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Valve since csgo have always like ranks to flow in sort of a bell curve with player numbers.
low ranks make up a small fraction of the playerbase
mid ranks make up the majority
high ranks make up a small fraction.
but in csgo this was always an issue to maintain you either ended up with a huge shift towards the high ranks or in 2020-2022's case the entire playerbase stuck in gold nova.
so in CS2 at some point at those high elo numbers you start to win less elo
but will lose more.
"like hey we know your really good but now prove you deserve stay there as now losing has a huge risk"
its the reverse for the super low ranks
at under 3k rating you cant actually lose elo but can only gain like +300 a match for a win.
you get - 400 ish points when on a lose streak but for some reason this never resets after winning
Because elo was only designed for chess and the moment you throw in more than 1 player it breaks down.
its why every professional sport in existence rates players on personal skill not pure win/loss
even in esports.
but the more i think on it i realized. none of us are getting paid to play MM we are not gonna become famous or get a massive pay bonus by winning,
all that would matter would be increasing the personal skill number. who cares if i could have taken a stupid play that would result in my death that would only win 1 round i need to get as many frags as possible to increase that rating,
so the game would devolve into a need to improve my personal skill number and winning the game and having fun (you know the objective of counter-strike) would be thrown out the window.
CS already has a problem with players who rely on mechanical skill alone and are far too boosted for what they deserve. Rewarding individual skill here would not work unless they could somehow reward not being a dumbass. Like pushing with a group, planting bombs, dying for the entry, throwing utility, dropping teammates, effective calls, etc.
The reality is that taking a bombsite and planting bomb has a lot more game impact than lurking and getting kills. And yet 90% of the community play split and play aggressively for kills, even at higher ranks, than playing for the win.
So, despite being underleveled and though I would benefit from a system that takes into consideration individual skill, I really don't want Valve giving people anymore reason to care more about their own performance than the team's.
Ideally, they'll measure individual skill WITH things like bomb plants, utility, and team play considered. Until they can achieve that, keep it based on wins.
Wich is why if you are on a winstreak you skyrocket through the ranks.
ive also asked my team what elo they gain/lose, we dont lose the same. some 400 some 100.
I'm on my 4th win in a row. And now the scores have shifted dramatically.
Win 308
lose 106
My team? 18ks and a 15k. Enemy team? 15ks to 8k
:))))) Talk about balance. So its not dependant on rank either, doesn't matter what rank you fight. Youd think they would give me more - cuz enemy team is low elo. But nah.
But sometimes it also does forget to reset after a win, i relog.