For a beta I think they're doing amazing all things considered. First of all, making 95% of the players watch through twitch actually makes a lot of sense even if frustrating because it forces people to gather their thoughts and opinions as well as making certain bugs instantly well known/voiced. Secondly, smokes are great. When I first saw them I was VERY hesitant and thought it might be terrible, but objectively speaking removing unfair smoke spamming and one ways makes for a way better game which is what we need and prepares the game for the future rather than getting stuck in the past. Thirdly the audio, despite it being undeniably awful, it is a beta and we can expect it to be almost completely fixed by the time of the stable release. Also, on a side note of the audio, according to fl0m, the current audio engine is VERY new as they completely rebuilt it in two days when people were play testing. Lastly, tickles servers are just a great concept, no two ways about it. That's about most of the opinions I've got on cs2 so far. If you read all of this, hello and thanks. Edit:added paragraphs for readability
@@EEAMD-co6nw well to use the correct term, I believe it's called sub-tick which means it has no fixed tick rate and everything updates in real time. Could be a bit wrong though, would appreciate if someone could correct me on it
@@0rbit214 it still has a base tick rate (seems to be 128 tick on cs2), it’s just now for actions done in between ticks, it adds a time stamp and sends it to the server when the next tick comes around to say “this happened inbetween a tick” And it will register
Yeah smokes are insane. At first I was like, so you shoot smoke to get info. But when I saw it second time I realized it is to punish smoke spam, since it show your location. And also to counter smoke with nade. Which will be so much fun. When whole team stay behind smoke, throw nade and punish whoever is holding site.
The low settings are probably not helping because you may be limited by your cpu rather than gpu, thus most graphics settings won't lighten the load where the bottleneck is.
@@AlejandroCab98 The only real option is to increase your resolution to put it more on the GPU, but in csgo, that’s literally useless. You just have to buy a more powerful cpu if you have a serious bottleneck, and in some cases, you might need better ram to make sure the CPU is being fed information more effectively. Most of the time over 200 fps will be perfectly fine as long as you’re not a semi pro or better. Unless you’re playing on like a celeron, you’ll be fine.
@@AlejandroCab98 Usually better to play at a higher resolution so your CPU and GPU work the same. But to improve fps you can overclock cpu or even undervolt it(depending on what cpu you have)
the "wobble intertia" is bc valve decided to make character models stay on the ground with both feet, not floating with both feet looking like they're on a flat surface while on a ramp (or stairs etc). this will keep targets lower to the ground and cause your crosshair to adhere to a distance from the ground as well. not sure if i explained well enough but hopefully you get the idea
About movt issue , people who tested game at Seattle says that now your legs are also an object and movt will feel different depending on surface topography. It was explained more elaborately on esl video.
It’s kinda ironic that the addition of legs has made the movement feel a bit clunkier. Of course, once we get used to it, it’ll probably be fine. Plus, people playing head glitch angles like the one on dust 2 ramp will have a harder time fighting people who are swinging, which makes it easier to get out and kill that guy.
Jeff, I appreciate what you did for this community from the start. I have been following you for at least 2 years. Hopefully you will create more content in the upcoming years with CS2 . Love from Turkey !
I like the sound reverberation, and I don't want them to just remove new features because we're not used to them but I'd have to try for myself. I'm not sure how much I'd want an echo in open spaces like that p250 clip tho
4:13, jumpthrow binds are still technically possible, all you need to do is bind a key like N or another you can easily hit at the same time as the spacebar to -attack, then you do not need to time letting go of the mouse. you can just press SPACE and N at the same time, "bind n -attack" in console
I am one of the lucky few who got an invite and I disagree heavily with the sound thing. It's soo crisp now that I fear, it is too good. Even from double doors I can now tell you *exactly* where someone is running in mid, you can hear exactly where new people spawn in deathmatch (not just the direction), it's actually insane. It feels like wall hacking when you can prefire so precisely because you can tell exactly when they're coming around the corner. If nothing is done, shifting will become even more prevalent than it already is.
The ramp head inertia is probably due to feet inverse kinematics. You probably already noted that feet are positioned accurately on the stairs and slopes. So body is going up and down on angled surfaces to prevent legs stretching.
