In this video I tested out and busted more than 40 myths in CS2. • I tricked CS:GO Pros t... 🔷 discord: / discord 🔷 twitter: / nadeking 🔷 everything: www.nadeking.com
About reloading to save time: although it's not faster to switch reload, but the reload of the bullets is faster than the animation, so if you want to reload and run somewhere else, you can wait untill bullets reload (before the animation ends when people were trying to switch reload) and go somewhere else and then take out your weapon, it will be reloaded and you saved a little time by running a little bit more distance. For example you reload Negev, after bullets actually reloaded you have to wait untill the animation ends to start shooting, if you want to change position just take out your knife after bullets are reloaded (not when the animation ends) and you save some time by doing that
I think the switching after reloading is a holdover from earlier versions of the game. It USED to be faster in 1.6 and source but in CSGO & now CS2 they fixed that so it's not a thing. It also has the benefit of cutting off the tail end of the reload sound which just gives less noise for the enemies to hear (which is the main reason you still see higher level players doing it even though it doesn't necessarily give an advantage)
For #20, I think I know the reason. The fire starts at the area the molotov hits the ground, and then spreads a small distance. This distance is enough to make a difference between more or less health. So if you want to run through a molotov, do it right after it's thrown for more HP.
switching before the reload animation is done does have a benefit of making 1 less bit of sound, so just in case if you are snekaing during a clutch, it might be worth it to make as less sound as possible
nades can collide in the air, happened to me when me and my teammate threw HE at the same time into pit, nades collided mid air and basically went to different directions. id look into that a bit more
@@Aesynius Aesynius renamed his video "video debunked, nades can't collide" tldr: player collision off, both players threw nades while inside each other. On the screen it really looked like nades collided, but they hit the players.
I don't get why content creators keep falsely propagating the right eye peeking myth. If you go to the spots on nuke yourself you can tell without much issue that the "Left eye peeker" in this video was standing too far to the right (line up the corners from the CT's position and look at the red sign above the T). If he stands properly he can see the T's head as well but in this example it's just angle disadvantage because he's fighting with "his" corner. (Yes there is some "left eye" disadvantage while crouching but it's because your characters butt sticks out)
*PLEASE HELP ME PLEASE* I used to play CS:GO I was good at it then I left it for around 1 or more years now I came back in CS 2 and my game is destroyed. I forgot map location names, spray pattern, my sensitivity, smokes everything. HELP what do I do?
About the quickswitching while reloading while it's technically true there's no time difference but watching the reloading animation feels too slower while quickswitching tricks our brain makes our reaction time faster
in your body armor during fire clip, the one with armor on took 1 less damage for one tick, the one with armor went from 82 to 77, and without armor they went from 82 to 76, it rounded out at the end but the body armor fella still took less damage for one tick, maybe more testing needed
10:40 pretty sure nades are like the bomb in that the only thing that determines damage is proximity. I think that myth persists from the early days of original CS when you could headshot with nades. I dunno what the hitbox is that determines the nade hit, if it's halfway up the model or the torso, but if it's the torso it makes sense that the "head" nade would do more since it's closer than the ground. It's probably that. But... you're the NadeKing.
Did u know that quickswitching while realoading stops the sound of the last part of reload like(shotgun cocking, pistol sliding, assault rifle bolt release) I often use it so if an enemy comes close enough to hear the last part of reload i quickswitch so they wont be able to locate me (if im lucky)
What happens if you start defusing the bomb without a kit and someone shoots a kit on the floor onto you? Does the defuse time continue normally at 10sec, restarts at 5sec, the time is decreased by 10 sec or the bomb is instantly defused?
9:20 also its broken with the upper part of b bombsite on nuke where u can see counter terrorists walking on platforms, especially gives value in wingmsn
In number 13, Guns like the Scout, AUG, SSG, and things that DOUBLE tap the magazine can be quickswitched faster because you can quickswitch already at the first tap of the 2 taps in the magazine
You can skip the whole animation, but the time needed to shoot again after reloading is the exact same. The game has set a certain cooldown until a weapon is allowed to shoot again when reloading, so it is still more risky to quickswitch.
There must be some similarities as I told Anomaly some of the stuff :D but I tried to keep it as fresh as possible.. Here are surely at least some unique info even for potentially same topics.
Very unknown trick with the AUG, quickswitching CAN save a few milliseconds off that millennium of a reload time. You want to quick switch right before when the animation would normally smack the magazine’s bottom
I think for the removing silencer thing, it's more so for psychological play rather than practical use. S1mpleb does the same with the usps to make the opponents know it was him that they were fighting
i still heard about the suppressor myths a lot. The suppressor is not the responsable of invisible bullet tracers, it ia the weapon. Of you remove the supp, the damage, spread and everything will still unchanged.
So. I can confirm that grenades DO collide in the air. I peaked out CT garage on Nuke to chuck a frag, right as a smoke came in from above. My grenade not only deflected off the smoke, it bounced back and hit me.
So will pros finally use skins now. Seeing as they made a gentleman’s agreement way back in the day when we all found out they have different hitboxes.
@@NadeKing that’s what I mean. Seeing as they are all the same size. That fixes the issue so now there is no need for the gentleman’s agreement. I might be miss understanding you.
Right eye / Left eye is indeed a myth! With proper comparisons we can clearly see that the only thing that matters is the distance to the angle. Neither is the player camera or model skewed as a lot of people think. Most videos are just biased.
Great video all round. But how about the myth where; you quick switch reload so the enemy only hears half the reload or will they hear the full reload? Not talking about fake reloading.
hiding the bomb is impossible because it always blinks. but if you plant the bomb in the water fountain.and the cts go defuse the bomb it will make a noise .and the player can hear water from the fountain.which will the player kill cts easily
I Quickswap my reloads because when you change the mag and then cycle the weapon/release the bolt its all audible but if you change the mag and then qs the second half of the animation is now a weapon change and not a reload and it's silent
in CS:GO some pistols (elite, glock and CT starting pistols) did more damage to legs than they did to an armored chest, and the other pistols the exact opposite - i wonder if that's still the case I hope someone tests that in-depth since you mentioned that the exact spot mattered in CS2
They could NEVER collide. There is another explanation for your play that doesn't involve grenades colliding, because they never had the ability to collide. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-zdYOU6ila6k.html