Counter-Strike 2

Counter-Strike 2

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Legacy Crosshair does not give accurate information to the player
CS2's Legacy Crosshair option tries to reflect CS 1.6 crosshair behaviour but the information given to the player doesn't reflect what's happening with weapons. In CS 1.6 with cl_crosshairdynamic 0 the crosshair would bloom and increase/decrease in the size based on every weapons recoil calculations but with CS2s Legacy option it feels very fake. To get a good example of this go into a map and shoot the Deagle at a wall, as soon as you see the crosshair go back to neutral shoot again as fast as you can, what you will notice is that after about the 3rd bullet the recoil is a lot bigger than what the crosshair is telling you. If you do this exact method on CS 1.6 you'll see that this does not happen, when the crosshair returns to neutral so has the recoil returned to neutral.

This sort of makes Legacy crosshair more of a placebo experience than giving the player full confidence to commit to their next shot, I've had to stop using it as it's not trustworthy in a real match when every shot counts. I really feel like this needs to be looked at seriously because we only have 4 options of crosshair styles to work with and Legacy lies to the player making it pretty useless.

More crosshair options would be really appreciated like for example when spraying a weapon perhaps a T shape crosshair could fade in and fade out when recoil is back to normal or a dot fades in with a dynamic crosshair when spraying so you don't lose the middle of the screen and then fades out so you aren't obstructed by a dot when lining up the first shot on a distant player.
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The point is that the timing between shots is important, and you either lose control , or repeat your shots in such a way so that you achieve perfection learning how fast the weapon returns to neutral position again after the initial shot's recoil,
it's more random than CSGO yet some people who were one shot tapping in CSGO haven't lost the skill to keep doing it in CS2,

Why have different crosshairs fading into each other?

You could do the external application to make a crosshair on your screen always, so that when you have no crosshair weapons, you still see a crosshair, [some monitor's ship with this crosshair in the hardware menu's - LG]
1MantisPhoenix lähetti viestin:
The point is that the timing between shots is important, and you either lose control , or repeat your shots in such a way so that you achieve perfection learning how fast the weapon returns to neutral position again after the initial shot's recoil,
it's more random than CSGO yet some people who were one shot tapping in CSGO haven't lost the skill to keep doing it in CS2,

Why have different crosshairs fading into each other?

You could do the external application to make a crosshair on your screen always, so that when you have no crosshair weapons, you still see a crosshair, [some monitor's ship with this crosshair in the hardware menu's - LG]
Yeah you could do all these work arounds but Valorant already has the T shape fade idea in the game since beta so it's not something that is strange or unheard of. It's more options for options sake which is good. Also to talk about how learning the timing of each weapon is the whole point and a player shouldn't rely on their crosshair so much is not a good reason to not include a better representation of how the games mechanics work because if that were the case the Classic option would be removed for CS2 because Classic gives the player every single millisecond of information on where your bullets will go next. For example the Deagles reset time is very long and if you select Classic and fire a shot you'll notice that as the crosshair resets to neutral it will hold for a split second at the end before actually returning to its neutral point, every step is calculated and weapon switch shows a different size of the where the first shot will relatively land. Can a play ignore all of this and play well? Of course but that is not at all what I'm talking about.

These options are here for different reasons and players shouldn't be mislead by them. Legacy wants to mimic 1.6 so why are we having to deal with a sub par version of that? Just take the calculations of the recoil data but do not record movement changing data. Seems pretty simple when you look at it like that.
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Lähetetty: 30.9.2023 klo 8.13
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