Counter-Strike 2

Counter-Strike 2

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Request to revert the weapon recoil mechanics from CS:GO to CS2
Dear Counter-Strike community,

As you're all aware, Counter-Strike 2 has brought a host of changes to the series, but one of the most notable differences is the weapon recoil system. While the new mechanics have their supporters, many of us feel that the current recoil system doesn't quite match the satisfaction and balance of CS:GO. We believe that reverting to the CS:GO recoil mechanics would be more beneficial for the overall experience of the game, and here's why:

Veteran player preferences: Long-time Counter-Strike players have spent thousands of hours mastering the recoil system in CS:GO. Although it was complex, it was intuitive and satisfying for experienced players, offering a real challenge while remaining accessible to newer players through its gradual learning curve.

Competitive balance: CS:GO’s recoil system was designed to reward precision and control over your shots. This system favored players who mastered spray control and counter-strafing, contributing to a deeply strategic and rewarding gameplay experience. The CS2 recoil, however, feels less controllable and more random, which disrupts the competitive balance of the game.

Accessibility and learning curve: Many players find the recoil in CS2 harder to understand, especially for newcomers. The CS:GO recoil system, while challenging, had a more consistent feel and allowed for a gradual learning curve. Many players have voiced their frustration at not being able to master this new recoil mechanic as smoothly as before.

A united community for change: We know Valve listens to the community and has always strived to improve the game based on player feedback. That’s why it's crucial for us, as a community, to come together and express our desire to revert to the CS:GO recoil system. Such a change would help restore the balance, competitiveness, and the overall enjoyable experience that made Counter-Strike one of the best FPS games out there.

We invite all players, from veterans to newcomers, to make their voices heard. We must unite and let Valve know that the CS:GO recoil system is, in our opinion, what would make CS2 a more enjoyable and competitive game.

Join us in this effort by sharing your experiences, signing petitions, posting on forums, and reaching out to Valve on social media. The more of us there are, the more weight our request will carry.

Together, we can make a difference!

Best regards,
GHOST
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Showing 1-15 of 22 comments
"GiT GuD" and "sKiLl IsSuE" comments incoming
Last edited by curse me with wolves, please; Jan 13 @ 3:53pm
GHOST Jan 13 @ 4:08pm 
Originally posted by curse me with wolves, please:
"GiT GuD" and "sKiLl IsSuE" comments incoming

I hope they'll have the maturity to try to have a serious discussion =)
Originally posted by GHOST:
Originally posted by curse me with wolves, please:
"GiT GuD" and "sKiLl IsSuE" comments incoming

I hope they'll have the maturity to try to have a serious discussion =)
trust me, they wont. they're a hive-mind
Originally posted by curse me with wolves, please:
Originally posted by GHOST:

I hope they'll have the maturity to try to have a serious discussion =)
trust me, they wont. they're a hive-mind
This is where all the fun begins.
GHOST Jan 13 @ 4:39pm 
Originally posted by curse me with wolves, please:
Originally posted by GHOST:

I hope they'll have the maturity to try to have a serious discussion =)
trust me, they wont. they're a hive-mind

it would be a shame... knowing that so many of us think the same way...
It's literally the same as CS:GO's as far as I know and even the spread while running is the same, but I think the curve that tells the spread to happen over time is different like you can walk way longer even if it's just some ms until it gets innaccurate which is really annoying,

also I feel like if enemies lag it's an immense advantage they just need to be on your head and click and thanks to subtick you're dead and if they are lagging it's the same for you with the difference that they aren't where they are shown ingame but maybe that's me, literally feels like antiaim
GHOST Jan 13 @ 5:21pm 
Originally posted by s a n s e‎ ‎ ☁:
It's literally the same as CS:GO's as far as I know and even the spread while running is the same, but I think the curve that tells the spread to happen over time is different like you can walk way longer even if it's just some ms until it gets innaccurate which is really annoying,

also I feel like if enemies lag it's an immense advantage they just need to be on your head and click and thanks to subtick you're dead and if they are lagging it's the same for you with the difference that they aren't where they are shown ingame but maybe that's me, literally feels like antiaim

I get what you're saying. The spread and movement in CS2 do feel different — you can walk for longer without losing accuracy, and it can be annoying when it feels like it’s too forgiving compared to CS:GO.

I also agree with the lag issue. The subtick system should help with hit registration, but if lagging players can hit shots perfectly despite not being where they’re shown, it creates an unfair advantage. It definitely feels off, almost like antiaim, and it messes with the competitive balance.

It’s these little changes that make CS2 feel less precise and harder to control. Anyone else noticing the same issues?
I'm sorry but they are literally the same. unpack CS2's items_game.txt and compare it to CSGO's items_game.txt — weapons are IDENTICAL.

here's a test comparison — spread and accuracy/speed ratio are again identical:
https://youtu.be/TD2gsuq_cDI

if you actually want to have a serious discussion record your own testing with cl_showpos 1 showcasing alleged differences between CS2 and CSGO
been playing csgo when it first came out, all the way into cs2, feels different, bullets hit way less than csgo
GHOST Jan 13 @ 5:53pm 
Originally posted by kabanod1m #NotoToxicity:
I'm sorry but they are literally the same. unpack CS2's items_game.txt and compare it to CSGO's items_game.txt — weapons are IDENTICAL.

here's a test comparison — spread and accuracy/speed ratio are again identical:
https://youtu.be/TD2gsuq_cDI

if you actually want to have a serious discussion record your own testing with cl_showpos 1 showcasing alleged differences between CS2 and CSGO

1. the fact that you create a discussion to talk seriously about the feelings of many players and you don't attach a (PROOF VIDEO) doesn't mean that this discussion isn't serious.

