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You started insulting after i said i didn't read your post.
All the better. Would of been a waste of my time.
They genuinely had a point about Source though, that game was absolutely garbage and completely broken.
A lot of the pro players didn't move over and kept the 1.6 pro scene alive. It was only when GO came out that the 1.6 pro scene died off, as most of them then moved over to GO.
Interestingly, there aren't many former CSS pro's that made the transition to GO at the pro level. I think khrystal and Cloud were some of the only ones.
I trust to Valve but I don't trust to CS team, they have been ignoring my tickets and mails since 3 years regarding how broken Griefing ban system that is based on amount of reports and they didn't reply once let alone fixing it. I still have the problem to this day, receiving 14 days of matchmaking ban even though all I did was playing good and enemy team is reporting me by ticking every box and I get griefing banned immediately because that is amount based. Hell, even while playing faceit (which I mostly play faceit) I get griefing ban from matchmaking while playing faceit. Imagine 3rd party community server report affecting like official game server report. That's why I don't like CS team, all they bring is submarine agents.
It is like CS:S after CS 1.6 but with ported and redesigned some graphics from CS 1.6.
And hitreg and tickrate are the same. CS2 has the same 64 tick servers with the only difference that now servers calculate your shots at the moment of clicking and not in the end of the tick.
All the mess with "peeking advantage" is due to lag compensation and interpolation systems from actually CSGO (I really hoped that Valve won't add this crap from CSGO, but sadly they did), not due to the sub tick. This is actually one of things why CS 1.6 is much better than CSGO, because it doesn't have these systems that cause big peeking advantage, teleports, dying behind the cover and so on.
And you're arguing about Beta. Remember Beta CSGO and compare it to Beta CS2. And look how CSGO got improved for these years. CS2 also will be improved over years, it is just a matter of time. Even if there are some different with CSGO mechanics you will simply adapt, well you don't have any other choice anyway.
Try to play CS 1.6 and you will see that you barely can control weapon there, also the movement is different, almost everything is different, however most players moved from CS 1.6 to CS:S and CSGO, and from CS:S to CSGO. And the same will be with CS2.
Actually LordMeow and I were in disagreement on the first page, you will see that. I do not know them or Murke.
Subtick is the right direction if they work out the kinks with the other things thrown out of sync becasue of it.
I think you may have made someone angry and got report botted
in order to get an automated greifing ban
the amounts of reports needed is like in the hundreds in the span of like 2 weeks.
And the only way the even deal with that would be to email steam support with evidence of that.
I am the main character in this alt bizness tho.
Since i am the one in CSGO playing.
Rest are 2nd to me.
No thanks, maybe give that to Leonardo di Caprio, who has been criminally overlooked so many times.
You don't need to see my friends list, you can see who I've played with on CSStats.gg. Here I'll even link you to my page. I would imagine you'll not their names in this list or anyone that they play with.
https://csstats.gg/player/76561197960370177#/players
Technically speaking, you are my alt as my account is older.
Also we got syncrhonized keyboards and post at the same time.
For 128 tick, yes it will be hard for valve to give us 128 tick and that's not what I am asking for. They have hardcoded the tickrate in the client binary removing gettickinterval and now faceit cannot run servers on 128 tick because of this. I don't care if Valve give us 30 tick servers in matchmaking, I don't understand the point of forcing every server to use same configuration