Counter-Strike 2

Counter-Strike 2

View Stats:
Enemy visibility
Well,let's improve it and let's discuss what's so TEEERRRRIIBBBBLE about it.

-Blood
It's like invisibility spray.You hit someone and poof!You can't track him/at longer ranges you can't see him at all.Either make the blood bright red tomato juice or make im much more transparent.We still need it for other things!

-Dark places
...You know,CT spawn on Dust 2,etc...It might have improved from CSS(Nuke-ramp and B,no nightvision means you lose),but still,it's pretty bad.

-Fog
Fog is designed with the ability to see enemies in mind.However,since fog is all the same on the map,you can't expect something generalized to do well.Some people don't like fog,in fact.Why not make fog different in different areas on the map?Unless that's an engine limitation... <.>

-Vegetation&Foliage
It's green.Dark green.But most importantly,dark.Have fun seeing stuff at long range.
Also,foliage allows for what I call "Mice spots",where you hide like a mouse,no one checks and you can't be easily seen.AKA cheap kills 101.

-Physics props,etc.
Those can sometimes get in the way of you seeing.Every once in a while,in fact,a body will cover the bomb,too,thus resulting in "WHERE DAFUQ IS DA BOOOMB".

-Ur krosher
Sure,if you're pro you'll probably be using a dotless 1.6-like static(or somewhat static) crosshair,but that isn't noob friendly as a dynamic one.Or I might happen to like dotful ones.Why not add a setting that allows crosshairs to simply invert all colors beneath them?This has surely been suggested before.

-Enemy models
There's some inconsistencies every once in a while,a CT might get a mushroom-like hat which gives away his position,but there's also some clearly camouflage intended things:Terrorists wear brown shirts.YES,IT WILL BE INSANE TO HAVE THEM WEAR PINK ONES OR ONES SAYING "I AM ALAAH",but maybe they can get a better clothing choice?(No,I'm not suggesting a new variant of hats that are essentially shirts)...Maps generally aren't a rainbow and there could be a color that is not seen in the map which is also at the same time not so "gay" for manly terrorists who are about to die anyways.

-Broken windows
Dunno why anyone would think that "Broken windows'low visibility give you a choice:To break it and try to see things or to BLABLABLA",you can throw an HE and clear the stupid windows,but there's no point for them to leave that silly afterglass.Most of the maps where this takes effect though aren't played by pros(OFFICE) so don't bring up anything "tactical" about it.It's simply silly to have to spam some bullets or your personal HE to clear it and see stuff.

-Gun smoke
When shooting your gun,it makes smoke,or at least in the higher quality settings.That smoke is disorientating,annoying and can sometimes in fact come to the point where it's the quality of a CS 1.6 smoke grenade.Just remove it.Or for crying out loud give us access to the graphics CVARS.


...But at the end of the day,there's two things that REALLY screw with visibility.

--Head glitching(AKA looking above cover in a way that makes only your head visible and you shoot through your EYES-it is somewhat possible to hide parts of your head as well)

--Right-eyed peeking(AKA peeking to your right lets you see more than to your left,as your viewpoint is misaligned)

But we won't be fixing those two or everyone might accidentally kill themselves (or me) because they're used to killing people with their right eye.

And maybe lagging/Lag switching,but that screws TERRIBLY with tracking and can really mess everyone up,even professionals.
< >
Showing 1-12 of 12 comments
Samer Sultan Oct 27, 2014 @ 7:03pm 
Yeah I agree, the ingame visibility is poor. Its a mix of the post processing and fog with smaller player models and bad in game colors.
stover. Oct 27, 2014 @ 8:13pm 
Haha, I can't imagine you guys playing other FPS games. CS is a very simplistic type of game so the maps have minimal micellanious clutter compared to most other games. But yes, I agree with you for the most part, for a game striving to be based around competitive play a lot of things are unnecissarily put in the maps and on the player models. For example, look at the halloween masks that the players are now wearing, they're all diffirent colours which means it can make you easily visible while other players might not be. Besides for the colours, they can also give the impression that the hit box is larger than it really is. It seems Valve favors changing the colour of the chickens, over fixing problems that the community has already solved.
Shallex Oct 27, 2014 @ 8:27pm 
I have never had visibility problems with blood nor have I ever heard of anybody having problems with it.