Jeff, you’ve put in great work, you have played it and made the best video with great transitions and all the information needed!!! Mich Love, KEEP GOING ❤❤
I actually like the echoes from what you've shown. I still want the old gun sounds back, but the thunderous awp sounds might hopefully reside somewhere in that feature.
idk the old ak and glock sound too much like someone getting slapped, these new ones got a little bit of battlefield in them and honestly I don't mind, plus more bass is always sick
In regards to the M4A4 and M4A1-S a commentator/analyst on the esl csgo pro league stream said that they plan on keeping the choice between the 2 because it promotes decision making and planning loadouts between games.
thank you for this video! lots of misinfo going around on reddit (mostly by people who don't have the beta) so it's nice to see a compilation type FAQ of it all.
3:54 _"What they call a tickless server"_ No. That's not what they called it. They talked about sub-tick updates. It's completely different. There is still server and there's still ticks. I think what they mean is that before if on tick 1 your opponent was on position 0 and on tick 2 your opponent was on position 10 and you pressed your mouse button in-between tick at around 1.5 tick and you shot at position 5(where your opponent got interpolated on your screen and where it's supposed to be on tick 1.5), you'd miss your opponent because on the server there's only 2 positions for the opponent: position 0 on tick 1 and position 10 on tick 2. No in-betweens. Now what they gonna do is calculate it properly on the server, so you'll hit your interpolated on your screen opponent at position 5, where he's supposed to be on tick 1.5. Because your client sends to the server that you clicked on tick 1.5, and server understands that at tick 1.5 the opponent should be on position 5. What they actually said: "Now tick rate no longer matters for moving and shooting... and the servers will calculate your precise actions *between ticks* " and the title at the screen at the top was "Sub-tick updates". What they didn't say is "tickless server" and "no more ticks". See how that's very different? Everyone misunderstood it. There's still a main game loop that ticks most probably at 64 ticks, there's still ticks, they just do calculations smarter and the way it was supposed to always be, anyway. And they advertise it as if they're heroes. There is a way of course to make a tickless server based solely on timestamps but it is a completely different beast to what they said in the video and it's not what they did. PS I'm a game developer if that matters.
Some bugs i've found : Mic constantly talking even after disabling (unplugging(replugging obvs)), wall/player glitches where if you run parallel to a wall or run into a player you will both get a crazy speed boost, lots of pro legends in my games which has to be a bug. ehhh I think that't about it tbh im overall very happy with cs2, the game feels amazing.
If you think about it, you can't change the view-model or use left-hand because when shooting smokes, the holes come from the gun position, not from the center of the screen. Changing the view-model would mess it all up.
@@silicijevadolina If you have the beta you can test it, but the smokes care about where your tracers are coming from, not the bullets. The hole the bullets leave on your end isn't a line from your face, it's a line from the gun. The bullets still come from your face.
I think games have got to a point now where they have to think very hard about where to draw the line with respect to imitating reality. Some things can be cool, and a level of realism can brings a lot to the game, but changes should always be at the service of good gameplay.
There are 9 guys in our party team, most of us are Globle Elite except me(I'm LE); the time we played for csgo is about 6K-11k, we smurf no-rank competitive matches for exp. every week. Unfortunately, no one got the testing accesses. And two of us got 10-years community coin:)
If they want to make sound great, it has to be significantly louder indoors. Anyone who's fired weapons in multiple settings, will know what I'm talking about^^ Indoors is so much louder and outside can be fairly quiet, if there's an obstruction between you and the shooter. It is incredibly hard to pinpoint a shooter, if there's a large solid object between you and the shooter, because the sound only reaches you by bouncing off objects. I would love to see this implemented, but I can see how it would be a turnoff to most comp players who've gotten used to the simplistic systems of previous counter strike games.
