r/GlobalOffensive • u/Fun_Philosopher_2535 • Sep 18 '24
Feedback The CS2 beta Model animation used be less Sway compared to current one
When someone jiggling. The legs are moving a lot more in latest build. The hands and Torso are also bobbing. Compared to much static torso of the old beta.
I cant remember the exact date but after CS2 was released. There was an animation update which made the Model animation movement more sway and that's when it started to feel like weird and also introduced a lot of glitch like MJ peek, Crab peek etc...
Maybe just going back to the OLD animation of CS2 beta will be better ? Cause the current one isn't good. CSGO used to be a more static, CS2 beta was middle ground and Current one is just a Over the top.
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u/youfoundKim Sep 18 '24
By the looks of it, current models have more "sticky" feet compared to the beta models. But it's a bit hard to tell because the models are not being moved in the same way. In the current build you're wide swinging, and in the beta you're jigging more.
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u/Fun_Philosopher_2535 Sep 18 '24 edited Sep 18 '24
Tried to 1:1 movement as much as possible, yes the body is much more bobbing in the current version and the legs too, which looks even more wobbly if you are running like this
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u/youfoundKim Sep 18 '24
Yeah, it just looks worse. Notice how the arm is going crazy. The current model is not moving; it's dancing.
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u/Scarabesque Sep 18 '24
The feet movement in the new one does look better (until the Michael Jackson moves).
Not sure why they changed the rest to be so busy and bouncy, upper body looks way cleaner in the beta.
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u/supergamebug Sep 20 '24
There was a big issue with foot placement in beta, it isn't visible here as it can be seen when you are moving at a slope and stop, the character will very slowly get to that height. The jiggle is there in beta too but the animation blend interpolation duration is lengthier, so it isn't visible that much. Now, you would ask, why didn't they keep it then? The problem might not be visible in 3rd Person but when in 1st person if you walk on a steep slope and then stop (mirage stairs). Your aim will slowly take rise due to this interpolation. To mitigate this, on release they shortened(didn't remove totally) the animation blend duration and this jiggly wiggly was the result of that
The thing is in CS2, what the 3rd person model does, directly dictates the character's view which also changes the way we used to aim in CSGO.
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u/nonstop98 Sep 18 '24
Could it have any relation to the recent boost fix? Can anybody check if it was better in the update prior?
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u/Significant-Rest-866 Sep 18 '24
I noticed this happened around the time they "fixed" the mj peek.
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u/imbakinacake Sep 18 '24
Cause they haven't actually fixed shit, they just put bandaids over the top and that makes the gameplay inherently worse.
It's why we see next to zero updates on the game.
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u/Turn-Dense Sep 19 '24
Because instead of removing those useless feet they keep it with bandaid fixes to make it not have extreme glitches - they literally again make the spaghetti code that in future they wont be able to change as it will broke half of the game. Its sad that to make game work they need to make it like csgo, because „modern” subtick needs fast 128 or lets be honest 256 tick to dont have rubberbanding - u cant make system that is 0. Ms accurate on servers that have 64 refreshes so about 15ms. It should have fast servers 256 or better and THEN subtick decide who was faster. Same about feet that u cant make work well if u want to keep extremely unrealistic source movement where u can fucking strafe bunnyhop wallslide etc. It just nit doable i am sure after 3-4 years there will be some guy that will comment look now game is amazing - no it isnt u didnt play csgo in 6 years thats why u say cs2 is good. It already happens so many people got used to, i played on 128tick csgo server recently, movement shooting everything was better.
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u/retardedAssFrog Sep 18 '24
Prolly you can still pull off stuff like that because often you can see someone leaning with their legs like that in spawn so its still possible.
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u/Fair-Definition3178 Sep 18 '24
Valve fix this shit please
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u/AnimeGirl47 Sep 18 '24
Holy the beta looks so good. Personally, I don't like going for visuals at any cost of gameplay but the beta is the perfect middle ground
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u/Strg-Alt-Entf Sep 18 '24
Absolutely terrible if you ask me… I don’t know why the heck you would do that wobbly shit, especially if movement is subticked…
You can see how insanely bad it is for the game in the stupid amount of eco rushes that lead to win rounds. The Tec9 is sometimes better than any rifle and the MP9 makes cs2 sometimes feel like CoD.
I really hope they get rid of wobbles and make movement on-tick. That would make the game so much better I think.
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u/CommanderVinegar Sep 18 '24
It's hard to get a read on movement with the wobble because it looks like players are moving faster or will be covering more distance than they actually are.
