Counter-Strike 2

Counter-Strike 2

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The7th Oct 17, 2023 @ 8:23am
I'd rather have 64 tick.
At least it is somewhat understandable this new tick rate system is awful. Dying from behind walls and missing blatant hits.
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Showing 1-15 of 28 comments
Reuben Oct 17, 2023 @ 8:25am 
The game is using a tick-rate of 64, the only difference is the shots register before the next tick, not after.
Last edited by Reuben; Oct 17, 2023 @ 8:26am
Avid Oct 17, 2023 @ 8:25am 
I'd rather have 124tick for the whole game. Instead of this subtick nonsense
The7th Oct 17, 2023 @ 8:26am 
Originally posted by Reuben:
It's using 64 tick, the only difference is the shot register before the next tick, not after.
Oh that makes sense. Not.
Reuben Oct 17, 2023 @ 8:33am 
Originally posted by 7th⁷:
Originally posted by Reuben:
It's using 64 tick, the only difference is the shot register before the next tick, not after.
Oh that makes sense. Not.
Then educate yourself, there's an in-depth video on YouTube about it.
The7th Oct 17, 2023 @ 8:34am 
Originally posted by Reuben:
Originally posted by 7th⁷:
Oh that makes sense. Not.
Then educate yourself, there's an in-depth video on YouTube about it.
This guys is defending the new tick rate. SMH.
Saedelaerex Oct 17, 2023 @ 8:35am 
Originally posted by Reuben:
Originally posted by 7th⁷:
Oh that makes sense. Not.
Then educate yourself, there's an in-depth video on YouTube about it.
why would he it's much easier to whine about sth you have no clue about :)
Saedelaerex Oct 17, 2023 @ 8:36am 
Originally posted by 7th⁷:
Originally posted by Reuben:
Then educate yourself, there's an in-depth video on YouTube about it.
This guys is defending the new tick rate. SMH.
yeah because not everyone is as incapable to adapt to something new as a few on these forums
The7th Oct 17, 2023 @ 8:57am 
Originally posted by saedelaerex:
Originally posted by 7th⁷:
This guys is defending the new tick rate. SMH.
yeah because not everyone is as incapable to adapt to something new as a few on these forums
Adapt to deez. Sit.
Renos Oct 17, 2023 @ 9:38am 
part of it adaption
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).
THATS THE THING MAN ITS NOT EVEN 128!
♥♥♥♥♥♥♥ VALVE ACTING ALL CHEAPSKATEY THEY HAVE MONEY ITS EZ PEASY FOR THEM TO HAVE 128 TICK SERVERS THEYRE ♥♥♥♥♥♥♥ GREEDY
ALL MAJORS HELD ON 128 TICK SERVERS WHY CANT WE HAVE THAT?!
NW/RL Oct 17, 2023 @ 1:37pm 
Originally posted by Reuben:
Originally posted by 7th⁷:
Oh that makes sense. Not.
Then educate yourself, there's an in-depth video on YouTube about it.
Could you offer a link instead of "go find it lol"?
Originally posted by Renos:
part of it adaption
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).
Yeah? and how will you explain half of the shots just being sent to the ♥♥♥♥♥♥♥ void? ITS FKN POINTBLANK THERES NO PLACE FOR EM TO GO ONLY THE ENEMY YET I GET 24 in 1. explaing that. point blank. literally almost ♥♥♥♥♥♥♥ eye to eye
Reuben Oct 17, 2023 @ 2:01pm 
Originally posted by NW/RL:
Originally posted by Reuben:
Then educate yourself, there's an in-depth video on YouTube about it.
Could you offer a link instead of "go find it lol"?
https://youtu.be/aD9I3YD3Wys
Renos Oct 17, 2023 @ 2:28pm 
Originally posted by meilyr:
Originally posted by Renos:
part of it adaption
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).
Yeah? and how will you explain half of the shots just being sent to the ♥♥♥♥♥♥♥ void? ITS FKN POINTBLANK THERES NO PLACE FOR EM TO GO ONLY THE ENEMY YET I GET 24 in 1. explaing that. point blank. literally almost ♥♥♥♥♥♥♥ eye to eye
simple
packet loss or connection issues on your end
and to keep the game somewhat fair the server denies your hits.
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Date Posted: Oct 17, 2023 @ 8:23am
Posts: 28