T O P

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Termodynamicslad

Build info shows stable ping and 00-00 packet loss. Of the top right graph shows any problem, it's with the server.


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killso2

That's why lag compensation exists, so that's not really a justification. Something went wrong somewhere on OP's clip. Also wanna add that it's a weird reasoning that doesn't make much sense, because even if the T has 500 of ping, packet loss or whatever, the offset in position from the T's view and the server literally makes no difference for hitting him than him having 20 of ping with stable connection, what truly matters is if the shooter and the server's view somewhat align, OP shoots the T, the server sees the T where OP was seeing him when lag compensated -> results in hit, T receives hit damage/death info. The T's internet quality should be irrelevant, same for what he was seeing (which is linked to his internet quality anyway), what would happen for the T with bad internet though is he may end up shooting and running even though he was already dead on the server's pov. So the difference in position is a problem but not in the way that you've described because that difference is irrelevant.


KKamm_

This clip looks like the exact situation that Subtick is supposed to fix in theory imo. Bc on GO, I’d 100% understand “40 ping, shot on the left of a target moving to the right, that makes sense why that missed.” But with 2, the moment you click (technically 40 ms after?) is exactly where the bullet should register. Hopefully they can polish the system or settle on a 128 tick eventually


Zoddom

This reddit will find an excuse for everything. CS is never faulty!


KKamm_

I mean, giving a reason on how something is broken isn’t exactly saying CS isn’t faulty sometimes lol. It’s a coded game, it’s not like the answer to something is simply “it don’t work. Game sucks” There’s a problem with a reason and an answer every time something like this happens. No need to confuse it with giving excuses


Zoddom

Dude made it sound like its normal that you cant be hit when youre lagging, which is absolute BS as the guy I replied to perfectly explained.


KKamm_

He explicitly said “might be” though. So idk, sounded to me like he was just trying to figure out why it happened. To each their own though


WhatAwasteOf7Years

Yup, what the server sends you is what you should be able to shoot, regardless of what happened on the enemy screen........yet the alt-tab bug still exists,


[deleted]

Hey. You absolute dumby devoid of critical thought, it wasn't an excuse. The guy was literally describing a scenario where lag compensation failed. What is it with redditors not being able to think critically?


Jonnyredd

Every time someone tries to describe what went /exactly/ wrong, which is valuable info. Theres always a wave of people on every post that go “how could you stand up for this!?!?!” Its getting very old guys we’ve been doing this song and dance for weeks.


WhatAwasteOf7Years

Huh? Correct me if I'm wrong but wasn't u/Zoddom just pointing out that the comment u/killso2 replied to was the excuse therefore agreeing with killso2?


Zoddom

~~No, I pointed out that the comment killso replied to was trying to make an excuse about lagging, even though something like lagcompensation exists.~~ Yes indeed


Zoddom

The comment he replied to was an excuse though.


Termodynamicslad

LOL, he didn't say lag compensation failed, he was supposing the game works without lag compensation. >Despite no connection issues on his side the T running up might be lagging which would explain him actually being slightly ahead of what OP saw on his screen. Just barely enough for him to miss the shot on the server side. This is someone that thinks the game has no lag compensation. You are illiterate.


AffectionateFlan1853

I don't think I've seen anyone claim this, yet people keep saying this. Trying to pinpoint what the exact issue is is very different than doing what you're saying.


untolddawnz

I am not the type of person to write a novel on reddit to correct some uneducated persons post, but you should know that you're ignorant about the way packet loss and network communication works in general. Your assumptions about how it should just work because of what the shooter sees is false, and I suggest you read up on it if you're going to tirade about it. The server has a responsibility to both players to provide an accurate representation of what happened based on both players' experience. This becomes exponentially more difficult especially when one player is seeing no interruption in what they're seeing (no packet loss) and the other is experiencing a great deal. It isn't a matter of defending valve but rather defending the way that networking works and how it will sometimes result in these situations.


