Counter-Strike: Global Offensive

Counter-Strike: Global Offensive

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Shallex Sep 2, 2014 @ 10:33pm
Visual aspects of the weapon animations that Valve should change.
I can tell there are going to be people posting here like "omg who cares liek it is just visual so why even bother jus play da gam". Well let me give a little disclaimer: I love the game and whether these visual aspects get changed or not, won't affect my opinion on the game or it's gameplay. It is just that it is obvious that Valve has put a lot of attention into animation quality and they are trying to make this the ultimate CS, so I thought they might as well change some animations that are unusual/unnatural/buggy/etc. These are assuming you have right handed mode on, and the Classic viewmodel position.

My first complaint, if you will, is the scout and the AWP for T side. The scout for both teams seems to hold the end of the gun with the left hand with 2 fingers. The index and the thumb. Now this looks really weird, uncomfortable and unnatural. This also occurs with the AWP when being held by Terrorists, but not as much as the Scout. The AWP looks fine on CT side though because their gloves are big enough to hide the gap. Also related to the Scout is that when reloading, the right hand clips with the weapon a fair amount, and the Scout's recoil looks very fake.

The MAC magazine clips through the grip when reloading, and is very noticable. Seems pretty simple to fix.

The Galil AR when reloading has the magazine on screen at all times, meaning that you can clearly see that the magazine is lowered, but not off screen, and then put back in.

When wielding the M249, the end of the player's arm can be seen by quickly looking down while standing.

The P90 when cocked by the Terrorists, it can be seen that the thumb does not actually make contact with the cocking handle.

The SG 553 when being cocked, is very jittery in the character's hands and looks unnatural.

The USP-S drawing animation looks unnatural when the slide is pulled back using only 2 fingers.

The M4A1-S and M4A4 are held by the left hand somewhat unnaturally when you look at the thumb. It is bent at an unnatural and uncomfortable looking angle. It is most noticable when a Terrorist is holding it.

The SCAR-20 drawing animation doesn't even have the hand touch the cocking handle pretty much at all for both sides and instead has the hand below the handle during the animation.

That is it. Haters incoming. I know that a lot of people care about animation quality and I just think it would be a nice touch to change them. I can't stress enough how much I like the game regardless of animations, but I am sure those people will come in to hate.
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Showing 1-15 of 18 comments
Heisenberg Sep 2, 2014 @ 10:55pm 
They should also fix the player model so that the model works similiar to how did in 1.6.

It really pisses me off that I get killed because an enemy player doesn't look like they are even looking at me because of how poorly the player models function.

I'm surprised this hasn't been addessed yet and that other players haven't complained.

If an enemy is above or below you and they are aiming all the way up or all the way down at you, it looks like their gun is still pointing straight or partially at an angle when viewing them from your perspective.

In first person the player will be aiming straight up or down, but the model only shows a slight angle of the weapon when viewed by the player and when the enemy fires their gun the bullets are fired at a wierd unrealistic angle.
Ace♡ Sep 2, 2014 @ 10:57pm 
Why are you not complaining that they charge their weapon EVERY TIME THEY DRAW IT?

That should ♥♥♥♥ing infuriate anyone who actually know how guns work.
Shallex Sep 2, 2014 @ 10:57pm 
Originally posted by Heisenberg:
They should also fix the player model so that the model works similiar to how did in 1.6.

It really pisses me off that I get killed because an enemy player doesn't look like they are even looking at me because of how poorly the player models function.

I'm surprised this hasn't been addessed yet and that other players haven't complained.

If an enemy is above or below you and they are aiming all the way up or all the way down at you, it looks like their gun is still pointing straight or partially at an angle when viewing them from your perspective.

In first person the player will be aiming straight up or down, but the model only shows a slight angle of the weapon when viewed by the player and when the enemy fires their gun the bullets are fired at a wierd unrealistic angle.
I never experienced this before.
S@1NTSFLooOooW Sep 2, 2014 @ 10:58pm 
They should have several options for gun animations for the players to choose.
Shallex Sep 2, 2014 @ 10:59pm 
Originally posted by Ace♡:
Why are you not complaining that they charge their weapon EVERY TIME THEY DRAW IT?

