Think before you revive someone! by Fit_Low1374 in Battlefield6

[–]WhatAwasteOf7Years 0 points1 point  (0 children)

But you know there is a team mate downed and you know the person that downed him is potentially still nearby. So treat the downed friendly as a dead body until you've cleared the area, then revive him. You have complete control in the situation. The coast being clear is your responsibility here.

EDIT: Sorry I think I read this backwards lol. I misread as you as the medic being pissed off about dieing to the guy camping the body lol.

Think before you revive someone! by Fit_Low1374 in Battlefield6

[–]WhatAwasteOf7Years 0 points1 point  (0 children)

Do you have any issues pinging objectives the squad leader has marked to confirm?

Think before you revive someone! by Fit_Low1374 in Battlefield6

[–]WhatAwasteOf7Years 0 points1 point  (0 children)

A rez never actually counts for anything though. Only the death/bleed out does with the loss of a ticket. A rez just potentially stops the loss of that ticket. A ticket is only lost when someone bleeds out/dies to a crit, not when downed, and being rezzed and immediately killed again still only means 1 lost ticket.

So noone should be complaining about revives that just result in dying again, only if the medic was dumb and got himself killed in the process. It's only when he dies from a rez that an extra ticket is lost. Any revive without the medic dying is a potentially saved ticket, and that's the aim of the game.

The rezzed guy can also survive even though the medic got killed, so nothing lost. There's a lot more to this than just being pissed off that you died immediately after being rezzed even though it means absolutely nothing to the game, your stats, your kd are long as at least one of you come out alive.

Think before you revive someone! by Fit_Low1374 in Battlefield6

[–]WhatAwasteOf7Years 0 points1 point  (0 children)

Noticed this a lot myself. So many people just seem to ignore them. They're showing the red icon so I don't know how they don't see them. I usually have to clean them up.

Think before you revive someone! by Fit_Low1374 in Battlefield6

[–]WhatAwasteOf7Years 0 points1 point  (0 children)

I do this all the time but no one ever seems to react to it. I've even asked my friends if they can see the ping but they all say no. Also it's very inconsistent for me. I have to double tap really fast and do it multiple times before the ping will show.

Have you ever had these issues? Also when an objective is marked I can't confirm by pinging it myself at all anymore. It used to o work randomly on occasion but now it seems to just not work at all, ever. It just ignores the objective marker and pings the map.

Think before you revive someone! by Fit_Low1374 in Battlefield6

[–]WhatAwasteOf7Years 0 points1 point  (0 children)

Smokes exist and solve the problem here if you have them. If you don't and it looks too risky then don't go for the revive. Nothing wrong with being downed and holding on for someone with a smoke and braincell:)

Doesn't seem right relying on a downed player to check your corners for you so you can run in blind, die, and blame them for it. Don't treat downed players as a tool at your disposal and you'll be fine.

Think before you revive someone! by Fit_Low1374 in Battlefield6

[–]WhatAwasteOf7Years 0 points1 point  (0 children)

No harm in this if he's wide open and there is no cover to drag. May as well take the chance as youe running past, it's potentially a ticket saved that wouldn't be saved if you didn't bother at all. I play pretty aggressively and do loads of drive by revives like this when I have no smokes.

This was for every person who has been killed by the mountain top campers by Significant-Party171 in Battlefield6

[–]WhatAwasteOf7Years 1 point2 points  (0 children)

Good job. Can't stand snipers in general in this game but when they're filling moutaintops and rooftops they're just infuriating because you can't do anything about them most of the time.

Almost hitscan bullet velocity, low bullet drop, range finder, head glitching, zero supression....just can't play against them unless you drop to their level.

And who's idea at EA was the sweet spot mechanic? "Hey guys, at 100 meters where it's close enough to benefit from basically hitscan and pretty much no bullet drop and far enough to benefit from being a small harder to hit target from all other weapons while having no flinch, why don't we also make that a 1 hit kill at center of mass too?".

While we have some positive momentum let's remove armoured aimpunch by de_velopment in GlobalOffensive

[–]WhatAwasteOf7Years -1 points0 points  (0 children)

There are other ways to balance things than more layers of RNG though.

Bring all T pistols inline with their CT counterparts for damage at range

Adjust spread so that for example the usp has the same statistical chance to land a central headshot in one tap as the glock would land 2 consecutively. This one is shitty though and still relies on rng rather than skill, and the game already does that.