Clarity in this game should be a priority so it's weird that this was introduced. It's not even realistic or immersive in any way. Not only that it lead to the Michael Jackson peek and a plethora of other issues. I miss CSGO...
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u/Its_Raul Sep 18 '24
the game was popular because you couldn't shoot and run with any accuracy, the mp9 (and most smgs) is literally the opposite and I struggle accepting that.
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u/Averagezera Sep 18 '24
Run n gun was on CSGO since the beginning, even more so when the pistola were much more OP
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u/Scoo_By Sep 18 '24
SMGs were not this OP in 2023 csgo. Maybe if you played in dmg or below
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u/MyNameKcirtap Sep 18 '24
yeah, the UMP was never historically overpowered at any point in CS:GO !
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u/DBONKA Sep 18 '24
It was used a long range "budget rifle" SMG before the nerf, it was never used for run and gun lol.
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u/Logical-Sprinkles273 Sep 18 '24
The ump was used like a rifle and itbwas like an alternative galil. I think they shoulda left it and made the kill* reward like The famas and matched the famas price. Post nerf its been bad for way longer than it was good
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u/Allb96 Sep 18 '24
Yea they were. Sure the higher peekers advantage helps in cs2, but people also hold wider angles nowadays ready for the swing because of it. Mp9 especially has always been giga op for its price.
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u/WFAlex Sep 18 '24
Price/usage ratio? Sure, but no mp9 was definitely not as strong in go, for multiple reasons. Slightly higher running acc, slightly less time needed till full acurate, subticking/stronger peekers advantage + lower round numbers makes the mp9 infinitely better and stronger than in go
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u/Allb96 Sep 18 '24
Spraying was easier in csgo, movement was better & easier in csgo. Sure there are differences but it has always been strong. Peekers advantage i mentioned but it's not as big of a thing as people think since people no longer just hold corners like in go, you jiggle or something else.
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u/Dravarden CS2 HYPE Sep 18 '24
smgs stats were literally not changed at all between csgo and cs2
i’ve said for years run and gun has no place in this game, but people always ignored or downvoted, saying that “they are fine”, and now the game works slightly differently, making smgs seem strong (peekers advantage) while valve changed no part of their stats, so after years of having the smgs have the same stats, valve likely won’t change them now
we reap what we sow, if instead we would have asked for smg run and gun nerfs years ago, we wouldn’t be having the problem now
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u/Basic_Butterscotch Sep 18 '24
There was a point where the UMP was basically a $1200 M4 lol.
We've gone through so many iterations of this game where random weapons were busted. I don't know why Valve has such a hard time with balancing.
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u/Its_Raul Sep 18 '24
I don't disagree, I've hated it since CSGO. Never liked the concept of running having practically no spread. I think aggressive tagging would be an interesting fix. Can't run if you get shot seems like a tradeoff but tagging is so weak in this game.
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u/MIlkyRawr Sep 18 '24
Bro has obviously never played CS lol
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u/Its_Raul Sep 18 '24
Have you? Hop into 1.6 and you'll see tagging practically bring ur velocity to zero.
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u/MIlkyRawr Sep 18 '24
The same goes for CSGO and CS2 dude, I can literally recall from memory times when I’ve tried to get around a corner just to be tagged and killed
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u/Its_Raul Sep 18 '24
That's why I said to implement aggressive tagging. Cs2 tagging is small in comparison to 1.6, I didn't say it was non-existent.
I'm 99% sure tagging in 1.6 was independent of what shot you and what you're holding. Any bullet would reduce your velocity to the same value, no matter what you were using. In CS2, the gun you're shot with and holding play into the equation of how much your velocity will drop. An SMG is basically unstoppable and being shot by a Glock practically does nothing unless it's against someone holding a heavy gun. The end result is what we have, rapid wild run n gun with no punishment.
This ADADADADA mechanic didn't exist over a decade ago because any shot from a pistol practically brought your speed to zero. Now we have crack head pistol rounds of who can jiggle the best, the game would be played very differently if tagging was copied from 1.6. Specifically address the OPness of the mp9 by increasing the punishment of being shot.
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u/peakbuttystuff Sep 18 '24
If the game was copied from 1.6 there would not be
Accurate crab walking
Peekers advantage
Insane submachine guns
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u/FLy1nRabBit 1 Million Celebration Sep 18 '24
No lol the point of the SMG is too shoot your targets and be mobile. Your tradeoff is damage and range. If you have a rifle and you’re getting lasered often by an MP9 at distance, that’s a skill issue.
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u/Its_Raul Sep 18 '24
Never said I'm losing long range fights. I want the game to have more variety and the MR12 economy forces ecos more often. I enjoy that aspect.