I quite like it, that you are one of those people, that say „subscribe if you like more“ and not „dont forget to subscribe, comment, like and spend your sole“ they dont even say „rate“ anymore, only „like“ AAaaaaaand nice video btw
I saw yesterday the switch between m4a4 and m4a1 and the guns working in the practice mode while staying inside. You can stay ingame, go to the inventory, equip the other gun and buy it ingame. In warmup at least
What I really hope they will add have an ability to switch between CS2 HUD and CLASSIC HUD in the settings. I havent played it yet and maybe it is already there, but I do not like where the information about money and HP located on the screen. Also the ammo icon with the percentage of your ammo is kinda unusual for now. But maybe its just a matter of time to like it and get used to it
I don't think you understand how big the sound update is. Sound is for identifying locations. It's not how it sounds for you to shoot, it's to identify where enemies are located. The sound has a full rotational sound (meaning if you look down, the audio changes from being infront to above you.) This means with all different areas on a map like you showed, you can identify both direction and how much echo/rebound sound. With these things, i can ecolocate with no intel what is happening across nearly entirety of Dust2. This has been the biggest issue of Counter strike compared to other FPS games. And now it ACTUALLY seems to be fixed! If you close your eyes and listen to the gun shots heard from your team/enemy, focus on where that is located. Also, nade bounces isn't just a sound in the middle of your headset, it's actually where the nade is. (The closer a sound is, the more it should be clear to hear which direction it is)
SPUNJ explained during the ESP Pro League (he tested the game in late january in Valve's office) that Valve told them they would not allow to change weapons during the game. They said they see CS as a game of decisions and strategy, and that this kind of choice is a part of it.
In my mind, there is only one way to get rid of 90% of all cheaters ....just a KYC (Know Your Customer) process to access a kind of premium status would do it. Just identify yourself with a passport / a picture of you and a specific code and there you go many smurfs and cheater are gone :)
When comparing FPS you should've given a better metric, comparing what you had before in CS:GO with what you have in CS:2 would've been better, I think most people were wondering if they can run CS2 knowingly that they run CSGO
Considering how dead awful the hitreg and hitboxes are in comparison to Valorant, I'm so glad they're making such grand changes. Going from CSGO to Valorant felt good, the gunplay crisper. But going back, I hated it. The hit reg, hitboxes and insane peekers advantage was so annoying. Feeling forced to play FaceIT just to try and avoid the issue didn't feel feasible. Can't wait to try these changes.
Don't forget that, for sounds, there are some bugs i found with friends, sometimes you can hear someone who seems to be on the left but he's behind you, and we also heard a jump sound from short to ct while being long but the ennemy didn't jump down... only happened once or twice but really frustrating
Recoil patterns might be the same but viewpunch and bullet holes are so much different I cant tell at all where Im shooting, even with the new forced tracers.
5:03 I think fl0m or spunj mentioned something about this on stream. It seems as though they see the decisions you make before the match being important, one of those decisions being "Which weapon do I have equipped."
About the inertia, I think fl0m said something similar when he talked about testing CS2 at Valve HQ. He mentioned about models having momentum or something.
The FPS are not getting that much better because in that resulution the graphicscard doesnt do much. Your CPU is doin the most work. Source was and is a "cpu game". PC testers test cpus in lower resolutions, because you dont want to test the gpu. :D Nice video, thx for all the infos.
You smoke hole depend on you "viewmodel_offset_", the closer to the center of the screen the more OP the gap throught the smoke become. You have model to the right so its kinda useless, mine is on center so I can see throught the gap :P
I appreciate you answering the questions people send in. For us on the outside we still have so many unanswered questions. I appreciate the smokes land in 128 tick but does it *feel* like 128 tick?
i hope they do something about the ranking system. because as it seems if people get global they want to reach even higher and faceit system allows that.
I remember a mobile game did this: they're got something like a global elite, and after you get into the global elite, there's an assigned number to you, something around 1 to 500, 1 being the best and 500 being the worst. I think we should push this kind of change for Global Elite since it'll be easier to implement than creating a new rank above global elite. Or copy faceit levels :shrug:
@@akeiai so pretty much like the hearthstone Legend rank.. Legend is the highest rank in Hearthstone, but when u reach legend , first u can't fall off for the rest of the season, and second you now get a number and compete against other legend players.
@@akhsdenlew1861 it's interesting that way too, and you know what, we should see the top 500 players. Most of the pro teams are gonna be on the top 50s, and there's gonna be competitions from the pros to get the number 1 ranking. Heck, it could make for a good past time for casual, but social players in CSGO.
