Counter-Strike 2

Counter-Strike 2

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fix your game
i go from getting 30+ kills one game having perfect hit reg, to shots suddenly not registering and being unable to react to anything in the next. it makes zero sense. i spend my time aim training, warming up, focusing on getting better. i dont randomly get bad after a good game and become useless it makes no sense. ive been playing competitive fps for over 20 years i feel bad for anyone actually trying to compete on this game. there is zero consistency its actually just a joke at this point.
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Showing 1-15 of 20 comments
UNKNOWN Mar 20 @ 10:17am 
Fix it how exactly?
you need an update ?? maybe ?
♛paradox Mar 20 @ 10:27am 
they can start by removing the multiple layers of added latency they have built into the game and the engine.

-they have added latency to buffer over network packet issues

-and then they have latency on your client and server trying to fix hit reg with subtick by attaching time stamps to everything that happens in the server and on your client because they are a greedy billion dollar company trying to get away with using decade old servers instead of buying new 128 tick servers


Network jitter is a disruption in the even flow of packets.
The Source 2 Engine automatically adds buffering to smooth over jitter.

If jitter on the connection is very uneven or "spiky", with delays being very large but occurring only rarely, the game's automatic adjustments may not be be enough. Adding one or more ticks of buffering is a hint to the clock synchronizer that it needs to prepare for larger delay spikes.

If a packet is dropped, adding an additional tick makes it possible to fill in the gap. That's because the tick message after the dropped message will usually have arrived, and we have enough information to "smooth over" the missed tick.

The downside to adding this additional buffering is that it adds additional latency.
UNKNOWN Mar 20 @ 11:57am 
Originally posted by ♛paradox:
they can start by removing the multiple layers of added latency they have built into the game and the engine.

-they have added latency to buffer over network packet issues

-and then they have latency on your client and server trying to fix hit reg with subtick by attaching time stamps to everything that happens in the server and on your client because they are a greedy billion dollar company trying to get away with using decade old servers instead of buying new 128 tick servers


Network jitter is a disruption in the even flow of packets.
The Source 2 Engine automatically adds buffering to smooth over jitter.

If jitter on the connection is very uneven or "spiky", with delays being very large but occurring only rarely, the game's automatic adjustments may not be be enough. Adding one or more ticks of buffering is a hint to the clock synchronizer that it needs to prepare for larger delay spikes.

If a packet is dropped, adding an additional tick makes it possible to fill in the gap. That's because the tick message after the dropped message will usually have arrived, and we have enough information to "smooth over" the missed tick.

The downside to adding this additional buffering is that it adds additional latency.
They didn't add latency the only latency getting added is by your connection or PC, also these are not fixes
♛paradox Mar 20 @ 12:05pm 
Originally posted by grog:
Originally posted by ♛paradox:
they can start by removing the multiple layers of added latency they have built into the game and the engine.

-they have added latency to buffer over network packet issues

-and then they have latency on your client and server trying to fix hit reg with subtick by attaching time stamps to everything that happens in the server and on your client because they are a greedy billion dollar company trying to get away with using decade old servers instead of buying new 128 tick servers


Network jitter is a disruption in the even flow of packets.
The Source 2 Engine automatically adds buffering to smooth over jitter.

If jitter on the connection is very uneven or "spiky", with delays being very large but occurring only rarely, the game's automatic adjustments may not be be enough. Adding one or more ticks of buffering is a hint to the clock synchronizer that it needs to prepare for larger delay spikes.

If a packet is dropped, adding an additional tick makes it possible to fill in the gap. That's because the tick message after the dropped message will usually have arrived, and we have enough information to "smooth over" the missed tick.