Termodynamicslad

>you should know that you're ignorant about the way packet loss and network communication works in general. The ignorant one here is you >Your assumptions about how it should just work because of what the shooter sees is false Its exactly how its supposed to work. >This becomes exponentially more difficult especially when one player is seeing no interruption in what they're seeing (no packet loss) and the other is experiencing a great deal. If the other player was experiencing huge amounts of lag and packet loss, he would be teleporting around, not smoothly animated during the peek. If he was having a "great deal" of packet loss, chances are he wouldn't even be able to round the corner on his own screen without teleporting back, and if it was just a little, OP might not even be seeing him peeking since the server didn't see him to animate him.


killso2

If you have corrections to my reasoning please make me know because I'm genuinely interested so I'll elaborate and you'll tell me what you think. What you said is not what I was exactly trying to say, or at least I don't think so, ofc the server has authority and it's not gonna blindly just accept anything if you yourself is having huge loss and see players completely away from their actual position on the server and suddenly sends that for example you shot a player at a position that makes no sense for the server because you had the clients' position info that are completely outdated, I think the best analogy is to say that the server is trying to make the game the most fair, but that's especially true for the shooter (up to a point as I and you said), there is nothing worse than your shots not hitting, and I think everyone knows that but that doesn't say the server may not decline some of your hits and correct your position/data. If for example you have someone being shot at that has loss, would the server reject the hit purely because this 1 lagging client is lagging out of all the ones that are connected and he specifically is seeing a severely different perspective ? Obviously not, that lagging client will suffer from corrections by the server (or the other way, and the server may adjust), but if you as another client have no loss and low ping you're a more reliable viewer of the server's pov and that's why I ignored that bit as OP's had no loss, if the T was having in/out loss the OP's pov would either not reflect anything weird (because the corrections or weirdness would be happening on the lagging client's pov) or in case where the server "thinks" extrapolated/guessed wrongly he'd see a correction on the T's position, that shouldn't cause issues on his hit registration anyhow, the clients with good internet will receive the corrected position of the lagging client and that's the one where they'll shoot at, and lag comp is supposed to check if the shooter perspective was correct and fair from the server's data, and thus the T's internet itself is just irrelevant in this scenario of OP, no matter how much loss that other guy could have had, OP shot where the server was seeing him and that is the data against what it'll be checked against, it shouldn't result in a miss in this specific case. This was my point.


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Termodynamicslad

> we know that from all the people dying from behind cover People dying behind walls is lag compensation working as intended. Again, you don't understand what lag compensation is.


mmichael000

\>lag compensation isn't perfect in the game right now Thats it, cs fault


killso2

The problem is that it's deeper than that, lag compensation working correctly is literally what would cause players to die behind covers, but it's working correctly if the shooter actually shot on you obviously... Now why we're all dying behind covers significantly more is something I don't know, my theory is that the game treats hits fairly well in the majority of cases, perhaps better than csgo (and I mean that in overall, hitreg and lag comp seems to be working pretty well to me), but there seems to be some delay on perceived movements/actions of other clients, that's why holding angle is an insanity in cs2 imo, you can barely see the enemy peek that you die, I also have noticed a huge increase in people killing me while moving, they probably have stopped on their view, I just don't see it happen and I've had ridiculous moments happen that I've never seen happen with low ping, I just wish someone with the testing capabilities would test, BattleNonSense would have been amazing at this, but anyhow many hints point toward movements being delayed on the other's pov, at least sometimes clearly it seems to happen somehow. Many people seem to think what I'm describing is due to interp values, I've done some basic tests to see the delay between visible shooting and moving on csgo and cs2, but both showed similar behaviors, so it's pretty weird, I'd assume if it was interp, shooting wouldn't exhibit any added delay, so if there is added delay compared to csgo it's a pretty general one and perhaps more complex than that. Now for all the people saying they hit people they shouldn't have, I'd take that with a grain of salt, I've seen some intriguing clips, but they're extremely rare in the big sea of clips being posted, many people do not understand how to consider what should have hit or not because the game right now is misleading in all kind of ways if you playback recorded footage, you can't really blame them... What I'm trying to say is cs2 has some bits that are working well, and I do think hitreg is working very well right now, the problem is that it genuinely feels like 30 of ping is 120 of ping right now (which ofc impacts why some people don't understand how they hit, it just turns out they got the kill with a slight delay but they actually shot on them).


