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1) Most of the community has had time in modern days to play counterstrike and is familiar with all the maps and prefire spots.
2) Most of the community is now familiar with all the pro strategies of how to utilize camera angles for more advantageous peeks, and has upwards of a decade to practice it.
3) Cheaters are everywhere so good plays and cheat is REALLY hard to see the difference between sometimes.
4) The forced change of interp setting on mm servers not actually matching modern day pings. CS2 introduced a forced interp setting that calculates for about 100 ping for every player. This means you're actually seeing things in the past, but they also introduced sub-tick which is the equivalent of "unlagged". It basically means what you see is what hit or miss is sent to the server, regardless if that's where they are. That's why we all have gotten hit with the crazy BS where we're already well behind a wall but somehow get hit in the head, but NOT through a wall. That's what causes that. They actually get behind the wall, but because their opponent saw you in the past, and hit the shot, the server renders you dead anyways. Seeing things in the past means the person peeking you sees you first, and with a forced interp, it makes that effect even more dramatic. The reason this is felt so badly is because the MAJORITY of players actually float around between 20 and 50 ping, not 100. If the interp was actually properly measured out based on player ping instead of a single static number, it would feel more like csgo. The reason they stopped allowing players to set their own interp and forced it on the server side was because players who KNEW about interp settings USED it to create advantages mid matches by switching it back and forth to create a peekers advantage when they peeked stuff, and then they lowered it to give them the best possible advantage when holding angles. There were even people that went as far as to make macros that changed their interp based on if they were holding down a movement key, and switched it back when a movement key was released. Basically, the lower ping you have, the more peekers advantage you will feel like you have, but the worse holding angles will feel (beyond what they already feel being high ping player) and vise versa.
To mitigate this, they would either need to get rid of the subtick registry so it's not based on "what your client sees is what the server accepts", OR they would need to allow players to set their own interp ratio's like they used to. As you can see based on reading this, both options have drawbacks.