@@akeiai true.. although i personally believe that pros won't try hard so much for that spot, it's gonna be the semi-pros that will try hard for that. But a very good idea nonetheless
A lot of people say jumpthrow binds are gone, but then again, a lot of people use the jumpthrow with the alias. There is a lesser known, single command jumpthrow bind. So my question is, does this work in CS2? It is so simple I don't know how it would not? bind "X" "+jump; -attack; -jump"
I like that many of the things u dont like. Like the "wobble" when u strafe, its been doing that in csgo for me for a while. Same with the purple effect on fire. Its not as visibly clear as cs 2 but i have alot of effects and grafiks many of my friends dont have and now cs2 is out for a try amd i see many talk about the effects and grafics. I know its hard to belive but i been sending so many screenshots of it to friends and we mever understood why i have more grafic and effect. Nothing have been done to my smokes so i still look forward to se them in action. Btw i found the easyest way to notice the wooble is switching between knife and wep. When u switch back to knife aim goes up and down, then try and strafe and u wil see that the wooble is the same as u see in cs2.
Les recule sont légèrement différents entre CS2 et CSGO. Ils ont été légèrement réduit sur CS2. (source ESL). Bon aller je continue la vidéo Edit1: Pour les fumi, si tu regardes bien, avec la luminosité tu sais quand tu en sors, c'est plutôt cool.
other people dont seem to care but im a little upset there isnt an fov slider even tho csgo is the only shooter where i dont mind the fov it would be nice to have unless its too much of a meta breaker of some sort
5:41 so there is already an exploit to see through smoke when you spam in the middle. Currently you don't see through smokes because your gun is on your right side and you shoot towards the middle of the screen. The hole you make is not aligned with your line of sight and you can't see all the way through. But if you change you view model position to a 'Doom like view' the hole you make is completely aligned with you line of sight and you can see perfectly through smokes.
What about the Follow recoil option in the setting ? I see people talk about it but I can't imagine what it feels like when turned on, apparently it makes controlling your recoil easier?
My only concern is their "no tickrate" servers. We know it must have a tick rate, every computer program that needs to poll for inputs in a function will do so. They claim its polling very fast beyond 128 tick, but I didn't feel like it was matching 128 tick performance when playing beta. I saw many streamers say the same. They have network info disabled in-game too which is super sus. I think they really don't want to pay the hardware costs to make 128 tick the norm so came up with this marketing gimmick. If you have pro faceit or other MM alternatives and have played 128 tick and Valves 64 tick you will know after a hour or so in beta. It still FEELS like 64 tick in movement, game reacting to your actions, ,etc...
@@HOUNGOUNGAGNE69 I'm so glad you took it well. So many are not even humble enough to be kind and accept friendly correction; which is why the world is so bad right now. Here I thought you might like this: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-d6dPIWGBq1Y.html
1:50, you need to disable FidelityFX Super Resolution and you wont get that pixelated look. This new settings drops down rendering scale for idk what but yeah, should aways be disabled for best graphics
I feel like a lot of the complaints come from "I played CSGO nonstop for a living, for a decade and I am too set in my ways to be able to adapt to the slightiest change" :D
Hi Jeff, I like the idea of telling people how many FPS you're getting and what they can expect. However, it would be great if you could go into more detail. For one, it would be good to know what hardware you're using. On the other hand, whether Source 2 settles the bottleneck in the CPU? (How many cores are busy) What makes your GPU is the utilization at 50%-100% and at full clock?
Idk how to describe it but the recoil feels different. It feels a little more random but idk, it could be all of the other shit like the weapon model bouncing all over that’s messing me up. Also, apparently during the private play test they told SPUNJ that they wouldn’t be adding a swap for the M4s in the game. Something like “CS is about making choices, and sometimes those choices extend beyond the match itself” lame asf if you ask me…
Hey Jeff, your FPS doesn't get much better when you change graphic settings because you have a 3080, a GPU that can handle CS graphics very easily. CS is a CPU-bound game, which means that the graphics are not the bottleneck for the frame rate. If you improve the tires of a bicycle, it does not necessary mean that you can ride it faster.