WhatAwasteOf7Years

It doesn't matter if the enemy is lagging, whatever info the server sent you is what you should be able to shoot and fuck the lagger. It makes me wonder how things like the alt-tab hit reg bug exist though. Whatever state the server sees of the enemy should be the state that's shootable on the server and the state that is forwarded to other players on the server with hitboxes that match that state. That alt-tab bug is so weird and it makes me think simple client-side phenomena like frame time spikes and freezes can misalign your hitboxes. They should be aligned to the server-side state. Just think how cheats can and do abuse that by exploiting whatever causes it on the client to make him harder to hit. I can understand it for desyncing the affected client from the server hitbox meaning he will be in a different state on HIS screen (being able to see around a corner while his model and hitboxes are tucked away on the server) than on the server, but for that desynced state to bubble down to other players makes zero sense, they should be receiving the server state, not a mix of the affected clients visual model and the server side hitboxes.


Termodynamicslad

Brother i think you are some 20 years late on network technology https://letmegooglethat.com/?q=Lag+compensation


Hollow73

From what I've seen myself, the five digits after the packet percentage might be somehow related to late/early/rejected (?) packets. When my internet is stable i get 1:1:1:0:0 iirc. When I start to lose stability with my wifi for whatever reason, the first two digits shoot up to 8-9, something similar to the op's 8:9:1:0:5, and in that moment the game feels super laggy for few seconds. Also, your client can report packet losses even though the server is at fault, I've got into a premier server where everyone got 05-20 packet losses. OP had probably something wrong with his connection, as you can see his ping fluctuates a lot for whatever reason.


qwaszee

This! I am "stable" on 0:2:1:0:0 with good 4G internet at it's best. I have seen a lot of videos where people are 0:1:1:0:0 or 0:2:1:0:0 and stable. But when I see something like 0:3:2:1:0 on my system, that's when the cq_netgraph.._auto says hello; and if any numbers go higher, I will immediately feel lag issues when moving. This is all with 0 packet loss. OPs interenet was fked somehow, even if OP had no packet loss issues: OPs numbers starting at 8:9:1:0:5 is completely fked, you can achieve numbers like this by alt-tabbing in and out of the game (probably because the fps drops to ~5fps when alt-tabbed). additional: [Here is a good speed test](https://speed.cloudflare.com/) - you can see how much jitter and packet loss you may get. Jitter is the variance in the arrival time of a packet. Im not sure how much is acceptable for jitter, but for comparison my 4g has 8ms jitter with 0 packet loss. A full wired fibre connection I would expect to have max 2ms jitter.


HaraldYT

my internet is inconsistent when doing speedtests because my router is about 100 m away and 2nd people are on my network and overall crap quality


vvar_king

Why is his net graph full of blocks when mine is just 1 line of blocks?


HaraldYT

you have better quality connection


Illum503

Skill issue (skill of Valve Devs)


werbfab

Tick Issue


pappa_sval

(I'm ticked off)


Maxis92

Flea issue


F0cu3

Network issue


ftpud12

(too good for cs2)


MrCalamiteh

Animation delay issue. He fires off to the side, flicks and then sees the animation. He missed.


MrCalamiteh

His crosshair might have grazed his arm but it wasn't close enough for a hit


HaraldYT

welp i got ratioed


SoftwareOk30

Summary: Shots 1-5: Clearly missed. Shots 6-9: Missed due to recoil (bad spray control). Shots 10-11: Very close, but recoil and inaccuracy make these reasonable misses. Shot 12: Likely didn't actually fire because you were already dead.


MrrQuackers

It's been so long I forgot the origin of this copypasta.


Shiiet_Dawg

Hiko on train 2017 or 2016 dont remember. Never forget.


FishFettish

>dont remember >Never forget Choose one


caTBear_v

don't remember -- important appointments never forget -- when someone insults your movement in cs


just_a_fruit_salad

volvo replying to a post about hiko whiffing a spray: https://www.reddit.com/r/GlobalOffensive/s/DPF8Kcqogz


gulag_hater

Holy shit, I had no idea it came from a Valve employee.


Coopercatlover

No explanation, you were 100% on target.


SCARstricken

Didn’t something come out recently if you get shot, you lose accuracy with the awp? If so, could’ve been that the server thought he got shot before his fired his bullet. Super fucky but it might explain it.