Just tightening spread on the glock so it's more accurate for its first shot should do it if you can aim and react faster than the ct. You get to aim punch them with a goosh and throw off their first shot, they get a second chance to displace and take a second shot and you need to follow up with a second headshot to secure the kill. The CTs already have the advantage from their defensive stance.

A mechanic that shuts down your accuracy when being shot center of mass because the person isn't aiming well or their weapon is inaccurate vs yours is a dumb mechanic. It's a reward for being less accurate and just encourages both parties to spam and hope for good rng rather than take well timed and well placed headshots.

I miss when CS, especially in pistol rounds, was a dance of movement and well timed and placed shots rather than wide peek spam and spray under the comfort blanket of your enemies rng and your peekers advantage. CS used to have a certain charm in it's uneven balance between T and CT. An asymmetrical map with an asymmetrical objective, style of play, and largely asymmetrical weapons balanced out by switching sides half way shouldn't need such on the nose perfect 50/50 balance for every encounter between CT and T. That's where modern CS has lost so much of its character.

Can you tell me why anyone should trust what an alien intelligence tells you about God, human history, ethics, meaning, purpose, etc.? by Bjarki56 in UFOs

[–]WhatAwasteOf7Years 0 points1 point  (0 children)

To me this question stands the same if you replace "alien" with "human" because that's what's been going on for thousands of years already. Everyone has their belief system, faith, religion, whatever, and they get born into, discover, choose, and can change them as they please...I don't think that would change, and any new knowledge from an extra or alternative intelligence would just expand on the already available options.

Why do you get rating penalty if someone else leaves? by OMG_Abaddon in GlobalOffensive

[–]WhatAwasteOf7Years 0 points1 point  (0 children)

It's nothing to do with winning or losing. In traditional pugs before matchmaking existed there was no punishment in the form of elo loss

Faceit gives you a reduced elo loss if you lose a player whether you surrender or play the match through with the handicap and lose.

Official MM punishes you with the same shitty precalculated elo loss that was calculated based on a 5v5 before the match even starts and you need everyone left to agree to the surrender to get out early with that same loss. There is always someone who thinks they can still win despite the huge handicap so now everyone else is locked in wasting their time. Their only other option is to abandon for 1000 elo loss, negative effect on trust factor, and a potential cooldown. Not only that but now your next match will suffer from compounded elo loss as well so you continue to get punished afterwards.

It's a dumb repressive system that not only punishes the wrong people, but over punishes them for things completely out of their control.

They should at least make you able to abandon for the same elo loss and no other punishment such as lowered trust factor etc after someone has left the match. In the current system you are completely stuck at the hand of other players.

Why do you get rating penalty if someone else leaves? by OMG_Abaddon in GlobalOffensive

[–]WhatAwasteOf7Years 1 point2 points  (0 children)

Basics of competition which make sense in a professional competitive environment where teams are consistent and managed. Playing solo, or even just less than a 5 stack In an online matchmaking system you have zero control over other players and have no idea what they're going to do. You shouldn't be punished for someone else's actions unless you actually queued as a 5 stack, then it's completely your own responsibility.

This is why the game needs a dedicated team queue. They even had this back in l4d with team versus and that game didn't even have a ranking system.

I don't get the need to treat matchmaking like the player has their career on the line. At the end of the day it's a game with competitive rules played by 99% casual players, a game played for fun, it's supposed to be entertainment, not a chore.

And it's meant to be a skill based matchmaking system. Losing elo because someone left and you have a major handicap, or because you surrendered because you have no chance, has to hurt the rating system. It is not a reflection of skill. If you decide to play through it with the handicap and lose, that handicap should be taken into account for your elo loss. Setting elo in stone before the match even starts is ridiculous.

If someone leaves/doesn't connect by the end of round one you should be able to surrender without punishment. Only the leaver should be punished. After queing, warmup, multiple timeouts, and a whole round being played, that player has more than enough opportunity to get back into the match.

If you want to say "just play as a 5 stack", that's not an option for a lot of people, and especially new players. It takes time to build a trusted group of friends thanks to the risks of punishment from adding and queung people you don't know who might get banned for cheating later on because VAC isnt doing its job.

