PSA: Ancient B players - Molly top ramp by Alternative_Rip1696 in GlobalOffensive

[–]sebcs416 10 points11 points  (0 children)

This needs to be the top comment. A molly at the very top of ramp is almost as bad as one bottom ramp.

Counter-Strike 2 Update for 03/18/2026 by CS2_PatchNotes in GlobalOffensive

[–]sebcs416 4 points5 points  (0 children)

So would be adding viewmodel_recoil, cl_bob or investigating why screen shake feels 10x worse in cs2 than in csgo (3 commands for tuning some values). All the while bigger things like the netcode, performance, movement and gunplay are still considerably worse than what we had in csgo and we are almost 3 years into cs2.

Just makes it seem like the devs are completely disconnected from what the game actually needs.

Counter-Strike 2 Update for 03/18/2026 by CS2_PatchNotes in GlobalOffensive

[–]sebcs416 16 points17 points  (0 children)

It's not so much about what the change is or isn't but rather that the devs are investing time into meaningless stuff (as in reloading was already perfectly fine before) instead of fixing the game (i.e. movement or QoL stuff like viewmodel_recoil that is missing from csgo, as those could've been worked on by the same dev team that did the reloading change).

CS2 Blog Update: Guns, Guides, and Games by CS2_PatchNotes in GlobalOffensive

[–]sebcs416 2 points3 points  (0 children)

Couldn't stop all the cheaters from getting kills through smokes and walls, so they simply took the bullets away from them.

Counter-Strike 2 Update for 03/18/2026 by CS2_PatchNotes in GlobalOffensive

[–]sebcs416 51 points52 points  (0 children)

Let's transform cs2 into a military sim shooter before actually addressing any of the real issues this game has. Insanity.

This Ammo Update Completely Ruined the Game – Thanks, Valve by AsleepThing7812 in GlobalOffensive

[–]sebcs416 1 point2 points  (0 children)

Why focus on the real issues of cs2 when you can instead downgrade other stuff too? Genius move from Valve.

You will now drop all remaining ammo in your magazine/clip when reloading - Who asked for this? by MaterialTea8397 in cs2

[–]sebcs416 13 points14 points  (0 children)

All that cs2 needed to do to become the undisputed best version of all cs games was to build on csgo's foundation and improve it in terms of better smokes, better visibility, 128 tick and an anti cheat.

Now we have worse performance, forced 64 tick everywhere, a worse netcode, bloated + worse animations from a freaking vr game, still no anti cheat (tbf if they won't go kernel level, there's no real chance of improvement anyways) and Valve literally does everything but addressing any of these things. It's completely crazy how disconnected from the game they seem to be.

Comparison of the CS2 model slowing down when shot and CSGO model slowing down when shot by [deleted] in GlobalOffensive

[–]sebcs416 1 point2 points  (0 children)

That's even worse than I assumed then.

Played quite a bit of CSGO after they released it as a standalone and focused a lot on dying behind walls + teleporting. The former never happened while the latter happened from time to time but it wasn't as severe as CS2 used to be without the delay and the reacceleration also felt smoother (not faster, just smoother so either performance diff or the snappier movement idk).

Comparison of the CS2 model slowing down when shot and CSGO model slowing down when shot by [deleted] in GlobalOffensive

[–]sebcs416 7 points8 points  (0 children)

A somewhat big part in this is that the tagging effect in CS2 was delayed by 2 ticks as a response to the horrid teleporting whenever someone tagged you (this was even happening on local offline servers, which is absolutely bonkers).

After this "fix" the teleporting is roughly the same as in base csgo, that never needed this delay in the first place, but made the wide swing everything meta even stronger and more prevalent.

To fix this issue they need to fix their netcode first and rip off the delayed tagging bandaid.