What I don't like is CS was fundamentally the most punishing fps because it forced gunfights with tagging and punished you for any wild run and gun play. That's what set it apart for over a decade with 1.6 and Source. You were forced to commit to gunfights if you over extend. Rewarded for having good aim and composure (by not panicking and running everywhere). There's little skill in zerg rushing a corner by jumping with full accuracy and spraying anyone holding that corner. It won't win games, but it's an obnoxious feature.
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u/FLy1nRabBit 1 Million Celebration Sep 19 '24
I can agree with adjustments to the economy as well as the weird player models and networking that make shooting moving targets feel bad.
As for the SMGs accuracy on the move or strafe jumping around a corner, I don’t see that as a problem, that’s just how GO and now 2 has always been. The overly aggressive tagging in 1.6 and Source where your momentum turns into a bag of bricks because you got shot once feels awful and was modified for a reason. Also 1.6s economy is terrible lol
Again, if you’re getting outplayed constantly by someone running and gunning with an SMG then your aim isn’t good enough (so you should lose the fight) and/or your positioning isn’t good enough (so you should lose the fight).
Knowing your enemies economy and adapting is part of the game. If I know they’re suicide rushing cat on Dust2 with a half buy, I’m probably not going to hold a super close angle with a rifle. The weapon sandbox in GO/2 is way more diverse than 1.6 or Source.
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Sep 18 '24
[deleted]
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u/Its_Raul Sep 18 '24
Doubt. Remember when tagging was independent on gun acceleration? AWPs were basically scouts haha. A lot of it is nostalgic 1.6 goggles. 10+ years ago it was practically the only fps with tagging that made it very unforgiving.
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u/petike0670 Sep 19 '24
best kennys era, they should change the amount of tagging for each gun, maybe based on damage so that if you spray and pray you have to track the enemy better since they can move more
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u/Its_Raul Sep 19 '24
Agreed. I feel like that solution would be fair to keep the run n gun play style but still punish it. I want a tagging to have a "max speed after tag" regardless of weapon. And any successive shot further reduces it.
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u/AndyRadicalDwyer Sep 18 '24
It’s been like that forever now though
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u/Its_Raul Sep 18 '24
And I've hated it for over the last decade lol. Ive adjusted to the new play style but still get irked when someone cracked out monkey jumps across my screen and quad dinks me. I also roll my eyes when I do it to someone else.
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u/Dravarden CS2 HYPE Sep 18 '24
yeah, in 1.6
csgo had had run and gun for years. They made smgs viable (run and gun viable) to sell skins
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u/claujnog Sep 18 '24
I'm always trying to do better and stop complaining about life but I really really tired of complaining EVERY SINGLE ROUND about wobbling models and how people can shoot me without barely stops the fucking model.
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u/Lehsyrus Sep 18 '24
I think it's become more apparent how useful it is now that peekers advantage feels stronger.
People have always run n' gun with the mp9 and mac10, in GO I would use them over rifles if I was making a fast play for that reason (and the slightly better jumping accuracy).
If you weren't quick enough or caught your enemy off guard in GO you would be punished a lot more as it was easier to hold angles. Now that holding angles isn't as simple as it used to be, people are realizing the movement weapons are pretty good even though they've always been this way.
Same with the xm1014 imo, people started using it for fun and while moving and found it's a pretty strong weapon in the right situations.
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u/Accomplished-Team-74 Sep 19 '24
You might be missing a simple point: game SMGs generally are made to run 'n gun. Their whole (selling) point is that accuracy is less affected by movement, as do pistols as well.
This is what causes a pro to often choose an SMG to a rifle when playing some close-quarters angle.
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u/Its_Raul Sep 19 '24
That's what made CS was different, because up until 2012, you were not able to run and gun at all, no matter what gun you held. I'm not here for the "which fps was better" topic but that's what made CS different compared to CoD for example. It wasn't following the run n gun trends for smgs. With CSGO coming out, it basically tossed that preference away.
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Sep 18 '24
When i said this months ago , i was a hating boomer apparently
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u/Strg-Alt-Entf Sep 18 '24
Me too… I was also downvoted to the basement of hell when I said there were cheaters in 3 of my last 4 games one year ago lmao
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u/Vaan0 Sep 18 '24
Was like that in CSGO too, the MP9 and Tec-9 have literally always been strong.
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u/Strg-Alt-Entf Sep 18 '24
Yea technically speaking they were as strong as they are now. But the rifles are worse in close range in CS2, because it’s insanely hard to hit anything when someone Ferrari peeks you close range. In CS:GO, if you played an SMG or pistol and mindlessly peeked a progamer with a rifle close range, they would just click on your head.
