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Subtick means you shoot exactly at the moment when you click (though animation and sound of the shot still play in the end of the tick), in CSGO after your click the game waits for the end of the tick and only then you shoot (though in this case actual shots are always synchronyzed with animations and sounds).
In CS:GO this shot actually might be a headshot, though, for example, AWP shots are calculated better in CS2.
For example:
You have an AWP and there is a quickly moving target right in front of you.
So when the head of the guy moves through your crosshair you click the mouse1 button.
In CS:GO you will miss because to the end of the tick the target will move out of your crosshair and your shot will be done after that.
In CS2 the target will move out, but then it will be killed in the end of the tick, because you clicked exactly when your crosshair was on the enemy's head.
This is the whole difference between CS:GO and CS2 tick systems. No anything else there.
So CS2 subtick has it's pros and cons compared to a common 64tick, though in general the subtick is much more precise. But that's not easy to get used to it due to unsynch actual shots with animations and sounds of the shots. Valve should make it clientsided probably.
CS:S and CS:GO releases were absolutely the same.
People were saying CS:GO is a dead game infested with cheaters till September 2023 when CS2 has been released. So literally nothing changed in this way.