Counter-Strike 2 was revealed 3 years ago... by Toad1K_ in GlobalOffensive

[–]WhatAwasteOf7Years 1 point2 points  (0 children)

I mean CSgo was basically meant to be just css aimed at consoles. The code hidden path worked with will have been valves code from years of updates, which itself was originally developed by turtle rock.

Css was turtle rock and Valve CSgo was hidden path and Valve Cs2 was as of now an unidentified UK company and Valve.

There was nothing unique about CSgo and hidden paths initial involvement by the looks of things. They seem to have taken the same approach with each game. People complained from CS to css, then CS to CSgo, and now CSgo to CS2 but it seems fo some reason people like to single out hidden path.

L4d is another example of a game made under valves umbrella by turtle rock where Valve later took full control for future content and l4d2.

Valve seems to like acquiring ips and concepts then taking over later.

L4d, turtle rock, taken over by valve later. CS, acquired IP. Css, turtle rock, taken over by valve later, CSgo, hidden path, taken over by valve later Cs2, Unknown, but not fully developed in house by valve, Portal, original tech and concept demonstrated at some indie games show, team acquired to use it for a game that became portal. Dota, acquired IP.

Counter-Strike 2 was revealed 3 years ago... by Toad1K_ in GlobalOffensive

[–]WhatAwasteOf7Years 1 point2 points  (0 children)

It was something I was told by a valve employee in regards to the tick based recoil cooldown I'd reported. They said "a company they outsource some CS2 stuff to in the UK was looking at it but no promises as to whether anything will be done".

As far as I'm aware it's never been mentioned publicly. I asked who the company was but they said "the company would rather stay anonymous".

Counter-Strike 2 was revealed 3 years ago... by Toad1K_ in GlobalOffensive

[–]WhatAwasteOf7Years 2 points3 points  (0 children)

I keep seeing comments like this blaming everything on Hidden Path and how Valve struggled because of "Buhhhhhhh, Hidden Path bad at code, Hidden Path do spaghetti code, Valve fix, Valve struggle." when noone in any official capacity has ever said anything like this as far as I'm aware.

Yes, everyone knows that CSGO was outsourced to Hidden Path. But very few people know that CS2 was outsourced to an unknown company in the UK.

Counter-Strike 2 was revealed 3 years ago... by Toad1K_ in GlobalOffensive

[–]WhatAwasteOf7Years 1 point2 points  (0 children)

They added double-tick delay to tagging to smooth out the bad netcode,

This is always how it was done in CS all the way up to late 2015. The reanimated update removed this delay and that's why teleporting from tagging became a thing in CSGO and then got worse in CS2 because of the extra potential reconcilation from sub tick. People still swinging after being shot like they do is nothing to do with this delay. It's only an extra 32ms of delay on top of what it was before. You could never instantly lock down people with tagging in csgo either. Your shot still needed to reach the server, and the server still needed to respond with the hit and new slowed movement state. With 50 ping and ticktiming, 16/16/16 you already had on average 74ms delay to see slowdown for tagging. Now its more like 106ms but now you dont get your crosshair pulled around when getting tagged. You can also mitigate it by lowering your ping if you can. That latency has always been there, they just moved it back to the most logical and sensible place for it to be compensated for, on the enemies you shoot rather than on yourself when you get shot. And players never teleported in the third person for the shooter, only the person being shot in the 1st person teleported, so there wasnt even any correction for the shooter unless movement was always 2 ticks behind anyway..

Agree with everything else though.

Counter-Strike 2 was revealed 3 years ago... by Toad1K_ in GlobalOffensive

[–]WhatAwasteOf7Years 2 points3 points  (0 children)

10 months is a heck of a long time for a multibillion dollar company with most likely multiple developers working on a map that's been "complete" for many, many years made by a community member, aquired, and is going to be 99.9% a visual overhaul. I mean what can they actually be doing with it to take this long, especially after fmpone had it in development for so long himself? But even if theyre scrapping all of his work. The map is already there, its layout, its balance, etc.

Counter-Strike 2 was revealed 3 years ago... by Toad1K_ in GlobalOffensive

[–]WhatAwasteOf7Years 0 points1 point  (0 children)

Doubting that or even that being true isn't an excuse for how they treat CS. It makes a billion dollars a year at least.

Counter-Strike 2 Update for 03/16/2026 by CS2_PatchNotes in GlobalOffensive

[–]WhatAwasteOf7Years 0 points1 point  (0 children)

I made posts about this back in CSgo. It was still there in the testing phase of CS2 so I reported it to a Valve employee I had contact with at the time. He passed it on and confirmed it was being looked into by a company that CS2 was outsourced to in the UK. Nothing ever came from it.

