Counter-Strike 2

Counter-Strike 2

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Jo_Mei Nov 8, 2023 @ 8:13am
backtracktracking still a thing
in cs go cheaters used it , in cs 2 it became a hardcoded feature
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Showing 1-15 of 23 comments
Hamsterpeek Nov 8, 2023 @ 8:45am 
Barely anyone in CSGO used backtrack. It was such a non-used cheat.

In CS2 it isn't hardcoded in the game (I know it's a joke) it is just not ready yet and in typical valve fashion they release an unfinished CS title at least one year too early.
Ben Lubar Nov 8, 2023 @ 8:46am 
If you're talking about lag compensation, that's been in every game that was on the Source engine. No idea whether goldsrc had it, but someone else might know.
Hamsterpeek Nov 8, 2023 @ 8:55am 
Originally posted by Ben Lubar:
If you're talking about lag compensation, that's been in every game that was on the Source engine. No idea whether goldsrc had it, but someone else might know.
Not backtracking but different ex interp ratings changed a lot:
https://www.youtube.com/watch?v=hcQI1XyPsO8
Seabloom Nov 8, 2023 @ 9:41am 
Personally i would have expected some work going into hardening the netcode making backtrack and antiaim etc harder. It seems to an outsider that current code is just as bad as the CSGO code. In CS2 they also blundered the sync between the playermodel and the hitbox, making cheaters having huge advantage not just by letting their computer aim for them, but the cheat aiming at a totally different spot than the playermodel was visible in, shooting mid air and still hitting spot on XD

Only Valve XD
Renos Nov 8, 2023 @ 9:46am 
backtracking isnt a thing in cs2
since the client can no longer directly lie to the server about what it's interp settings are.
the server decides it for the client based on what the connection quality is like.
Peacekeeper Nov 8, 2023 @ 9:01pm 
Originally posted by Renos:
backtracking isnt a thing in cs2
since the client can no longer directly lie to the server about what it's interp settings are.
the server decides it for the client based on what the connection quality is like.
getting killed 1000 times behind a wall, rip
Renos Nov 8, 2023 @ 9:54pm 
Originally posted by Charon Boyfriend:
Originally posted by Renos:
backtracking isnt a thing in cs2
since the client can no longer directly lie to the server about what it's interp settings are.
the server decides it for the client based on what the connection quality is like.
getting killed 1000 times behind a wall, rip
that's not backtrack
you never made it behind the wall server side.
Jo_Mei Nov 9, 2023 @ 1:48am 
Originally posted by Renos:
Originally posted by Charon Boyfriend:
getting killed 1000 times behind a wall, rip
that's not backtrack
you never made it behind the wall server side.
serverside backtrack this is , look title of topic
LeMonKy Nov 9, 2023 @ 4:41am 
Originally posted by Jo_Mei:
Originally posted by Renos:
that's not backtrack
you never made it behind the wall server side.
serverside backtrack this is , look title of topic
That is literally how every single online multiplayer works. You are never in the same spot on the server and your own pc (it would feel awful). If there was no lag compensation, then anytime anyone shoots they would need to guess where the enemy will be at the time equal to ping. You couldnt just click on a player to attack them. Netcode literally has to predict the future to make an online multiplayer fps playable. And believe me, i have played much more frustrating online games
Jo_Mei Nov 9, 2023 @ 10:32am 
Originally posted by KigLeMonKy:
Originally posted by Jo_Mei:
serverside backtrack this is , look title of topic
That is literally how every single online multiplayer works. You are never in the same spot on the server and your own pc (it would feel awful). If there was no lag compensation, then anytime anyone shoots they would need to guess where the enemy will be at the time equal to ping. You couldnt just click on a player to attack them. Netcode literally has to predict the future to make an online multiplayer fps playable. And believe me, i have played much more frustrating online games
what ever my or your view is , its gamebreaking , this game is rigged , whats the point of ranks , elo , etc if the game decides the outcome so no one will be left behind , no point in winning or losing undeserved , such a gamedesign removes the purpose of the game , therefore will die at the end

with every update the game runs better and it gets more obvious that the hitreg is is A.I. driven
Last edited by Jo_Mei; Nov 9, 2023 @ 10:35am
Ben Lubar Nov 9, 2023 @ 10:35am 
Originally posted by Jo_Mei:
Originally posted by KigLeMonKy:
That is literally how every single online multiplayer works. You are never in the same spot on the server and your own pc (it would feel awful). If there was no lag compensation, then anytime anyone shoots they would need to guess where the enemy will be at the time equal to ping. You couldnt just click on a player to attack them. Netcode literally has to predict the future to make an online multiplayer fps playable. And believe me, i have played much more frustrating online games
what ever my or your view is , its gamebreaking , this game is rigged , whats the point of ranks , elo , etc if the game decides the outcome so no one will be left behind , no point in winning or losing undeserved , such a gamedesign removes the purpose of the game , therefore will die at the end
If games with lag compensation or prediction or rollback were doomed to fail, then exactly zero of the online real time games that are currently popular would be successful.
Jo_Mei Nov 9, 2023 @ 10:37am 
Originally posted by Ben Lubar:
Originally posted by Jo_Mei:
what ever my or your view is , its gamebreaking , this game is rigged , whats the point of ranks , elo , etc if the game decides the outcome so no one will be left behind , no point in winning or losing undeserved , such a gamedesign removes the purpose of the game , therefore will die at the end
If games with lag compensation or prediction or rollback were doomed to fail, then exactly zero of the online real time games that are currently popular would be successful.
fastfood, processed food is sucessfull ,still doesnt make this junk food healthy
cs2 ist fastfood
Last edited by Jo_Mei; Nov 9, 2023 @ 10:38am
Ben Lubar Nov 9, 2023 @ 10:38am 
Originally posted by Jo_Mei:
Originally posted by Ben Lubar:
If games with lag compensation or prediction or rollback were doomed to fail, then exactly zero of the online real time games that are currently popular would be successful.
fastfood, processed food is sucessfull ,still doesnt make it healthy
I look forward to your "healthy" multiplayer video game that is unplayable outside of a LAN.
Jo_Mei Nov 9, 2023 @ 10:41am 
Originally posted by Ben Lubar:
Originally posted by Jo_Mei:
fastfood, processed food is sucessfull ,still doesnt make it healthy
I look forward to your "healthy" multiplayer video game that is unplayable outside of a LAN.
cs was a jewel before valve took over, and exploited it,23 year old HL1 netcode superiour to todays netcode , no lagcompensation needed because of availabilty of local servers , majors are plaed on lans , guess why , but with this netcode bloated lagcompensation and random based gunplay they might as well play it online
Last edited by Jo_Mei; Nov 9, 2023 @ 10:47am
Ben Lubar Nov 9, 2023 @ 10:44am 
Originally posted by Jo_Mei:
Originally posted by Ben Lubar:
I look forward to your "healthy" multiplayer video game that is unplayable outside of a LAN.
cs was a jewel before valve took over, and exploited it
and yet here you are after 20 years of Counter-Strike being on the Source engine, still posting on this forum. your actions speak louder than your words.
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Date Posted: Nov 8, 2023 @ 8:13am
Posts: 23