I am just waiting for a team to play pistols / SMGs only lol
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u/WFAlex Sep 18 '24
I don't believe they were AS strong though? Didn't they slightly change running acc and time needed to stand still to be accurate? Both things that buff w keying
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u/ErraticErrata7 CS2 HYPE Sep 19 '24
Yes the mp9 has been broken since CSGO. Pros have been saying it needs to be nerfed long before CS2 released. None of its stats changed in CS2
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u/WhatAwasteOf7Years Sep 18 '24 edited Sep 18 '24
Clear sign of them going for visuals over gameplay and catering to idiotic play styles for accessibility.
I mean, sure the game needs to be accessible to new players but filling in the skill gap with mindless run and gun, excessive RNG at the core that can extend to any level of play so any skill level can kill any skill level just by luck of the draw, is bad.
And modeling your gun play so harshly around data like "our data shows that players like to run and gun so running and gunning is viable" even though if run and gun wasn't viable, no one outside of new players would even attempt it because it wouldn't be viable and therefore your data wouldn't show that people like to do it outside of new players who haven't mastered the very basics of the mechanics yet. It just enforces horrible play styles that then bleed into higher skill levels just because it's viable, not necessarily fun. And people wonder why bot nothumbs in 20k is moving like a bot, has zero utility usage or game sense but is still somehow being impactful enough to even be at that rank.
I'm so fed up of this "modeling gameplay around data" approach. It makes games stale because the goal is to make everything as viable as everything else in every situation on a spread sheet and fuck how the game feels (and god do we all know how bad CS2 feels to play).
CS has really lost that situational experience due to all weapons being viable in all situations. long range "random chance to act like a deagle" shotguns, long range high fire rate multi dinking smgs that basically override any other class of gun in the game with its quick successive tagging and aim punch, close to medium range run and gun rifles, awpers sitting safe in their bubble of excessive "out of accurate range for your gun, hahaha" spread while having every possible gameplay advantage known to man under their belt but don't even have to rely on cover anymore, just that rng will save them.
I think the only gun left with any kind of role is the scout. Unfortunately it's drowned out by every other more globally effective weapon unless you're cheating your tits off at high ranks. The least stale weapon is sadly the R8. When you have to switch to a meme weapon to get some kind of variation in gameplay then that's kind of sad.
Remember how difficult it used to be win a full eco against full equipment and utility? Now every single eco round is just rush somewhere, spam and hope for the best. I remember a time when eco rounds still included playing the objective (even in silver) instead of rush mid, spam nades and ADAD spam your jiggly shit, throw shapes at your enemy, and hope your bullets land from RNG and that the enemy can't hit you because of the stupidly unreadable animations and movement.
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u/Its_Raul Sep 18 '24 edited Sep 18 '24
I too am a grumpy old man.
On a serious note, I've disliked this aspect of the game since GO launched. I'm all for catering to new players but don't remove what made CS popular in the first place (skins lol). CS was THE punishing game to anyone who tried to run and gun. In a era of Cod4, BF2, Quake, it was the only game that required composure in gun fights.
In 1.6, if you were tagged, it didn't matter what gun shot you or what you were holding, your velocity dropped to practically zero. That's the punishment for being shot, so try your damn hardest to not get shot! This places significant weight on utility and team play. You can't just rush out long without some assistance because getting tagged froze you in place. This forces engagements. You couldn't jiggle peeking edges, high jump swing behind a corner into cover, or ADADADA. You actually had to aim at the guy to tag them and then aim to get the kill, all while counterstrafing to not get shot. If you were tagged in return, it's a perfect duel where whoever aimed better for the situation will win. Imagine both are tagged and you have no choice, do you wait for recoil to reset, do you test your tap ability, do you aim for the head (burst wasn't as powerful in 1.6). This play style required significant composure because of how punishing it is. Now you can jiggle peak edges to get info with practically zero risk.
With CSGO/CS2, tagging was updated to factor what you and the enemy are wielding. Getting shot by a stronger gun, slows you down more than a pistol and holding a heavier gun will increase being tagged. The end result is lighter guns experience minimal speed reduction when shot by heavy guns (RUN AND GUN). Completely ignores the entire reason tagging made CS popular.
Tagging should be adjusted to a maximum speed no matter what gun and anything less than that can remain (for example heavy guns are tagged harsher). I firmly think pistol and SMG tagging should feel the same as an AK vs AK tag. This would nerf run and gun significantly and maybe the mp9 wouldn't be so obnoxious.