That should ♥♥♥♥ing infuriate anyone who actually know how guns work.
Because it is supposed to be cinematic. I know how a gun works and I know that you would be losing ammo every time you draw it, but at least the reloads are possible. Yes, you ♥♥♥♥ the gun regardless of ammo on the pistols and the slide never stays back on the last shot, but that could be possible in real life. You ♥♥♥♥ the weapon when you run out of ammo because the slide stop is broken in every single pistol that is issued, and when you do ♥♥♥♥ the gun while you still have a bullet in the chamber, that is why you always have the same amount of ammo after reload regardless of if a bullet is in the chamber. For example, you will have 13 bullets in a P2000 whether you empty the mag or not, because you are dechambering that extra round that would give you 14 bullets total. Although a stupid choice if you were really handling a gun, it is still a plausible explanation.

Edit: lol c0c k is censored
Last edited by Shallex; Sep 2, 2014 @ 11:01pm
PogChamp Jun 22, 2015 @ 11:56am 
UP !!!!!!!!!

PLEASE FIX please please please

i came here for galil reload animation and i think everyone noticed that it needs to be fixed

but looks like there are also some other broken animations so please fix

Last edited by PogChamp; Jun 22, 2015 @ 11:57am
Dexter Jun 22, 2015 @ 12:02pm 
I would like for Valve to also lessen the duration of the flashed player animation.

Flashing someone is supposed to give you an advantage, but after you flash someone even partially, their weapon goes up to their side and makes it impossible to tell if they are running away blind or still aiming at you.

It is kind of ridiculous when you flash someone and see them strafe running to the side with their gun pointing towards the wall and then you're dead.
An Average Bucket Jun 22, 2015 @ 12:04pm 
Originally posted by Shallex:
I can tell there are going to be people posting here like "omg who cares liek it is just visual so why even bother jus play da gam". Well let me give a little disclaimer: I love the game and whether these visual aspects get changed or not, won't affect my opinion on the game or it's gameplay. It is just that it is obvious that Valve has put a lot of attention into animation quality and they are trying to make this the ultimate CS, so I thought they might as well change some animations that are unusual/unnatural/buggy/etc. These are assuming you have right handed mode on, and the Classic viewmodel position.

My first complaint, if you will, is the scout and the AWP for T side. The scout for both teams seems to hold the end of the gun with the left hand with 2 fingers. The index and the thumb. Now this looks really weird, uncomfortable and unnatural. This also occurs with the AWP when being held by Terrorists, but not as much as the Scout. The AWP looks fine on CT side though because their gloves are big enough to hide the gap. Also related to the Scout is that when reloading, the right hand clips with the weapon a fair amount, and the Scout's recoil looks very fake.

The MAC magazine clips through the grip when reloading, and is very noticable. Seems pretty simple to fix.

The Galil AR when reloading has the magazine on screen at all times, meaning that you can clearly see that the magazine is lowered, but not off screen, and then put back in.

When wielding the M249, the end of the player's arm can be seen by quickly looking down while standing.

The P90 when cocked by the Terrorists, it can be seen that the thumb does not actually make contact with the cocking handle.

The SG 553 when being cocked, is very jittery in the character's hands and looks unnatural.

The USP-S drawing animation looks unnatural when the slide is pulled back using only 2 fingers.

The M4A1-S and M4A4 are held by the left hand somewhat unnaturally when you look at the thumb. It is bent at an unnatural and uncomfortable looking angle. It is most noticable when a Terrorist is holding it.

The SCAR-20 drawing animation doesn't even have the hand touch the cocking handle pretty much at all for both sides and instead has the hand below the handle during the animation.

That is it. Haters incoming. I know that a lot of people care about animation quality and I just think it would be a nice touch to change them. I can't stress enough how much I like the game regardless of animations, but I am sure those people will come in to hate.