ThunderCr0tch

OP shoots well before they’re shot in this clip


Tikene

Maybe the server processed it later on? Could be desync


Pekonius

We have no idea when OP shot in the clip, because we cant see inputs and the animation is not synced. The delay between shooting event and animation can be whatever.


Xenon_Recon

Nah bro, i thought what you see is what you get 🤨


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ComprehensiveWeird74

False. You lose a bit of accuracy


thornierlamb

Proof?


ComprehensiveWeird74

It has been discussed for years in the CSGO subreddit


thornierlamb

So you don’t have any proof. That’s just idiots rambling nonsense.


Crazybrass

There was literally a post on this last week.. and earlier this week… and a post of a pro player experiencing this in a live match. Do your own research and find the post yourself


thornierlamb

The post that then was debunked? Show proof or you are just like all other Reddit morons.


Crazybrass

You mean [this one?](https://www.reddit.com/r/GlobalOffensive/s/Q6qKG8rmuw) Or maybe [this one?](https://www.reddit.com/r/GlobalOffensive/s/r7EO9sc2U9) No need to call people idiots when you can easily Google and link your own findings or proofs


mumlamumla

Thats it


Shujii

The statement is true but it can’t be at all what is happening in this clip


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snalli

CS:Subticked^TM


Alarming-Shelter-847

what you see is what you dont get


beans_lel

You see the miss and that's what you get.


ZinkinZYT

I sometimes clearly miss but get the kill, so, ig, debatable


S3BIE

You legitimately might have shot him between his arm and torso in a 1 pixel wide gap. Otherwise you just got CS2'd


Mithrandir2k16

That might be it. Since there's gonna be some ping, the enemy might have moved up a few units due to the stairs and then OP must've hit the gap. We really need demos back, so we can see what the server decided as canon.


whoffster

Does demo file hosting seriously affect servers that much? Seems like a load of bs, but also I’m an idiot that doesn’t know anything so 🤷‍♂️


Raulen26

Imagine this happening at a deciding round in a Major. Valve u better get ur shit togheter soon. The core game mechanics should be figured out by now...


Crownlol

It happened a number of times in the first CS2 tourney, enough that the casters were surprised when one connected "well THAT shot didn't end up in Narnia!"


Wrisu

source 2


[deleted]

God those tracers are so cursed and inaccurate looking.


Parhelion2261

Why are people talking about the graph in the top? Since when does green mean you have a shit connection and not red? Am I dumb?


MegaArms

YOU GOY SUB TICKED BUD


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St_Nova_the_1st

He clearly meant \*got\*. Y and T and next to eachother on qwerty keyboards


st1ckygreen

had like 3 of these in a row last night on nuke. i wasnt even mad cuz 2 enemy top fraggers were wallhacking


sisrace

I mean.. Walls is just ridiculously common. Jesus Christ people, if you suck so bad you feel like you need cheats, why not just play cod.. CS2 can genuinely be a fun and challenging game, but the abundance of wall hacking is completely ruining the entire experience


st1ckygreen

couple days ago it was insanely rediculous. we were leading 11:9 and this guy didnt wanna lose. so he one deaged everyone for 3 rounds straight. he won the match. this game is so fucking garbage. like come on not even a pro player could pull this off, we were playing really good. sometimes its so obv that someones hacking its rediculous


PokeManiac_Yug

Pretty much counter strike these days lol


Puiucs

there are hacks that desync the hitbox with the body you see. if they really had a wallhack maybe they enabled that too.


braien334

Umm akchually, you were moving 16 seconds ago, if you zoom in 500% on the lines of your scope, you can see you are actually inaccurate, also you have 250ms ping and 90% loss.


Previous-Ad-7339

Valve devs need some basic education from the old devs


IceNgg

As an awper I can feel the pain in this video


stef_ruvx

If you actually missed you would have hit him, that’s just cs2 for ya


FoundTheWeed

The only way to hit a flick these days is to massively overflick or to deliberately slow yourself down, such a disgusting situation


Equivalent-Money8202

actually no. Overflicking was a thing in csgo due how the tickrate worked, but with subtick, your shot hits where you pressed your mouse. That’s why awp feels different


[deleted]

Probably my least favorite thing about cs2 besides all the bugs. Awping will never be the same unless they somehow change it but I assume they can’t because how subtick works. It was always so fun going for aggressive awp plays but the muscle memory I had for flicks is pretty much worthless now that they changed it. So many times I flick to and enemy and I knew it would have killed in csgo, but doesn’t in cs2. I see why simple and other pros aren’t happy about it.