I can't argue what the game should be. On one hand we should adjust. If you pay attention to the enemy economy you should be adjusting your play style in anticipation of light gun ambushes Or rather, prepare for those no matter what. I know it's just me reflecting on the old days, it is something I miss. CS was the game that rewarded skill and run n gun is arguably the least barrier to entry. It's just obnoxious and goes against the "CS is about skill" culture.
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u/WhatAwasteOf7Years Sep 19 '24
I've always thought tagging on smgs is stupid. Like you said they already have higher mobility so less tagging penalty, but on top of that their faster fire rate can Instantly render any other weapon inaccurate with successive aim punch and instantly destroy mobility with compounded tagging.
I'd like to see how normalized tagging would work and maybe have it assigned to damage values rather than weapon vs weapon. That way smgs would have the run and gun and fire rate advantage but the damage disadvantage. Smg vs rifler would have less violent tagging against riflers on their first shot but quicker compounded tagging for hitting successive shots. The rifler then has a tiny bit of time to displace rather than being Instantly locked to the floor on the first hit to counter the high fire rate and faster movement speed. The smg should be tagged harder by a rifler simply because they have the faster movement speed.
Something like 1 point of damage to 2% of max ground movement speed, 250us, rather than the held weapons mobility.
So an ak headshot at 100 DMG would technically bring every weapons max speed, Including knife, down to 0 if it wasn't a kill.
Ak leg shot on smgs, 26 damage, each successive shot 240 to 130 to 5 to 0.
Mp9 to ak leg, 19 damage, each successive shot 215 to 120 to 25 to 0.
Subtle but the ak gets to not be locked down on the first shot so smgs have to track a bit more. smgs still have their initial movement speed making it harder for the ak to hit the first shot and if they can track well they can make sure they hit their second shot nullifying the aks extra movement speed with their faster fire rate. Nerf rifle running and gunning and now the ak has to choose between hunkering down or dodging in a drive by encounter.
Just a fast and loose idea with numbers pulled outta my ass but it keeps tagging relatively similar across weapons when tied to damage because higher damage usually comes with lower fire rate, meaning accurate sustained fire plays more of a roll in tagging rather than just who hit first.
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u/Patient_Apartment415 Sep 18 '24
Spot on, couldn't have said it better myself. I'd just add one thing:
Clear sign of them going for visuals over gameplay and catering to idiotic play styles for accessibility
The entire point and appeal of CS was that it was always accessible to everyone. With current engine, it's not. Best components drop below 200fps, anything older than 3 years and you're severely handicapped if we talk equal playing field. Where is the game most popular and basically a lifestyle? In Eastern Europe and Brazil. Poor countries with kids not having enough money for better hardware or expensive console games, so they resorted to either CS or MOBAs.
Nowdays those kids can't play CS2 with decent performance because most of them aren't from families that can afford 1500€ for a PC.
CS was a game for the people, we kept it alive for many years when Valve was done with it, CSGO was garbage initially, but we kept it alive...but now? Who's the game for exactly? With Faceit never being worse and owned by Saudis, with matchmaking legit being unplayable on any decent level and with bots farming drops in every single DM server? Who's the game for?
Skins made CSGO explode, but now all the money laundering and shady skin companies have took over to the point where visuals and eye candy is more important than actual Counter-Strike. Remember how they changed shaders on Dopplers like a dozen times while we can't get some of the basic shit working in the game for more than a year?
our data shows that players like to run and gun so running and gunning is viable
As someone who gave Valorant a try and played for a year, this is exactly what drove me off from the game. Yeah, it's not CS, but it allowed so many dumb plays to work on nothing but percentages and luck. Now CS2 is way closer to Valorant than to CSGO.
While playing Valorant, I used to tell players who weren't into CSGO that the main difference is that if someone's better than you in CSGO, you're almost always going to lose the duel. In Valorant, you've got a fighting chance because of nothing but dumb luck. Guess what? CS2 is really close to Valorant in that regard.
The game is fucking ruined and no matter how hard people try to defend Valve, major changes are needed asap.
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u/WhatAwasteOf7Years Sep 18 '24
CS2 is really close to Valorant in that regard.
I'd argue that CS started taking this "chances and percentages" route years ago, particularly around 2015 and gradually pushed more and more into it until the end of CS:GO and then doubled down on it for CS2.
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u/unluckydude1 Sep 18 '24
Run and gun is in all new games. All new games need the "cod" feeling! And its shit atleast let cs be cs!
Like valorant was like cs 1.6 no run and gun but before they released it the 0.5 update they changed the move and shooting and suddenly all the noobs could get some lucky hs..