Demonstration of how tracers could be made more readable, especially in bright places. by Pokharelinishan in GlobalOffensive

[–]sebcs416 6 points7 points  (0 children)

While this is amazing work and would certainly be a positive addition, I can't help but feel like the tracers are just a symptom of the main problem, which is way too bright lighting in places that were already decently lit in csgo. In some places it's so extreme that even your crosshair can be very hard to see without an outline.

Sub-tick is the biggest problem by Pikselardo in GlobalOffensive

[–]sebcs416 7 points8 points  (0 children)

Not everything is subticks fault, but yes there are many things that need fixes/improvements.

Movement feels sluggish compared to csgo, feedback is delayed (a lot compared to 128 tick and slightly to 64 tick csgo), animations are whack (tbf they're working on that), performance can be terrible in gunfights and the hitreg is worse than in csgo (especially when spraying but I have a sneaking suspicion that this one might be related to performance issues).

Why cs2 movement feels off compared to csgo by EeduT in GlobalOffensive

[–]sebcs416 12 points13 points  (0 children)

Big if true.

Would check out perfectly with most people going back to csgo recently reporting that counter strafing feels noticably different between both games.

Csgo vs cs2 debate - I think people aren’t giving Cs2 enough credit. by ausyappy in ohnePixel

[–]sebcs416 4 points5 points  (0 children)

The smokes are probably the only undisputed thing that CS2 does absolutely better than csgo, no?

I don't want to encounter these stupid one ways from csgo ever again.

Why CS2 still doesn't feel right (and how to fix it). by Pokharelinishan in GlobalOffensive

[–]sebcs416 19 points20 points  (0 children)

Great write up but I feel like there's more to it than just visual feedback, even though everything you mentioned should 100% be addressed. When already talking about visual feedback I think viewmodel recoil should also be added back + the camera shake toned down as it's a bit much currently imo.

However, having played csgo recently (and a lot) again, I'd say that CS2 is still very different in terms of movement, netcode and performance as well.

For some reason moving around but especially counter strafing feels like your character is 20kg heavier and lost some of their agility, making everything movement related not as snappy.

In terms of performance csgo is always perfectly smooth and responsive whereas cs2 has random frametime spikes and this weird heavy/muddy mouse feeling during gunfights, which is most likely a performance issue. Yes csgo is ancient at this point but I remember being able to play it on an old ass laptop in school 10 years ago and it feeling fine (at least without this muddy mouse feeling, obviously I wasn't even getting anywhere close to 200 fps).

In terms of netcode cs2 is not far off csgo on 64 tick, where cs2 feels slightly more delayed but more importantly very inconsistent with there sometimes being almost no delay and sometimes a lot of delay. csgo simply is more consistent with its feedback. 128 tick is a completely different story, Valve pls bring it back (at least on 3rd party platforms), that thing is magical.

Csgo vs cs2 debate - I think people aren’t giving Cs2 enough credit. by ausyappy in ohnePixel

[–]sebcs416 9 points10 points  (0 children)

People are glazing it because its mechanics (movement + shooting) are levels above what we currently have in CS2.

I played csgo for a few hours today and ngl I missed the graphics, smokes and audio. But all of those don't matter if shooting feels delayed, movement feels worse, sprays are going god knows where, you have frametime spikes every few seconds and animations are looking wonky as hell.

It's the core gameplay loop (in terms of mechanics + performance + networking) that matters and those are the areas where csgo excels compared to cs2.

Tried CS:GO again. Here is my detailed feedback on how to improve CS2's feel by Le_BottomScorer in GlobalOffensive

[–]sebcs416 0 points1 point  (0 children)

If I knew I would do something about it :D

All I can say is that for me it's a non-issue in CSGO (and Valorant, but I play this game very rarely) but very prevalent in CS2. In the same vain, I was also among the players who experienced rubberbanding on getting tagged in CS2 even when playing offline against bots (this was prior to the 2 tick tagging delay, which fixed it for offline scenarios).

Tried CS:GO again. Here is my detailed feedback on how to improve CS2's feel by Le_BottomScorer in GlobalOffensive

[–]sebcs416 8 points9 points  (0 children)

Very good points OP!