2.the video you show or even the files you compare are absolutely not intended to prove that the in-game feeling that thousands of people have is not true.

3.I'm not a coder, but I know enough to say that what you see in a file isn't necessarily something you find when it's executed.

4. Thank you for your participation =):csgox:
GHOST Jan 13 @ 5:56pm 
Originally posted by curse me with wolves, please:
been playing csgo when it first came out, all the way into cs2, feels different, bullets hit way less than csgo

The touch, or even the deviation of balls when running. its true!:steamthumbsup:
Last edited by GHOST; Jan 13 @ 5:57pm
Jo_Mei Jan 13 @ 7:09pm 
The game feeling of CS2 transferred to a Formula 1 racing game is like driving a racing car with loose steering, everything becomes possible, sometimes the vehicle understeers, sometimes it oversteers. a racing game that demands your full attention on the vehicle and distracts far too much from the essentials, the race itself.
In valves racing game a bad driver gets driving assistance and rides on rails, a good driver doesn't and has to deal with the worn out steering, the real reason for the diffrent perceptions of the game
Last edited by Jo_Mei; Jan 13 @ 7:15pm
Originally posted by GHOST:
Originally posted by kabanod1m #NotoToxicity:
I'm sorry but they are literally the same. unpack CS2's items_game.txt and compare it to CSGO's items_game.txt — weapons are IDENTICAL.

here's a test comparison — spread and accuracy/speed ratio are again identical:
https://youtu.be/TD2gsuq_cDI

if you actually want to have a serious discussion record your own testing with cl_showpos 1 showcasing alleged differences between CS2 and CSGO

1. the fact that you create a discussion to talk seriously about the feelings of many players and you don't attach a (PROOF VIDEO) doesn't mean that this discussion isn't serious.

2.the video you show or even the files you compare are absolutely not intended to prove that the in-game feeling that thousands of people have is not true.

3.I'm not a coder, but I know enough to say that what you see in a file isn't necessarily something you find when it's executed.

4. Thank you for your participation =):csgox:
well, was glad to help. but we are talking about a computer program here, so if even its code and testing its functionality from outside is "not intended to prove" anything, but your "in-game feeling" somehow is, you do NOT want to have a serious discussion.

because you can NOT rely on people's feelings. here's a concluded experiment where the aim was to see if people really feel better on a 128 tick server, where they had to blindly guess the tickrate: https://www.reddit.com/r/GlobalOffensive/comments/aq9i1x/results_128_tick_is_better_than_64_tick_but_is_it/
and even though some people cheated to see the tickrate, the results were…
53% of people who played on 128 tick thought it was 128 tick
53% of people who played on 64 tick thought it was 128 tick
and even 46% of people who played on 47 (!!!) tick thought it was generous 128 tick.
same players were allowed to play on multiple servers during the experiment.
what I'm trying to say here, again, is that you CANNOT trust FEELINGS.

yes, 128 tick is better than 64, just like 64 is better than 32, but the thing is that 64 to 128 already falls into the category where even most, like 85% of people who CARE about tickrate and who believe that they can tell them apart, can't actually tell them apart.

so yeah a feelings discussion isn't a serious discussion.

also if you are unsure that "items_game.txt" file is being read from ("executed"), go ahead and modify it! you won't be able to play on official servers like that because of their sv_pure convar setting, but you will be able to test it with bots. set weapon_hkp2000's spread to something big or modify some other stat for example and you'll see it changed in the game.

I am more than happy to have a serious discussion about what makes cs2 feel "off" and what causes it but for that I think we need concrete video examples, pieces of code, maybe at least very specific reproduction steps (not this stupid "JUST OPEN THE GAME AND SHOOT AND YOU'LL FEEL IT" — that's just trolling at this point), something at least, really.

edit: and I wasn't even going to mention that, in this "serious" discussion, your opening post is a single sentence that you asked ChatGPT to turn into whatever it is now. most people aren't even going to read it, why did you even do that?…
Last edited by kabanod1m #NotoToxicity; Jan 14 @ 12:40am
Chiyoko Jan 14 @ 12:49am 
The recoil patterns are literally the same, even training community maps from CS:GO still have the same recoil control lines and, what a surprise, they work in CS2 the same way they worked in CS:GO.

And yes, it is a bait and troll thread.
1,5 years cs2 has officially been out and people are still crying over csgo and its mechanics. :yoba:

Imagine if you spent all that time you’ve been coping to actually improve at the game. :csgohelmet:
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Date Posted: Jan 13 @ 3:18pm
Posts: 22