I never found CT spawn on Dust 2 to be too dark that you can't see a player, if that is what you are trying to say.

I have never had problems with fog or even noticed it.

What maps have such foilage?

I have never had visibility problems with any of the character models.

Complaining about broken glass is just silly in my opinion. They are just a couple of tiny glass fragments on the floor.

I never found the gunsmoke disorienting and I found it was a nice touch.
OVER4U Oct 27, 2014 @ 9:48pm 
lets remove every stuff n play on white background
stover. Oct 27, 2014 @ 10:13pm 
Originally posted by FUBAR:
lets remove every stuff n play on white background
every stuff
apple Oct 28, 2014 @ 7:39am 
Originally posted by That guy over there!:

--Head glitching(AKA looking above cover in a way that makes only your head visible and you shoot through your EYES-it is somewhat possible to hide parts of your head as well)

That's not a glitch, it's intended to be like that and has been like that in 1.6 and CSS as well.

Just imagine if you were playing as terrorist who hold their AK/M4 around their waist and being unable to shoot at an enemy because the less than head height cover in front of you blocks your gun. Meanwhile the CT's can shoot over that same cover because they hold their AK/M4 at shoulder height...
Last edited by apple; Oct 28, 2014 @ 7:40am
Originally posted by Super Mario:
...

..Whatever,it might have been like that much longer ago so we can't be sure.The point is that when we add it to the mix it becomes even harder to see someone.

Also,things like how high CTs and Ts hold their weapons can always be adjusted.The point isn't that it should come out of your barrel,the point is that it's coming out of your nose and you can hide a major part of your body this way.

On a side note,the player's model when standing still has him hold his weapon as if he's aiming down his sights yet your own weapon model in first person simply bumps up as if nothing happened.


Originally posted by Shallex:
...

Here's a suggestion for blood that someone made:http://www.acidmaps.net/dl/csgo/bloodComparison/csgoBetterBlood.jpg
Enjoy plenty of people giving one another guides on how to remove blood using r_cleardecals:
http://www.reddit.com/r/GlobalOffensive/comments/1zbsac/yet_unmentioned_way_of_improving_visibility/
I'm not the only one.

I want brighter areas overall because I don't want to up my gamma and use all sorts of external post processing to make everything else not as bright.And because in that case the game will just look terrible.

Regarding fog,there's plenty of people who have a problem with it,thus resulting in maps that end with _se,IE have no fog(EX: de_dust2_se).Here's a post about it from Valve,and why it's a thing: http://blog.counter-strike.net/index.php/2012/03/1072/
If you haven't noticed fog,then Valve haven't done a good job at making use of it...Unless you mean that you haven't noticed it do "bad things".Sadly,the operations are over,but Insertion was the worst of those few terrible maps,and a part of what made it so bad was the fog.Also,Aztec.People have suggested that Valve let everyone use fogui regardless of sv_cheats/sv_comp_minispec and it has been noted in the suggestions thread-yet again,there's more people that don't like fog.
I'mnot the only one #2.

At the top of my head,that'd be St.Marc,in which you can even hide in some leaves.Yeah,it's a "COD map",but that's still a visibility problem.But if you don't want "COD maps",then Inferno's mid T-side split(where you can go B or mid) has a big solid pot with annoying vegetation growing out,as well as other stuff around it.

Well,I did and do.

I'm not talking about broken glass that fell on the floor and such,I'm talking about what happens when you shoot the larger panes of glass and they shatter.(They turn into some sort of cracked glass that you can break with nades or anything passing through it-nades,again,players or bullets)Hard to see through it.Sorry for the misunderstanding.Break some windows in cs_office and see for yourself.

Most of the time it's OK but it has happened to me on some occasions that it doesn't want to disappear as quickly,which is what I'm talking about.Gets really disorienting and blocks my vision every once in a while.It's somewhat transparent though,hence why it resembles 1.6 smokes so much.


Keep in mind that this is mostly regarding long range.It's apparent that you'll have no problems with someone head glitching if he's 3m from you.