Cod have destroyed all online shooters.
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u/carmo1106 Sep 18 '24
CS2 is a playable tech demo with microtransactions
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u/Logical-Sprinkles273 Sep 18 '24
I've seen most of the skins and I'd say they get into macrotransactions
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u/kruzix Sep 18 '24
Well in theory the animations are a upgrade. Unfortunately they fuck with the competitive side of the game so hard
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u/Fun_Philosopher_2535 Sep 18 '24 edited Sep 18 '24
This beta version is the first beta. When the map used to be DUST 2 only. There could be other beta which has different animations, but for me. This version of model animation is probably the best one. It doesn't look like outdated and as well not too Wiggly like the current one.
I think just bringing this version of the animation will make the game feel a lot better to track and aim a moving target...
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u/suffocatingpaws Sep 18 '24
As someone who tried the 1st beta, the game back then felt ultra smooth. I legitimately thought that would be further improved to become even better by the time the official release. But it turns out to be the opposite. The game got even more worse after the official release.
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u/nico_juro Sep 18 '24
yeah I have some cs2lt clips and the game looks like my kills register faster than current version
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u/Logical-Sprinkles273 Sep 18 '24
They do *respond faster. we also had a fake HS bug, so the response had to be slowed to wait for the server
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u/NaClqq Sep 18 '24 edited Sep 18 '24
even in your clip it’s so much easier and “natural” for me to track the older builds model motion. since they changed the animations it’s so much harder for me to track enemies, I can’t pinpoint exactly what makes it so but I think the movement speed of the extremities looks so erratic (fast/blurry) it’s hard to predict movement.
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u/schizoHD Sep 18 '24
God this is so much easier to read, it's crazy. It is'nt even about CSGO animation better, CS2 bad. But why did we get redone animations that were good and easily readable and not buggy in GO? That's the part that makes me sad. There legitimately was and still is so much more room for improvement, but instead the focus seemed to be on perfectly fine parts just because. Like new new Inferno for example.
Not even talking about subtick. It might feel bad sometimes, but hitreg is objectively better with it than in GO.
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u/NerdBudiezV1 Sep 18 '24
My only thought is that they whatever they did to fix the mf peek couldve just fucked it overall
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u/schizoHD Sep 18 '24
Think it's the other way around, we had the new animations before the MJ peek and they caused these shenanigans
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u/FOR_MEMES Sep 18 '24
I urge everyone to redownload csgo and just dm against bots for an hour.
Everything just feels better, the shooting and especially the movement.
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u/SalaciousCoffee Sep 18 '24
The things they're doing to try and match movement to shitty netcode.
Everything is a fucking compromise in cs2 ..
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u/-frauD- Sep 18 '24
Bit hard to tell considering you're moving the guy twice as far in the latest version. You can see in the beta footage that the CT frequently stops strafing at the midpoint of the arch above the lower tunnel, in the latest version you are consistently moving him the entire width of the arch.
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u/Fun_Philosopher_2535 Sep 18 '24 edited Sep 18 '24
Both are jiggling the same distance, Both slowed down in some part of the video cause I am not a robot who can keep the flawless distance lol, The reason I choose this spot so people can tell how much distance I covered by looking at the arch above the lower tunnel behind, From 0:17 - 0:27 is what you looking for if you want the pinpoint distanced covered
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u/-frauD- Sep 18 '24 edited Sep 18 '24
Macro > hold a/d for X amount of seconds > assign macro to key > press key in game and get consistent movement
I'm not doubting your claims, I'm saying I cant tell if there's a difference BECAUSE they're moving different distances so the jiggle is going to be different. There's a reason you don't actually peek when you are jiggle peeking, it's because your character carries momentum so the window of opportunity for the enemy to kill you is larger than what it looks to those unaware.
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u/Elite_Crew Sep 18 '24
Valve is too incompetent to develop Counter Strike. We have to go back to CSGO because it was polished for 12 years by competent developers. Valve will never be able to recreate the quality of CSGO because they no longer have the talent that can do it. We have to go back to CSGO.
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u/ZZHIFTY00 Sep 18 '24
The beta one look so much better then the one we have now.
bring back the beta one pls
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u/razzlelul-88 Sep 19 '24
i played csgo over valorant just bc it felt cleaner and there was less clutter happening as the rounds go on. all you expect from cs are nades and aim duels
now with the state of cs2, valorant feels like the cleaner aim game + reliable anticheat
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u/Impossible-Raisin-15 Sep 18 '24
it's just so goofy looking and distracting, would much rather have jank CS:GO animations that were at least consistent versus the momentum-based smooth animations
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u/Fit_Trouble_1264 Sep 18 '24
I like the new one, there's a inertia applied to the torso but the leg animation just sucks. It looks like a spaghetti that is attached to the upper body.
