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EXACTLY THIS.
In some servers it feels like I'm shooting fish in a barrel and I'm dropping 30+ kills. In others, everyone has robotic reaction speeds and perfect accuracy.
My headphones were working correctly too, it seems like it didn't registered his running toward mid from the doors or something.
This can help some.
120hz monitors
that's about it
This has absolutely nothing to do with it. I average .205-.213 reaction time on tests. For comparison, Friberg is around .205.
I have a 61% overall headshot and 22% accuracy as a rifler.
The replay view is DISTINCTLY different from what I see in game. In many servers, my clientside view of the game is HEAVILY delayed by up to 200-300ms. Sometimes, very important things are simply left out, such as an enemy shoulder peeking me followed by a second prefire peek. THE SHOULDER PEEK never registered in my view and as such I was never given an opportunity to react to it.
I can only react and play based on my view of the gamestate. If that gamestate is 200-300ms delayed for no apparent reason, I'm at a huge disadvantage in those servers.
I have a 144hz Monitor and an above average reaction speed.
What I see in game is literally delayed from what is seen in replays and if anything, it should be the other way around due to tick rate differences.
ON TOP OF THAT, information is flat out left out at times, like an enemy shoulder peeking. I won't even see the shoulder peek in the suspect servers.
The replays are ♥♥♥♥..thats all i can say about that topic, never had your problems.
But i watched some of my replays, some of my AWP shots looked nearly impossible(mostly prefire + wallhack style) but ingame they were just normal shots without any special thing to them.
You cant trust the replays..
The only thing i ever experienced ingame was that i was one of the guys who had enemys with your problems. But for me it looked like they where just standing there for 1-2secs, but claimed to be peeking. The replay showed that they told the truth..
Well what gets me is that the replays should be what's delayed. They're 16 tick IIRC which is what results in people dying before the crosshair visually moves, etc...It doesn't make sense to me why a 16 tick replay would show me running out to peek a corner and just standing there for 1+ seconds while the enemy fails to even aim at me at a decent speed. On my screen I fast peeked the corner and was headshotted almost the instant my shoulder came into visibility.
basically in the replay, my enemy has a .75s+ Time to kill upon seeing me
in realtime on my screen, my enemy would have needed a sub .1s reaction time + TTK.
It is worse when someone gets a headshot on me. I come around the corner shoot 5 shots into their body , they fire 1 shot , i die and the console shows no dmg.
My reaction time is around 190, played fps games for ages and whenever i play against my buddy who is way better than me on my own server, hosted on my own pc. i win 90% of the time against him. if we play on official servers he has 5ms ping and i got 45ms , he wins 90% of the time.
So yea if you play against low pingers, while having a ping around 35ms+(which isnt even high) while your enemy has a low ping. gg. Like you said when you check the demos it looks completely different from their pov, they aim shoot kill before you react. From your pov you die before you see them. Thats why we need 128 tick servers.
That is true, but I find the best way to combat this is to hide where they won't expect you to be or atleast make it awkward for them to burst you without you getting a chance to take them down.
If they're coming from a tunnel, hide in awkward position ( angled where their mouse has to reach to get you ) this will improve your chances of surviving firefights.