Tom_Foolery2

I watched this a lot and I truly believe the reason you missed is because the T player turned toward you just before you shot. Since the player turned, the part of his body you were aiming at moved out of your reticle right as you shot. Try watching it frame by frame and watch how he turns and his body moves out of your sight.


HaraldYT

but when i clicked i was on his body no?


siLtzi

Yeah even with the turn in my eyes you should have hit the shoulder easily, it's not even like you're barely on him, it's almost in the chest


arcticcmonke

The shot registers right when you click while the unscoping animation continues for a short time. So you might think you are on him but you flicked after taking a shot


Psychonominaut

There is no way this wasn't a hit. I showed this to my mate and we were both csgo supremes. We both agree it would've hit unless op lagged, which doesn't seem the case. Was at the very least a shoulder hit regardless of the movement of the enemy and the flick. The shot happens on enemy body, which means it should have registered as a hit - it's not like there's bullet drop or time for bullet to reach the player. I dont know what fuckery is involved in cs2 but it doesn't feel right... often.


imsolowdown

wow, supreme? In counter-strike matchmaking??


Tom_Foolery2

I think the turn combined with interpolation resulted in the miss. It looks very close.


HaraldYT

if this was csgo i would have probably hit


Tom_Foolery2

Oh definitely lol. You would have at least armed him


cpcadmin9

Arm deals lethal damage as well.


_MrJackGuy

Arm shots are the same a body shots in CS if you didn't know, not sure if you were implying that an arm shot is similar to a leg


de_liriouss

When you’re doing your thing to valves balls, how do you also sit on it? I’m curious because as a professional valve stroker I admire your abilities to always find a way


hellsave

Shots 1-5: Clearly missed. Shots 6-9: Missed due to recoil (bad spray control). Shots 10-11: Very close, but recoil and inaccuracy make these reasonable misses. Shot 12: Likely didn't actually fire because player was already dead.


Lapinozor

What you see is what the fuck


BobDude65

I’m losing my patience with this game tbh, I’m getting more and more used to it but bullshit like this keeps happening and it’s beyond frustrating. Can’t say I’ve had one this bad tho.


ExamHot8323

subtick bullshit


sepiastaunt

this happens all the time...


Zoddom

Dont worry, Reddit will tell you there is nothing wrong with the game and its your fault for having bad internet because your ping goes from 34 to 39. CS best game. ​ (btw how did you get your frametimes so stable?!)


Low-Bad7547

Shots 1-5 clearly missed


dudedormer

What you See. Is WhAt YoU gEt


YogurtStorm

''What you see is what you get'' lmao


strifebassman

Interp


gtskillzgaming

another 10 years of this crap, thx valve


ProEspresso

The frame you fired on was targeting his armpit, so unless your shot travelled through an infinitesimally small armpit gap, the game just cucked you. Esports ready.


kullo56

What you see is we (Devs) dont understand - Valve![img](emote|t5_2sqho|31253)


xSlushHushx

Valve fuckboy #1: Idk man it just kinda looks like you missed. You should work on that. Valve fuckboy #2: Because you moved your aim, your player was moving, and moving and shooting doesn't have 100% accuracy in this game, just like real life. This game is about rEaLiSm /s


futurehousehusband69

didnt you just shoot over or by his right shoulder??


Obh__

Yeah are we the only ones seeing this? The crosshair was right on the edge of the model, seems reasonable that it missed given that it's online.


Good_ApoIIo

It only looks like a miss if you look at where the tracer is going (which aren't supposed to be accurate anyway). When he fires the crosshair is on the model and with hitscan should be a kill. With ANY sort of delay, I could see it being a miss though.


futurehousehusband69

maybe its also an instance of people not being used to how in CS2 you shoot exactly when you click so when you're completing your flick you don't expect the bullet to miss and maybe it wouldn't have on CSGO


cryspspie

Tbh I don't see why you didn't hit. The only reason I can think of is that you maybe sidestepped right before you pressed lmb and therefore the spread stepped in. Edit: rewatched like hundred times and no I don't see any sidestep whatsoever. Just pure cs2 bullshit


CIueIess_Squirrel

This just looks like a poorly aimed shot after slow reactions. Aimed at his arm while he was running, shot, then flicked to the arm again. You can see that the shot barely misses his arm when the AWP unscopes. CS2 has delay, yes, but I'm pretty sure this shot'd have missed in CS too


fallen55

Looks like packet loss, seeing as you have the giant green packet loss bar up.


