Counter-Strike 2

Counter-Strike 2

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Jo_Mei May 8, 2024 @ 1:38am
gunplay feedback
its none existent , it needs to be improved in every way , very little to no feedback when u being hit , no feedback when u hit , neither visually or physically , the majority of time its allways instant , as if gunplay is reducet to few ticks instead of 64 tick servers are running at .

gunplay is processed, presented in burts instead of being processed , presented in a smooth stream.
same with mouse aim, the reason adad aim is overpowerd
Last edited by Jo_Mei; May 8, 2024 @ 2:06am
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there is a sound when you hit someone, and this sound is much louder when you headshot somebody

but I agree, new blood splatters are much worse gameplay-wise compared to CS:GO's because they are nearly invisible and they seemingly don't indicate damage dealt anymore.

in CS:GO I could've hit someone in the body on pistol rounds and instantly tell if they are wearing armor or not, even if I didn't die yet. in CS2 it's much harder to tell damage I've dealt and I often have to lie to my teammates that I've dealt like 60 damage to the last enemy and apparently that was 29 in 2, or sometimes it's the opposite, I'm saying that the last one is almost full hp and apparently the last one was -99

developers by the way were well aware of the blood splatter situation because they've deliberately added a body hit sound, that wasn't in CS:GO! or at least wasn't as pronounced across the map. but to me it's much harder to count my hits based on sounds that are blending in with me being hit, with my gunshots, and, you know, Counter-Strike's weapons shoot pretty fast, it's hard to count sounds at that firerate!!
Jo_Mei May 8, 2024 @ 2:12am 
Originally posted by kabanod1m:
there is a sound when you hit someone, and this sound is much louder when you headshot somebody

but I agree, new blood splatters are much worse gameplay-wise compared to CS:GO's because they are nearly invisible and they seemingly don't indicate damage dealt anymore.

in CS:GO I could've hit someone in the body on pistol rounds and instantly tell if they are wearing armor or not, even if I didn't die yet. in CS2 it's much harder to tell damage I've dealt and I often have to lie to my teammates that I've dealt like 60 damage to the last enemy and apparently that was 29 in 2, or sometimes it's the opposite, I'm saying that the last one is almost full hp and apparently the last one was -99

developers by the way were well aware of the blood splatter situation because they've deliberately added a body hit sound, that wasn't in CS:GO! or at least wasn't as pronounced across the map. but to me it's much harder to count my hits based on sounds that are blending in with me being hit, with my gunshots, and, you know, Counter-Strike's weapons shoot pretty fast, it's hard to count sounds at that firerate!!
since i allways play without sounds, i play dm only, i have to try it with sound to check on accustic feedback or how it sounds, i doubt it will be more precise then the rest of feedbacks , propably the same mush of information
i remember at the beginnings of csgo you could run up , head on to an awp player with ur kinife ,using the right timings to dodge the shots, knowing how long it took to reload awp , and knive the player, because gunplay, players movement and animations were presented in detail and real time , a time cs go was a joy to play, unfortunatly it didnt last very long , till something changed and never was built back better
Last edited by Jo_Mei; May 8, 2024 @ 2:32am
The game is not well defined it will never be right because of the stupid subtick issue at present.
Originally posted by ÐîGîTå£|Ãg€ñ†کmïth:
The game is not well defined it will never be right because of the stupid subtick issue at present.
are there any more subtick issues? I thought everything related to subtick was fixed already, even the gun shooting animation doesn't wait for the next tick anymore, no?
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Date Posted: May 8, 2024 @ 1:38am
Posts: 4