Originally posted by PROKADE:
...
I figured that if Valve aren't going to do anything about the netcode,then maybe they should do something about this?
It gets even worse when you take a look at the pinned thread with globally accepted but unimplemented changes,though.
Regarding "Playing other FPS games",TF2 enemies are very easy to see-Red/Blue+beige on a Gray(Stone),orange/beige(Some bricks and such),blue-ish(water) and brown(wood) background.BF4 has what its community calls "Doritos"-they're some silly HUD triangles floating over every enemy's head.It's a bit more complicated than that,but for short,that's it.Quake Live(which I played for a pretty small amount of time somewhat recently) lets each player choose his own model and it's pretty easy to spot a giant walking eyeball shooting glowy things(Most of Quake's guns shoot "glowy things").
apple Oct 28, 2014 @ 8:10pm 
Originally posted by That guy over there!:

..Whatever,it might have been like that much longer ago so we can't be sure.

I am sure because anyone can test it out in 1.6/css.

Originally posted by That guy over there!:
The point is that when we add it to the mix it becomes even harder to see someone.

Also,things like how high CTs and Ts hold their weapons can always be adjusted.The point isn't that it should come out of your barrel,the point is that it's coming out of your nose and you can hide a major part of your body this way.

So if you don't like how you're shooting out of the head, where do you want to put the point where the bullets come out from on the enemy body?

Since the player crosshair is based from the head of the model, putting it anywhere else beside the head will mean you will encounter situations where your bullets will not hit the enemy despite your crosshair being directly on him since the cover blocks your shots which i already talked about

Originally posted by Super Mario:
Just imagine if you were playing as terrorist who hold their AK/M4 around their waist and being unable to shoot at an enemy because the less than head height cover in front of you blocks your gun.

You will have to deal with it. Valve and I think hardly anybody else consider this being a problem that needs fixing.
Last edited by apple; Oct 28, 2014 @ 8:11pm
stover. Oct 28, 2014 @ 11:48pm 
Originally posted by Super Mario:
Originally posted by That guy over there!:

..Whatever,it might have been like that much longer ago so we can't be sure.

I am sure because anyone can test it out in 1.6/css.

Originally posted by That guy over there!:
The point is that when we add it to the mix it becomes even harder to see someone.

Also,things like how high CTs and Ts hold their weapons can always be adjusted.The point isn't that it should come out of your barrel,the point is that it's coming out of your nose and you can hide a major part of your body this way.

So if you don't like how you're shooting out of the head, where do you want to put the point where the bullets come out from on the enemy body?

Since the player crosshair is based from the head of the model, putting it anywhere else beside the head will mean you will encounter situations where your bullets will not hit the enemy despite your crosshair being directly on him since the cover blocks your shots which i already talked about

Originally posted by Super Mario:
Just imagine if you were playing as terrorist who hold their AK/M4 around their waist and being unable to shoot at an enemy because the less than head height cover in front of you blocks your gun.

You will have to deal with it. Valve and I think hardly anybody else consider this being a problem that needs fixing.
Yeah, you'd be completely wrong about that last part. Everyone in this discussion but you agrees that it needs to be fixed.
Shallex Oct 29, 2014 @ 3:37am 
Originally posted by That guy over there!:
stuff
I went to the same spot shown in the train picture, and I noticed no fog at all. I don't know if they have changed it or what, but in my entirety of playing CS:GO I have never noticed fog, or it making me unable to see a part of the map. I have always been able to see all of a map from any distance from what I can remember.
Shallex Oct 29, 2014 @ 3:38am 
Originally posted by PROKADE:
Yeah, you'd be completely wrong about that last part. Everyone in this discussion but you agrees that it needs to be fixed.
I don't think it needs to be fixed and not everyone here agrees with you.
Your Anime GF Oct 29, 2014 @ 3:54am 
Too dark? go in to the setting and make it brighter (works for me)

Too much blood? go in to the console and type: bind [A KEY OF YOUR CHOICE] r_cleardecals

when you press the button you have bound it will clear the blood, but blood can be usefull to for example see where the person shooting is.
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Oct 23, 2014 @ 1:13pm
Posts: 12