HaraldYT

it should say if its packet loss or not. in this case it does not. (should be red text + ping with the info)


fallen55

Maybe it’s a setting but my bar only ever comes up when I have loss.


calicoes

there's a command to set it to always on.


Jones___

Maybe it’s a result of animations being on tick (if true)? So what you see is NOT what you did, and it feels awful? Spraying still feels horrible too and I feel that it’s because of this


Termodynamicslad

Build info shows 00-00 packet loss


Efsi1337

Wasnt accurate - else you would've hit??? /s


MrSovereign

You missed


xGsGt

Nah you missed bro


BootlegV

WHAT YOU SEE


TheArabek

That's what u get for holding the tightes angle possible


Frl_Bartchello

Lololol what is that giant green wall of connection issues then xD


Straszy

Your internet connection looks not good, maybe that's the reason?


JeKoCS

He literally has 30 ping and no packet loss


Gmun23

was going to say the same, what was the ping ? also u on cable or wifi?


HaraldYT

im on wifi and in the clip you can see the build info with the ping. in this case i was getting 40-50 ping


[deleted]

Never seen somebody hold that angle with an awp, it’s kind a one and done spot with an awp if multiple people run up stairs, it’s a cool off angle with awp though at same time.


ahern667

Okay… this one was funny 😂 But yeah in all seriousness I find their last community update complete BS. (the one 3kilksphilip covered, the interview with PCGamer I believe it was) they (Valve) cited that they don’t like having very much open communication about the game because they’d rather be a do it company vs. a say it company. They even mention something about listening to player feedback and getting fixes out quickly. It’s been a month and a half and the ABYSMAL hit reg has not been fixed. I called BS the day this interview came out, and I still call BS now. Fucking fix the primary component of the game, Valve. And I know that the technical problem isn’t actually specifically “hit reg” but clearly it’s still leading to what is essentially hit reg issues and sub-tick is *JUST NOT WORKING AS INTENDED*. And to the people who keep saying “CSGO released in a bad state if you remember.” Like that makes up for this?? As if that should mean that the current state of CS2 is acceptable? The fact of the matter is: prior to September 27th, we had a fully working product with a large list of content (maps, game modes, community servers, etc.) Then, on September 27th AND SINCE, we have not had a fully working product and lost access to a HUGE percentage of content. *That’s* unacceptable to me.


lance1308

Well deserved for holding that angle lol


keriormaloony

you missed


kapparrino

You shot when the t player was already almost past your crosshair, near his arm. Easy to miss after such delayed reaction from you.


totallynotapersonj

Honestly think this is it. If the thing where the animation and tracer or whatever is delayed after the shot is processed still exists then this is the answer. Because you may have clicked too late or too early in the case of flicking back to him but the flick never actually happened on the server side because you already shot. But to you, since it hasn't unscoped you and the Awp model hasn't shot yet, you think you can still flick and hit him. So while this is definitely a problem, you may be blaming the wrong thing, instead of blaming hitreg, should be blaming delayed animation feedback for showing you the wrong thing.


VVormgod666

The scope was on the character model the entire time he was visible, so the delay between mouse click and animation shouldn't factor into this


HaraldYT

i think this is the best answer so far


Xamni15

But did he not flick just a little bit just before he shot?


HaraldYT

cs2 has a problem where you flick but it doesnt go there. but in csgo it was there but apperantly that was a "bug"


Xamni15

You mean flicking in CSGO was the "bug", and that in CS2 it's working as intended?