Valve has NEVER been good at animating. Hell, back in the older games, you PULLED the forward assist on the M4A1-S. CZ rectified this but it came back in Source.
Shallex Jun 22, 2015 @ 12:38pm 
Originally posted by de_british are coming!:
Originally posted by Shallex:
I can tell there are going to be people posting here like "omg who cares liek it is just visual so why even bother jus play da gam". Well let me give a little disclaimer: I love the game and whether these visual aspects get changed or not, won't affect my opinion on the game or it's gameplay. It is just that it is obvious that Valve has put a lot of attention into animation quality and they are trying to make this the ultimate CS, so I thought they might as well change some animations that are unusual/unnatural/buggy/etc. These are assuming you have right handed mode on, and the Classic viewmodel position.

My first complaint, if you will, is the scout and the AWP for T side. The scout for both teams seems to hold the end of the gun with the left hand with 2 fingers. The index and the thumb. Now this looks really weird, uncomfortable and unnatural. This also occurs with the AWP when being held by Terrorists, but not as much as the Scout. The AWP looks fine on CT side though because their gloves are big enough to hide the gap. Also related to the Scout is that when reloading, the right hand clips with the weapon a fair amount, and the Scout's recoil looks very fake.

The MAC magazine clips through the grip when reloading, and is very noticable. Seems pretty simple to fix.

The Galil AR when reloading has the magazine on screen at all times, meaning that you can clearly see that the magazine is lowered, but not off screen, and then put back in.

When wielding the M249, the end of the player's arm can be seen by quickly looking down while standing.

The P90 when cocked by the Terrorists, it can be seen that the thumb does not actually make contact with the cocking handle.

The SG 553 when being cocked, is very jittery in the character's hands and looks unnatural.

The USP-S drawing animation looks unnatural when the slide is pulled back using only 2 fingers.

The M4A1-S and M4A4 are held by the left hand somewhat unnaturally when you look at the thumb. It is bent at an unnatural and uncomfortable looking angle. It is most noticable when a Terrorist is holding it.

The SCAR-20 drawing animation doesn't even have the hand touch the cocking handle pretty much at all for both sides and instead has the hand below the handle during the animation.

That is it. Haters incoming. I know that a lot of people care about animation quality and I just think it would be a nice touch to change them. I can't stress enough how much I like the game regardless of animations, but I am sure those people will come in to hate.


Valve has NEVER been good at animating. Hell, back in the older games, you PULLED the forward assist on the M4A1-S. CZ rectified this but it came back in Source.
I always found Valve's animating to be quite good, to say the least. Also, I am pretty sure you are supposed to be pulling the cocking handle, not the forward assist.


Originally posted by PogChamp:
UP !!!!!!!!!

PLEASE FIX please please please

i came here for galil reload animation and i think everyone noticed that it needs to be fixed

but looks like there are also some other broken animations so please fix
How did you find this thread?
An Average Bucket Jun 22, 2015 @ 12:40pm 
Originally posted by Shallex:
Originally posted by de_british are coming!:


Valve has NEVER been good at animating. Hell, back in the older games, you PULLED the forward assist on the M4A1-S. CZ rectified this but it came back in Source.
I always found Valve's animating to be quite good, to say the least. Also, I am pretty sure you are supposed to be pulling the cocking handle, not the forward assist.


I am refering to, in 1.6 and Source, when drawing or reloading the Maverick M4A1 Carbine, the player PULLS the foward assist (the silver thing that comes out of the side of the weapon in layman's turns)

https://en.wikipedia.org/wiki/Forward_assist

In GO, there is another thing. He uses his thumb to finish off the reload of the P90 (wrote M4 at first, edited now, sorry). In real life, this is nigh on impossible unless you press ALL of you force on the weapon, which clearly is not present in the animation. He nonchalantly pushes it back. If it was a better animation, you would see the tumb bend and contour as he pushed it.
Last edited by An Average Bucket; Jun 22, 2015 @ 12:52pm
An Average Bucket Jun 22, 2015 @ 12:49pm 
*GUN NUT INCOMING*