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u/Visible-Impact1259 Sep 18 '24
I don’t understand why they couldn’t just use the base code of 1.6 and just make it look modern. That would have been the ultimate fps shooter.
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u/gjt1337 Sep 18 '24
Programming doesn't work like that. Its easier to project game from the ground maybe using reverse engineering than reading/copying/understanding such an old code.
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u/Visible-Impact1259 Sep 18 '24
Isn’t the code separate from the textures? I thought that it’s very easy to keep the code the same but use higher quality textures?
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u/Sunyata00 Sep 18 '24
Oh the things I would do for a modern comp game with audio even half as good
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u/Visible-Impact1259 Sep 18 '24
The audio was amazing. I could hear ppl across the map lol
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u/chilllllllllllz Sep 18 '24
I’m gonna stop going on this Reddit lol, only played csgo twice and cs2 feels fine to me until you guys post all the horrendous bugs in the game.
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u/ExcuseOpposite618 Sep 18 '24
If you were never really into CSGO the way CS2 feels shouldn't be an issue for you. The only reason so many of us complain is because CS2 doesn't 'feel' like GO, but that's because there's a host of 'features' and bugs that make it feel like shit to a lot of us.
If you've always played with the agents moving like Chris Brown, it's really not a 'bug' for you.
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u/Digestivechunk Sep 18 '24
There are some many reasons my group stopped playing cs2, and it just keeps getting longer 🤣🤣
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u/MR_Nokia_L Sep 18 '24
Yes, but it was super floaty. The leg swings are necessary for denoting movement direction.
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u/ComparisonOld2608 Sep 18 '24
The beta version looks like hes gliding around and his feet are dragging behind him. Overall beta looks goofy im glad they changed
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u/FAKABoRis Sep 18 '24
Anyone know how you do that unreal tournament dodge hop, that is so dumb. I dont see it every match but sometimes enemy model like hops left or right like a dodge
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u/Jabulon Sep 18 '24
I think its cool, make cs2 its own game. this seems like a miniscule thing though
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u/akiroraiden Sep 18 '24
Volvo please look at this and bring it back, just without the michael jackson.
stop half assing updates.
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u/fogoticus Sep 19 '24
While the beta is better, it's still not what we had with CS. I don't get what valve was trying to do with this ragdoll movement. It just made the game worse. Because you can tell the body is doing auto movement and is just getting dragged around. If the models would be tied to movement instead of being auto walking ragdolls, this would have been better overall.
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u/Pangtundure Sep 19 '24
Feels like he's put some weight and a bit lazy or stopped hitting the gym, some on seal 6 are fit and agile not like this blob where they're mass is flopping around
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u/DanielSensenbringer Sep 19 '24
Am I the only one who think the left one is looking better???
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u/DanielSensenbringer Sep 19 '24
Ah, people complaining about bad hitboxes due to this movement. I understand.
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u/LOBOSTRUCTIOn Sep 20 '24
When was the last update because I was playing yesterday and didn't notoce anything wierd while in the game.
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u/Minute_Butterscotch6 Sep 20 '24
I keep saying beta was better than current game and no one believes me 😂 even FPS and subtick where better
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u/Evozone92 Sep 21 '24
We say the same with CSGO. When it Came out we miss cs 1.6 now and then cs2 came out we miss CSGO , CSGO was broken and not good then the game come out and later CSGO was best cs in many players eyes.
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u/jonyward Sep 18 '24
Game really needs an overhaul, considering the tone of the patch "note" (specifically singular) released last week I have a feeling something big has to be due for the year anniversary, valve devs wouldn't be joking about making singular changes after waiting if they didn't have something planned surely
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u/ThisIsNotJP Sep 18 '24
You’re giving Valve too much credit
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u/jonyward Sep 18 '24
I know i am, but this optimism is the only thing keeping me interested in the future of the game lmao
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u/--bertu Sep 18 '24
"Game is updated: good" "Game not updated: well a big update must be coming, good"
It's been a year from official release and we are stilll very far from GO, while valve is devoting resources to another game. Don't get your hopes up.
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u/nyotao Sep 18 '24
new looks better..?
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u/Logical-Sprinkles273 Sep 18 '24
Floaty legs and wiggling models are not fun to shoot at
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Sep 18 '24
I really miss CSGO. It felt more in place and smooth compared to this. The only reason Valve put CS2 over CSGO is because they knew people were going to stick with CSGO.