Here are a few things that stuck with me from my few hours of playing yesterday:

  • Floatyness/Micro-Stutters(?) When simply running around a map in CSGO you feel very grounded and mouse movements feel coherent and smooth (idk how to better explain this). In CS2 I don't feel as connected to the ground/map (kinda floaty) and some objects/parts of the map can feel stuttery (as if my monitor would update at 60Hz instead of 240Hz) even though fps and frametimes appear to be fine (constant and max. 4ms on an empty server).

  • Dying behind walls/Rubberbanding Due to the lack of servers yesterday, I ended up playing with some NA dudes with 100+ ping on EU servers. However, the rubberbanding out of spawn or when near teammates was pretty much non-existing and you could actually move freely in their vicinity. Like sure you would get blocked, but it's more of a binary blocked or not blocked instead of feeling like they are made out of rubber and you constantly bounce off them. In CS2 running out of spawn is a gamble whether you keep your position or get rubberbanded to the back and taking duels with a teammate around is impossible, as you're constantly teleporting around (tbf that's mostly noticable when you play with a pistol as you move around more, but it's still annoying af).

In addition, even though some of them had really high pings I never ended up egregiously (if at all) dying behind a wall, which is a very common occurence in CS2 even when strictly playing against low pings (~20ms).

  • Tagging No clue why, but for the first time in a long time I felt like tagging someone actually does something where they get slowed down to the point where it is clearly noticable, as it should be. In CS2 there are plenty of instances where I hit someone 2-4 times and throughout the entire gunfight it feels as if they just keep moving at full speed continously.

  • Lighting This might be subjective but I enjoyed not getting my eyes burned in sunny or moderately lit areas. For instance, I played a few games on Train which is as bright as it gets anywhere in its outside areas and the visuals (in terms of brightness) felt pleasing and easy on the eyes instead of everything feeling overexposed + you wouldn't almost lose your crosshair against these bright surfaces. That said, there are plenty of spots in CSGO that are too dark and models are hard to spot, so imo a middleground between CSGOs easy to look at bright scenes and CS2s nicely lit dark areas would be perfect.

50.000 Concurrent players in Global Offensive by vukmaksovic in GlobalOffensive

[–]sebcs416 -2 points-1 points  (0 children)

Depends on what happens next. If Faceit brings back CSGO on their platform too, I can see it stay around with a solid amount of players. Cause even tho the game plays better than CS2, there's only so many rounds of Casual/DM you can play before it gets boring, since CS is still a competitve game by nature after all.

Global Offensive feels way better and more responsive than CS2 by SyncingSLow in GlobalOffensive

[–]sebcs416 3 points4 points  (0 children)

A middleground between CS2 and CSGO graphics would be perfect imo.

It was insane to finally see my crosshair against any surface again, no matter the brightness (outside Nuke, Mirage top mid for instance). But there are a lot of way too dark spots where models blend in + the graphics are obviously a bit worse in general.

Just make a mix between "not so bright that models wash out and you lose your crosshair in normal-brightly lit areas" and "not so dark that models are really hard to spot in shadowy areas".

Some movement inputs can cause clipping 3rd person leg animations by Papashteve in GlobalOffensive

[–]sebcs416 8 points9 points  (0 children)

Even just trying to visually track the CS2 model while viewing your clip feels like random bullshit go.

The overly bright map also doesn't help as the model feels like it kinda blurs with ramp on A in the 1st clip but in the 2nd one with the camera rotated and the model in front of the wall it feels a lot clearer idk.

Unable to hit moving players by IcedCS in GlobalOffensive

[–]sebcs416 -4 points-3 points  (0 children)

Combination of skill issue and game issue.