Also, in GO, almost all animations are shown as if the weapon is fully out of ammo (Helps to make the game more competitive, I don't know. Shotguns are an exception, you can pump the pump back or let the M1014's chamber open and chamber it through the ejction port first unless there is a catch there but you can also do it as shown ingame to make it faster I suppose, wasn't taught this myself though. I know nothing about the MAG-7). However, when reloading the pistols, they are shown as if bullets are always remaining in the gun and you are ejecting the already chambering round by pulling back the slide (this isn't even shown). Slapping guns also isn't cool on the M4A4/A1-S, it doesn't help in the slightest, you might as well push the button (bolt release) to chamber the round as slapping it can A] hurt you, B] miss as the crease in the palm is not always forceful enough to trigger the internals to move, and C] pressing it is a faster motion from what is shown as he puts the mag in place and can quickly and precisely move his hand from the mag/ mag well to the bolt release (Though it looks like slapping it is faster, it in reality is not because you have to take your hand off the weapon and then move it in the opposite direction, the animation isn't even fast enough to justify this. Call this artifical elongation, I don't care, it isn't normal. That would be like flicking the cylinder back on a .44, it is not good for the weapon.) The G3SG1, goes by several names in real life (THE MORE YOU KNOW), would also benefit from the, quote end quote, "Heckler and Koch slap." First of all, the bolt would not stay in the front when empty. It would go back in stick up, allowing you to "slap" it closed.
Last edited by An Average Bucket; Jun 22, 2015 @ 12:59pm
PogChamp Jun 22, 2015 @ 12:50pm 
How did you find this thread?
i googled about galil reload animation :D

Last edited by PogChamp; Jun 22, 2015 @ 1:04pm
An Average Bucket Jun 22, 2015 @ 1:01pm 
I for one believe that animation is extremely important in video games, it makes up for graphics and other things. I have also noticed a couple of other problems.

-Deagle: along with afforementioned thing, mag release isn't pressed that well, most likely wouldn't drop. Other pistols also have this to a lesser effect.

-MP7: hit the bolt release, don't pull back the charing handle, why make things harder.

Last edited by An Average Bucket; Jun 22, 2015 @ 1:04pm
Shallex Jun 22, 2015 @ 1:11pm 
Originally posted by de_british are coming!:
Originally posted by Shallex:
I always found Valve's animating to be quite good, to say the least. Also, I am pretty sure you are supposed to be pulling the cocking handle, not the forward assist.


I am refering to, in 1.6 and Source, when drawing or reloading the Maverick M4A1 Carbine, the player PULLS the foward assist (the silver thing that comes out of the side of the weapon in layman's turns)

https://en.wikipedia.org/wiki/Forward_assist

In GO, there is another thing. He uses his thumb to finish off the reload of the P90 (wrote M4 at first, edited now, sorry). In real life, this is nigh on impossible unless you press ALL of you force on the weapon, which clearly is not present in the animation. He nonchalantly pushes it back. If it was a better animation, you would see the tumb bend and contour as he pushed it.
Yes, I am pretty sure the character is supposed to be pulling the cocking handle, not the forward assist, even though the cocking handle doesn't physically move.

Also, the Glock and P2000 don't have a mag release button.
An Average Bucket Jun 22, 2015 @ 1:14pm 
Originally posted by Shallex:
Originally posted by de_british are coming!:


I am refering to, in 1.6 and Source, when drawing or reloading the Maverick M4A1 Carbine, the player PULLS the foward assist (the silver thing that comes out of the side of the weapon in layman's turns)

https://en.wikipedia.org/wiki/Forward_assist

In GO, there is another thing. He uses his thumb to finish off the reload of the P90 (wrote M4 at first, edited now, sorry). In real life, this is nigh on impossible unless you press ALL of you force on the weapon, which clearly is not present in the animation. He nonchalantly pushes it back. If it was a better animation, you would see the tumb bend and contour as he pushed it.
Yes, I am pretty sure the character is supposed to be pulling the cocking handle, not the forward assist, even though the cocking handle doesn't physically move.

Also, the Glock and P2000 don't have a mag release button.

I addressed that in another post. It has the "deagle- explanation"
Last edited by An Average Bucket; Jun 22, 2015 @ 1:14pm
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Date Posted: Sep 2, 2014 @ 10:33pm
Posts: 18