The downside to adding this additional buffering is that it adds additional latency.
They didn't add latency the only latency getting added is by your connection or PC, also these are not fixes
try reading

The Source 2 Engine automatically adds buffering to smooth over jitter.
The downside to adding this additional buffering is that it adds additional latency.

and then try to learn what subtick is and how it adds latency to the server and your client in a sad attempt to fix hit reg.

billion dollar company refusing to buy newer better servers with a set tick rate instead they try to develop theyre own method of fixing hit reg on decade old servers
yee
UNKNOWN Mar 20 @ 12:21pm 
Originally posted by ♛paradox:
Originally posted by grog:
They didn't add latency the only latency getting added is by your connection or PC, also these are not fixes
try reading

The Source 2 Engine automatically adds buffering to smooth over jitter.
The downside to adding this additional buffering is that it adds additional latency.

and then try to learn what subtick is and how it adds latency to the server and your client in a sad attempt to fix hit reg.

billion dollar company refusing to buy newer better servers with a set tick rate instead they try to develop theyre own method of fixing hit reg on decade old servers
Subtick is good and the servers are fine too, also you haven't even suggest a way to fix the game yet.
♛paradox Mar 20 @ 12:33pm 
Originally posted by grog:
Originally posted by ♛paradox:
try reading

The Source 2 Engine automatically adds buffering to smooth over jitter.
The downside to adding this additional buffering is that it adds additional latency.

and then try to learn what subtick is and how it adds latency to the server and your client in a sad attempt to fix hit reg.

billion dollar company refusing to buy newer better servers with a set tick rate instead they try to develop theyre own method of fixing hit reg on decade old servers
Subtick is good and the servers are fine too, also you haven't even suggest a way to fix the game yet.
i knew there was a reason i had you blocked. fourm troll find something better to do with your time
This is how 50% winrate system is working. Cry about it, but it wouldn't help you.
peon Mar 20 @ 7:42pm 
Yep, go 80% headshot rate one match, to 0% the next.

Ive never played another game ever in my damn near 30 years of multiplayer games that had such wild differences game to game.

I seen a pro saying something along the lines of trying not to think about it and go by feel and not visual indicator, but my brain is to old for that ♥♥♥♥.

I think thats why my aim is so good through walls, I dont have the visual stuff throwing me off.
Originally posted by peon:
Yep, go 80% headshot rate one match, to 0% the next.

Ive never played another game ever in my damn near 30 years of multiplayer games that had such wild differences game to game.

I seen a pro saying something along the lines of trying not to think about it and go by feel and not visual indicator, but my brain is to old for that ♥♥♥♥.

I think thats why my aim is so good through walls, I dont have the visual stuff throwing me off.
one of the greatest fps games of the decade and they are trying to develop and use their own method of registering hits its just absolutely insane.. these greedy people really would rather fk over their whole loyal fan base than buy better servers. billion dollar company just seeing this as something to print money its pathetic
valente. Mar 20 @ 9:35pm 
Originally posted by ♛paradox:
i go from getting 30+ kills one game having perfect hit reg, to shots suddenly not registering and being unable to react to anything in the next. it makes zero sense. i spend my time aim training, warming up, focusing on getting better. i dont randomly get bad after a good game and become useless it makes no sense. ive been playing competitive fps for over 20 years i feel bad for anyone actually trying to compete on this game. there is zero consistency its actually just a joke at this point.
Originally posted by ♛paradox:
i go from getting 30+ kills one game having perfect hit reg, to shots suddenly not registering and being unable to react to anything in the next. it makes zero sense. i spend my time aim training, warming up, focusing on getting better. i dont randomly get bad after a good game and become useless it makes no sense. ive been playing competitive fps for over 20 years i feel bad for anyone actually trying to compete on this game. there is zero consistency its actually just a joke at this point.
I have experienced this, I play deathmatch a lot. Sometimes I get a good server and the game experience is very good. Every kill and gun recoil are prefer.When I leave this server, I don't have this experience anymore.
greedy company making their player base play this inconsistent trash of a competitive game.
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Date Posted: Mar 20 @ 10:15am
Posts: 20