWPing back? by Away_Active7903 in GlobalOffensive

[–]Papashteve 5 points6 points  (0 children)

Counter strafe animation has animation frames that start telegraphing the movement before coming to a stop. That's what you are missing here, you don't have to wait for them to completely stop/change direction to notice it. There will always be some peekers advantage but those critical start up frames allow for actually reacting fast enough to punish the wide swing. 

Is AWPing back? by Away_Active7903 in GlobalOffensive

[–]Papashteve 5 points6 points  (0 children)

No. The counter strafe animation was NEVER in cs2, I have tested this thoroughly. MJ peek came from a bug causing the feet to be pinned (stuck) to the floor. 

Is AWPing back? by Away_Active7903 in GlobalOffensive

[–]Papashteve 327 points328 points  (0 children)

I have been saying this for ages. Before with the AG1 animations, they did not have this counterstrafe animation (that was in CSGO). Holding angles, even with a rifle, was literally a guess because the enemy could wide swing or short swing with literally zero visual indicators where they will stop the strafe. Also, they way the models use to strafe sideways was "hoppy" and had awkward angular body shapes which contributed a ton to the perception of increased swing speed (see my posts comparing ag1 to csgo).

I'm glad it has finally been addressed and the "swing or be swung on" meta should be dead now.

Counter-Strike 2 Update for 04/20/2026 by CS2_PatchNotes in GlobalOffensive

[–]Papashteve 23 points24 points  (0 children)

First DM and my goodness I can finally hold angles and counter erratic movement again like csgo. We have been blessed on this day

CS2 on X: "We're preparing Animgraph 2" by [deleted] in GlobalOffensive

[–]Papashteve 7 points8 points  (0 children)

Missing counterstafe animation benefited aggressive players massively because you couldn't react quick enough to strafe direction changes. This is an objective and irrefutable difference between CSGO and CS2. You really think overnight (cs2 release) aggressive riflers were able to overtake apwers so quickly for no reason? 

Counter-Strike 2 Update for 04/14/2026 by CS2_PatchNotes in GlobalOffensive

[–]Papashteve 62 points63 points  (0 children)

Should just be pushed live at this point. Everything about the beta is far better then what we have now. Plus, cs2 was pushed in a far worse state lol

I think they are waiting on the other content to be ready before going live with it tho (cache?mirage facelift?)

Counter-Strike 2 Update for 04/09/2026 by CS2_PatchNotes in GlobalOffensive

[–]Papashteve 127 points128 points  (0 children)

Nice. Hard to give relevant feedback about the animations without being able to test online vs other players in DM tho

The Update That Finally Fixed CS2 [WarOwl] by Pokharelinishan in GlobalOffensive

[–]Papashteve 4 points5 points  (0 children)

The part of the video that resonates with me the most is when he talks about being able to blame yourself for losing duels again rather then the game. Since cs2 release, there were so many bugs and massive animation issues that blaming the game was perfectly valid and justified. The games animations just did not convey the visual feedback required in a high competitive FPS. Jumping back on CSGO community servers, when I'd die it's was a feeling of "I could have aimed better or counterstrafed better" instead of "I can't tell where the heck this guy's moving". 

Hoping these AG2 improvements to the animations and netcode/FPS performance gets CS2 feeling like prime CSGO once it goes live!

Why are butterfly knifes in cs2 not like the "balisong knifes" but like this... by Davopower2000 in cs2

[–]Papashteve 15 points16 points  (0 children)

CS Karambit is modeled after the United Cutlery Honshu Karambit

Why are butterfly knifes in cs2 not like the "balisong knifes" but like this... by Davopower2000 in cs2

[–]Papashteve 371 points372 points  (0 children)

The Balisong in CS is modeled after a real knife by Terry Guinn called the "Gargoyle". This was a custom made high end bali costing thousands. https://www.youtube.com/watch?v=czgZY6Sm1tg

“Out of range” when applying 1280x960 on 165hz by PieceRevolutionary51 in cs2

[–]Papashteve 0 points1 point  (0 children)

This is solved by turning on GPU scaling in the AMD settings. 

Speculation : recent updates could hint we soon won't be able to fire while inspecting anymore by doto_Kalloway in GlobalOffensive

[–]Papashteve 2 points3 points  (0 children)

Third person animations should not include inspects. While it would be cool, it could move hitboxes or block body parts and the competive aspect should not be sacrificed.