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part of it is subtick being wack
heres a quick break down of how hitreg is cs2 works compared to go
in cs2 when you click mouse 1 your shot gets fired instantly and hitreg is done in that same moment. NO MATTER WHAT YOUR SHOT WILL LAND IN THE EXACT SPOT YOUR CROSSHAIR WAS WHEN THE GAME GOT THE +ATTACK COMMAND
(in csgo hitreg calculations would occur the next available tick after you clicked mouse 1 meaning you could have moved your crosshair away. meaning you may have clicked mouse 1 but your shot would never landed where your aiming when you clicked. It would always land were you were aiming 1 tick later which could be 15 milliseconds later)
This pretty much destroys any muscle memory you may have from csgo.
in cs2 if you shoot in between rendered frames the game will use where your crosshair was in the last rendered frame for hitreg
(in csgo it would use the next rendered frame)
this isnt an issue unless your framerate is 60 or below
now the part where i list the subtick oddities
because hit reg is so fast in cs2 it is now out of sync with the firing animation
hitreg happens instantly but the firing animation waits until the next available tick to play
this can lead to the visual or missing shots that should be dead on but in reality you likely clicked mouse 1 too early and actually missed,
subtick now allows you to die or kill players between ticks
basically a player can kill you in between a tick but the server waits until the next tick to tell you it happened. meaning you can technically be dead according to the server but still move on your end because the server has not gotten back to you yet.
leading to the dying behind walls that everyone is yelling about,
this also leads to you getting a kill but your crosshair was no longer on the enemy.
(basically you killed them but the server has not gotten back to you yet that they died).
ALL MAJORS HELD ON 128 TICK SERVERS WHY CANT WE HAVE THAT?!
packet loss or connection issues on your end
and to keep the game somewhat fair the server denies your hits.