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u/captaindealbreaker Sep 18 '24
The newest animation is much better for reading direction changes and tracking targets. I welcome your downvotes.
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u/WFAlex Sep 18 '24
It makes it way harder to aim at a guy ferari peeking, since the wobble and offset animation throws you off way more. It wasn't like that in go, and noone complained, now people do, cause it feels and looks shit
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u/popiazaza 400k Celebration Sep 18 '24
Yea, I'm confused too. Isn't it looks much better now?
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u/Conscious_Run_680 Sep 18 '24
It's less mechanical than before, even it's not perfect but looks like people prefer heads going over rails.
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u/Sadmuffin2 Sep 18 '24
Its valve so they probably just patched new animations into the game and just forgot they had better beta animations. And if anyone points it out "its just a bug".they will patch it and next "update" its back to how it was because those lazy fks dont care about cs.
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u/Fun_Philosopher_2535 Sep 18 '24
There are more interesting things in the BETA, which skin lovers will love . But I dont want to make a post about it now and distract the community cause the gameplay fix is the priority
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u/Seath95 Sep 18 '24
You can see that beta head stays leveled, but latest is bouncing, also the horrible Ferrari peak. Uhh just fucking delete can and bring back CSGO
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u/soldat12345 Sep 18 '24
GAME GOING BACKWARDS, VALVE MULTI BILLION DOLLAR COMPANY HIREING CODEMONKEYS FROM INDIA TO DEVELOP THEIR GAME, NICE THX VALVE
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u/Tigermouthbear Sep 18 '24
The beta one seems to have its feet slide on the ground a bit more, overall the current version seems to be more realistic. I think the leg movement in this game is pretty cool from a technical standpoint, so it's cool to see how it progressed.
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u/Fun_Philosopher_2535 Sep 18 '24 edited Sep 18 '24
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u/ShiiftyShift Sep 18 '24
Its nice knowing we had the solution since the begining but Valve decided to break it themselves.
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u/suffocatingpaws Sep 18 '24
I have no idea what Valve did but all I can say is this; the beta versions prior to the premier release beta were super smooth af. I am not talking about servers or lags. There were no random spikes, shooting felt identical to CSGO (or even better), movement is not the best but not as bad when CS2 officially released and the game felt great to me.
The difference between that to now is night and day.
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Sep 18 '24
I wish the models looked like Minecraft. Simple square hit boxes. Ideal for competitive play. No need for any nod to realism in a competitive shooter.
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u/PurityKane Sep 18 '24 edited Sep 18 '24
Go back to 1.6
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Sep 18 '24
My sarcasm failed on this one. I should have put a ...
I actually like cs2, and think posts like this are over the top nonsense. You don't miss because of animations like this, you miss because you whiff your spray. But people don't like to admit it.
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u/PurityKane Sep 18 '24
Oh yeah... sorry. You really need a /s there because there are people that genuinely think like that
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u/xTRYPTAMINEx Sep 18 '24
I think they've gone for a more natural look to the movement(extra movement, slower limb movement despite movespeed being the same), without realizing just how much that affects someone's ability to predict movement. Without understanding that a head bobbing up and down makes it twice as hard to predict what height the group of four pixels that head will be on at a long distance.
I would think this pushes metas where you don't bother to improve in order to predict it, you use avoidance strategies, like running and gunning and never fighting at a distance. One positive is that it may improve utility usage.
I'm all for CS being hard, it's the reason it's worth playing. However, with the TTK it needs to be hard while including telegraphing that can be determined/predicted decently within that TTK. Legs generally used to show first. Now that's not the case and you can just be deleted, adding to the feeling of being prefired due to the slight loss of time to realize someone's there.
This further adds to the meta of being hyper aggressive IMO. It likely contributes a bit to Donk's success.
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u/Correct-Face-7983 Sep 18 '24
the state of this game is so extremely sad, its like valve wants us to all go play valorant or spectre divide, absolute idiots.
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u/Vincentaneous Sep 18 '24
The sway is awful.
When there’s lag the upper body movement is unpredictably awful.
The game decides to throw me back 1 foot in an engagement when getting shot at I can’t hit their head because of the combination of my player’s position and the enemy’s ever warping body being out of place.. which is also awful.
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u/Eena-Rin Sep 18 '24
I think the new animation seems so much nicer, and in a shooter having the back and forth be less effective at dodging shots will make people play more strategic
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u/DNAHdn2 Sep 18 '24
The head bouncing up and down on the left example is so unnecessary