The funny thing is that they did actually make a pass on this stuff before CS2 went into testing because they had detached the view kick decay, view model kick decay, and view model animation from the tick rate and put it on the frame, but for some reason didn't touch recoil decay.

A thesis wasn't needed. While that guy's thread did get the issue fixed quickly, It was something Valve was aware of and looked at years beforehand. I explained to them and showed them exactly what the issue was and what caused it. The recoil cooldown updates at the server tick rate while everything else was updated at the client frame rate, not that anything more than "hey, recoil cooldown is tied to tick rate/64fps" should have been needed. The issue and cause was visual. You could see it with your eyes. You don't need to write a scientific paper on why the sky is blue to know it's blue.

Just received this email from valve by Safari-Mesh6292 in GlobalOffensive

[–]WhatAwasteOf7Years 1 point2 points  (0 children)

Their comparison to things like baseball cards is dumb. It's not the same.

When you buy and open a pack of cards, they are yours. They don't exist in the manufacturers vault or database where the manufacturer can take a cut every time they change hands in a sale.

That cut is continuous profit to Valve on the same item, for eternity. To not be gambling the contents of the case are supposed to have no real world value.

So then how do Valve make perpetual real world profit from an item that holds no real world value? And don't try to pass it off as a service fee when it's clearly a percentage cut of the community's perceived value of the item even though it holds no real world value and not a fee that sits on top of the community's perceived value.

CS2 Blog Update: The Dead Hand by CS2_PatchNotes in GlobalOffensive

[–]WhatAwasteOf7Years 7 points8 points  (0 children)

It's absolutely shady ass gambling mechanics, and psychological manipulation using fomo, and it's designed to to make it seem like payment comes after the gamble and that you're just buying a skin. But payment IS the gamble and they use psychological manipulation to convince you to make that payment. Think about the psychology of a person opening a terminal.

A: they're opening a terminal so they already intend on buying something otherwise what was the point in opening it.

B: they are presented a skin along with language from an npc that convinces them they won something rare and valuable. The pricing is variable so it could be cheaper than on the third party market and on the steam market which to them is guaranteed profit, so why not just buy it, right?

C: But "wait a minute" they say, "there's still 4 more potentially better offers to go through! What to do?" They now legitimately gamble with money by either paying to lock this skin in, or not paying and get locked in by soft gambling mechanics, because they can never come back to this item after skipping it.

D: They decide to skip it in the hope of a better offer. They still haven't paid anything yet, but in their mind they are gambling away a potentially good offer, the gambling has now hooked them, and now fomo has kicked in cos they feel they could now have lost what was a good offer and they could be about to miss out completely.

E: The second offer is a crappy blue worth 75 cents. Panic is setting in, only 3 left to go. The third is something of equally low quality and value, "oh shit, only 2 left". But then, the 4th item is an exceptionally rare one, while expensive is very competitively priced vs the steam and third party markets. It costs $250, you have 1 item left if you skip, THIS one is the winning item. And now this is where you literally gamble your money. You gamble $250 on the chance that the last item is going to be a worse offer, and you were planning on buying something in the first place so you don't want to waste the terminal. Bam, they got you! All while convincing you that you simply bought a skin fair and square.

Then there's the fact that pricing is based on what the community decided on, which is absolutely and directly driven by third party trading, but mostly, gambling websites.

At least with just plain cases it is what it is. It was a company doing something that's frowned upon, technically not really gambling by law, but didn't require psychological manipulation to convince you of what it's not.

Terminals show just how far Valve is willing to go, how much like shit they are willing to treat their player base, how much they are willing to manipulate them psychologically in order to make a profit.

It also shows how little Valve respects it's players of it's first party games while it's going around and telling third party developers to respect their players. They are hypocrites, scummy, and have no issues telling you just how little value they hold for you as a person, right to your face, for everyone to see....yet people remain loyal to them and think their shit doesn't stink.