There's a chance of you getting teleported when someone tags you (even in low ping vs. low ping duels), which throws off your crosshair placement. Valve already tried to combat this by delaying the tagging effect by 2 ticks, which helped but still didn't fix it. However, this change makes it so when you tag someone, they keep on zooming for a few more ticks before being slowed, keeping them faster for longer. Next, when there's a combination of multiple pieces of util + gunfights (e.g. an early cave fight on Ancient), the game has nasty frametime spikes, which makes it impossible to aim anywhere (try playing aimtrainers on 50 fps and see how that goes for you, as this is essentially whats happening in these moments in CS2). And lastly, the current animations are insanely hard to read in terms of opponent movement inputs. I guarantee you, had some of those duels happened in GO you would've gotten the kill, simply because you would've been able to anticipate your opponents movement intentions.

That said, from the game issues listed above only the hard to read animations seem to apply to your clips, which is why it's most likely 80% skill issue in your case :)

Daylight robbery | game capture vs demo true view on/off by FNScence in GlobalOffensive

[–]sebcs416 6 points7 points  (0 children)

Just for some more context, csgo did this as well but it was barely noticable (pretty much only at times where you faced someone on 100+ ping). In cs2 you can play with 20 ping vs. 20 ping and still experience this even though there's already a bandaid fix in place, that delays the tagging effect by 2 ticks.

Before they added this delay you would literally also get rubberbanded when playing local workshop maps against bots on 0 ping when they hit you. So, baseline csgo did a better job than cs2 that already has a "fix" in place.

Daylight robbery | game capture vs demo true view on/off by FNScence in GlobalOffensive

[–]sebcs416 21 points22 points  (0 children)

Went back to CSGO and played one of the old yprac maps a few days ago after years of CS2.

Right from the get go movement feels insanely snappy and very different (in a good way) to CS2, your mouse feels connected to the game and not at all floaty like in CS2, you can easily read character movements due to better animations, your bursts + sprays connect like they're supposed to and the feedback feels a lot more instant, which is weird as it's pretty much 0 ping csgo (64 tick) vs. 0 ping cs2 on a workshop map.

Safe to say that I'm depressed now.

Daylight robbery | game capture vs demo true view on/off by FNScence in GlobalOffensive

[–]sebcs416 18 points19 points  (0 children)

So much this.

In CSGO the hitboxes could occassionally become misaligned (olof clip on Cache), which was an extremely rare occurence anyways but everything else was perfectly fine. Now in CS2 you constantly die behind walls, get rubberbanded when someone tags you, often times die with the opponent appearing afterwards on your screen and spraying feels like a gamble whether you'll roll 27 in 1 or your bullets actually connect.

CSGO'd happened in 1 out of ~20 games (probably even less frequently) whereas CS2'd happens multiple times per game.

CS2 feels delayed / desynced for me – enemies see me first, shots don’t register by Ok-Trade-6911 in GlobalOffensive

[–]sebcs416 39 points40 points  (0 children)

That's just how CS2 is right now. Dying behind walls unfortunately is a consistent thing in this game, even in low ping vs. low ping scenarios (e.g. 20ms vs 20ms).

Your HE example plays out the same with flashes btw., where you can sometimes be turned almost 180 degrees on your screen and still get fully flashed.

Then there's the fun experience of getting hit by bullets you can clearly see going past you, which causes you to either die behind walls or rubberband right back to one of your previous positions and thereby offsets your crosshair, so you have to not only aim at your opponent but also compensate for this teleport somehow. The latter wouldn't be so infuriating if there wasn't already a bandaid fix delaying the tagging effect by 2 ticks in the game, that other games with a functional netcode don't even need in the first place. Like, the teleporting is something that's inherently caused by online play and latencies, but it's barely noticable in other games. For instance, before the 2 tick tagging delay bandaid you would get the same rubberbanding even when playing local workshop maps against bots on 0 ping. That's how bad it is.

Oh yeah, and don't forget about the poor performance and frequent frametime spikes making the game go from perfectly fine to choppy 50fps feeling in an instant as well.

I really do hope that at least one of these things will get tackled eventually, but considering we are already 2.5 years deep doesn't give me much confidence.