Counter-Strike 2

Counter-Strike 2

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CS2's Kill Delay is Brutal!
Do you guys notice a kill delay in CS2? There's a clearly noticeable delay when getting kills, and it's really frustrating. Another strange thing is when I shoot an enemy; they die and fall back, but a few frames later, they reappear and kill me. Feels weird... CS2 just doesn’t seem as responsive as CS:GO was. Valve, please bring back CS2's smoothness and responsiveness!
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Showing 1-15 of 21 comments
SnooShez Feb 14 @ 1:01pm 
turn off damage prediction and your problem will go away
In version when they implemented predictions - delay was awesome, feeled instant. Now it is terrible. Half of my dinks did not registered cause I am dead. Feels like 0.5 sec delay
Jo_Mei Feb 14 @ 1:05pm 
true , very noticable
subtick performance
Lime Feb 14 @ 1:29pm 
Originally posted by SnooShez:
turn off damage prediction and your problem will go away
damage prediction is likely the least productive attempt to improve this game in history.
Lime Feb 14 @ 1:32pm 
Don't believe me? Turn it on and zeus someone. Seeing a fully electrified body just walk away and shoot you dead is always a great experience
Originally posted by Lime 𓃗:
Originally posted by SnooShez:
turn off damage prediction and your problem will go away
damage prediction is likely the least productive attempt to improve this game in history.
The damage prediction is actually a great idea. If implemented correctly.
Lime Feb 14 @ 1:46pm 
Originally posted by ♛⁧Schultheiß:
Originally posted by Lime 𓃗:
damage prediction is likely the least productive attempt to improve this game in history.
The damage prediction is actually a great idea. If implemented correctly.
Could you explain to me how it could by any stretch of the imagination be implemented in a way that isn't complete ♥♥♥♥♥♥♥♥?
Kaelen Feb 14 @ 1:53pm 
Originally posted by Lime 𓃗:
Originally posted by ♛⁧Schultheiß:
The damage prediction is actually a great idea. If implemented correctly.
Could you explain to me how it could by any stretch of the imagination be implemented in a way that isn't complete ♥♥♥♥♥♥♥♥?
Yes, up server tick... It's the only way. Client side damage prediction + 128 tick would be amazing. But seeing how money hungry these companies are these days it'll never happen. This game is as good as dead to me now.
UNKNOWN Feb 14 @ 1:54pm 
Maybe you have bad internet connection?
Lime Feb 14 @ 1:56pm 
Originally posted by Foorzan:
Originally posted by Lime 𓃗:
Could you explain to me how it could by any stretch of the imagination be implemented in a way that isn't complete ♥♥♥♥♥♥♥♥?
Yes, up server tick... It's the only way. Client side damage prediction + 128 tick would be amazing. But seeing how money hungry these companies are these days it'll never happen. This game is as good as dead to me now.
To make it simple, prediction is making guesses based on what's likely to happen, not what is going to happen. It's an unnecessary lie that only bloats your experience. if you wanna be lied to I'll let someone else respond.
Originally posted by Foorzan:
Originally posted by Lime 𓃗:
Could you explain to me how it could by any stretch of the imagination be implemented in a way that isn't complete ♥♥♥♥♥♥♥♥?
Yes, up server tick... It's the only way. Client side damage prediction + 128 tick would be amazing. But seeing how money hungry these companies are these days it'll never happen. This game is as good as dead to me now.
Increasing the server tickrate wouldn't help with prediction. It would make it worse.
The solution is to have all of the game data be properly synced between client and server, then having the prediction system properly integrated into the game, so it can communicate with the lag compensation system correctly.
The idea is great, and it can work. The current implementation of it... not so much.
Lime Feb 14 @ 2:01pm 
You know a couple billion years ago I was convinced circles should be squares, when someone invented the wheel I kept telling them they're just not doing it right and if they implemented in the right way my idea would make their life easier.
dahe Feb 14 @ 2:30pm 
Originally posted by Foorzan:
Originally posted by Lime 𓃗:
Could you explain to me how it could by any stretch of the imagination be implemented in a way that isn't complete ♥♥♥♥♥♥♥♥?
Yes, up server tick... It's the only way. Client side damage prediction + 128 tick would be amazing. But seeing how money hungry these companies are these days it'll never happen. This game is as good as dead to me now.

I agree with you! But I can still see it as your favorite game on your profile. xD
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Date Posted: Feb 14 @ 1:00pm
Posts: 21