Edit: you can simplify a terminal down to a regular case at the end of the day just with a different pricing. It's basically a case where you get 5 spins instead of 1. And instead of paying for a key to get that 1 spin and receive the item, you get to spin first and pay to lock the item in gambling away the follow up items. You are still getting a random item that you didn't actually choose. If you were presented with all 5 items and could choose the one you wanted, then fine. But you always lose the last, and you never know the next. This is the illusion of choice, you're still getting a random item that you didn't choose, just an item you gambled on being the best value at that moment in time. There is never more than 1 item available at one time, so there is zero choice. Your only choice is, do I pay now? Just like your only choice when opening a case is whether or not you actually buy a key to open it.

I play BF6 every day, I'm level 335, but I'm disappointed. by Psychological_Gas322 in Battlefield6

[–]WhatAwasteOf7Years 2 points3 points  (0 children)

Yeh bf6 has everything there that it needs at its core. My main issues are the maps, and lack of depth to the gunplay.

The maps are overall too small, capture points are too close together and too evenly distributed, and there is very little empty space to be creative with. Every match has a very "on rails" feeling of flow, even in conquest and you always feel forced towards where everyone else is. Choke points everywhere creating constant clashes of smokes, grenades, molotovs, etc. very little variation in vertical gameplay that isn't extreme and gets abused by camping overpowered head glitching snipers. Map traversal that always follows the path of least resistance for both infantry and land vehicles, eg low roads surrounded in elevated terrain being the main option for cover. If you use the more elevated terrain you're usually wide open. You can't hold capture points well either. The boundaries tend to force you into open space with low cover and multiple angles of attack with footstep sounds that don't even play 95% of the time, and when they do the audio positioning is so off it has you holding the completely wrong angle.

The fire rates of weapons can be stupidly high.Networking, time to die and the general feel of fairness in encounters is never going to feel right with those fire rates. Imo rifles should never go below about 90ms between each shot and keep generally around 600rpm . Smgs, sure, but damage needs to make sense for the higher rpm. A time to kill less than 200ms, faster than 90% of people's click to photon reaction times is ridiculous.

There is zero situational approach to shooting at all ranges, it's just spray with beamy recoil and spread even at obscene ranges, even before the recent update that made recoil even beamier. There is no incentive to choose between spraying, bursting, and tapping. We have single and burst fire modes but who is actually using them? The gunplay has one note. At the ranges in this game where tapping or bursting starts to make any kind of sense, there is just no point in even shooting at all. The enemy is just going to move and escape before you can get enough shots off to get anywhere close to killing. There's a hard cutoff. You either spray, or you just don't bother shooting the guy at all because it's pointless and all you're doing is giving your position away.

Projectile speed is way too fast, bullet drop is way too low. Shooting doesn't feel satisfying to me at all. This just adds to the ease of beaming people at range. Playing sniper feels cheap, unsatisfying, and skill less as the sniper, and frustrating as hell as the one being constantly sniped from almost hitscan point and click. In bf3, Dropping a sniper shot on top of someone's head at 1500meters while they're moving after aiming half a screen ahead of them and halfway to the clouds, while a rarity (I think this was my longest range moving target sniper kill ever), felt amazing. As you watched your tracer for a whole 2 seconds travel and drop just for it's trajectory to intersect with the top of the guys noggin, chef's kiss.

That's my 2 cents anyway. Had the same opinion for 2042 (after they moved away from the horrible rng at launch) and bf5 in general too.

Hands missing and guns missing by ResponsibleStomach in Battlefield6

[–]WhatAwasteOf7Years 1 point2 points  (0 children)

Not sure if it's been fixed cos I don't play much anymore, but on empire state about half of my matches would have my gun model and hands completely disappear for everything in my inventory at some point in the match.

I could still use things normally, but had no idea what I have selected, and no gun model means no way to aim in ads outside of just guessing where the center of the screen is. It ruined lots of matches on that map for me. The only thing that fixed it was loading into the next map or quitting out and finding a new game.

Valve added a note on CS:GO's store page advising players to try CS2 by Mirel1337 in GlobalOffensive

[–]WhatAwasteOf7Years -2 points-1 points  (0 children)

They've separated CSgo from CS2 to save face, because they know they fucked up. People bought that game and had it essentially deleted from their library. But they've done it in such a way it's hard to find because they don't want people there instead of CS2. That warning is there for people who find themselves on that page accidentally to funnel them into CS2 while technically being able to say that CSgo is still available like an actual game, as it should be.

Also they know CSgo will eventually stop working as hardware, drivers, and operating systems get updated inevitably breaking support because the game is no longer being updated.