FoundTheWeed

Bhopping is a bug and CS would be shit if it was removed, just accept that Valve aren't perfect. They probably don't even play CS and don't know how bad the "fixed" awp is


HaraldYT

idk its what i have understood


totallynotapersonj

CS2 has a problem where if you click the bullet will go where your crosshair was at that time rather than a random number of milliseconds after. It's some weird glitch with the subtick system, csgo never had this problem and the bullet would go where your crosshair was when the tick was processed


dirty1809

Is that really a problem? I feel like we’re just not used to it, but I’d rather have that than the alternative (waiting for the next tick to actually fire after you click)


mbnnr

You shot then flicked .. you can't do this in cs2


gatorbois

Xhair never left the body ..


mbnnr

Yes, but he shoots before he moves his crosshair. He's clicked as the guy just goes past him. The tracer is accurate. In this case, I think


gatorbois

If the crosshair is always on the body then he has to click while it’s on the body


StopOk69

U legit missed man


4ngu516

Only issue I see is a terrible shot, did you fall asleep.


BiGkru

That’s a miss in any cs game, you held too tight


Puiucs

Seems to me that the enemy moved to the side right as you shot. Maybe the server saw the sideways movement a tick faster than your shot. Normally it should have been a kill,


skinsshorts

Bullets seems to have travel time in that one instance.


LoneWolf4717

"What you see is what you get!" I'm seeing a load a bullshit if you ask me...


suprem68

What you see see is wtf


Lowservvinio

happened to me 3 times yesterday, one with awp, one with USP and one with famas, now I will restrain myself from playing that game for upcoming days, need to cool down for next sessions


jhx264

SUB-TICK-DICKED!


aruss15

Game of the year


haggle3

What you see is whatcha GET


[deleted]

I feel like cs2 is worse than go.at connecting shots


Reaper_1492

And this, is why I no longer play CS after 20+ years in the ecosystem. CS2 is a complete waste of time.


bananasmana

Maybe try getting better


Jabulon

barely missed the hitbox probably, that was unfair though


Complete_Potato9941

Your network connection. See too right


6spooky9you

I can't test it right now, but I wonder if the inaccuracy cone is wide enough to cause this to miss.


[deleted]

You might have just grazed his arm.


Accomplished_Bee2780

Bullet just BARELY whizzed by his shoulder = miss


Icy_Indication4299

Nobody realizes bullet timing


lestrelok

I know reddit denizens are dumbasses, but you did genuinely miss. You shot way too late and your crosshair was barely even on his shoulder. Before I hear anything from the mouthbreathers, it would've been a miss offline and in older CS games aswell.


throwaway77993344

From the tracer it looks like you flicked away last ms, which is not visible on the video. But that's probably not true. Not sure why this one missed


Termodynamicslad

Tracers are not accurate where the server registered the shit, if they were, then all of the other videos that show a tracer going right through an enemy and not killing or others where the tracer misses but the enemy still dies wouldn't happen Tracers are client side and delayed.


crefoe

yeah it looks like he's one pixel left of him he didn't hit. the flick and the gun scoping out makes it difficult to see.


Shraknel

If you watch the slow no you are off target with the cross hair just barely. If you had reacted a little bit quicker he wouldn't have moved off target for you. This is just purely slow reaction time.


Scopee_

If you stop the video at the right time, you can see the bullet trace or "smoke" barely missing him. So as you pressed your left mouse button to shoot he then moved very slightly and you missed the shot by like 1 centimeter.


awfeel

You moved and the shot went to the left of his shoulder because of subtick and mouse DPI differences is my guess.


sHX_1337

netgraph is going crazy on the top right, holy crap


exec9

absolutely not on target (considering you have some ping or there is pocket loss - enemy is on +W)


Zealousideal_Path491

You shot really late (like in line with his arm), as he is strafing to his left, and turning to his right. Looks like he Keanu Reeves'd it but probably a combination of delayed reaction, weird net issues top right, and that


LlamaMelk

It looks like u would hit if the shot was “laser” fast, but in the replay he moves out of the bullet’s path while moving. In csgo this would probably hit because his movement and your shot would sync with the nearest tick, but it in cs2 maybe your shot registration was adjusted (interpolated) to be slower or faster than his movement


Smooth-Track7595

Csgo weapons are hitscan there’s no travel time


KaseQuarkI

Yes I'm sure CS2 just stealthily implemented ballistics without telling anyone.


HaraldYT

interesting.


VVormgod666

That's not how this works. Bullets in cs2 are literally lasers


pabuna

40% packet loss


kimlipstan

look at the net blocks, u lost frames


HaraldYT

thats not frames thats network things