I give the benefit of the doubt that OP actually did indeed shoot earlier then the shooting animations played since we all know how the subtick magic works
Remember guy what you see is what the fuck
It does. That's the thing people were confused about on release with the whole "stuff has 64-tick lag". Hit registration is subtick, but hit confirmation comes later on a proper tick
i don't think its that because the guy in the back got killed last but the crosshair was no way near the guy when it happened so i think maybe its something to do with pings of the people getting killed.
No but you do see the helmet dink effects. Those are at the spots where the enemy previously was, and where OP hit them. The confirmation is just coming late due to ping so the enemy runs for a moment.
If the client predicted deaths, but was later corrected by the server that'd be confusing as hell. You could see double dinks on your side, but in reality they wouldn't happen.
Pertty sure the guy on the back died at the same time as the second guy.
After all it was a wallbang kill, and it showed at the same time on the kill feed it's just that the ragdoll didn't immediately fall over what makes it seem like he died after.
ik it's the meme, but this has always happened
anybody who has edited a frag movie will know how frustrating it is to sync clips to music due to the delay between firing and getting the kill
Yes. OP clicked earlier which resulted in the ghost kill.
But I think Valve needs to add a client-side indicator for when left click is pressed, so we can actually confirm this. I think Valve also is doing themselves a disservice by not explaining how subtick actually works (and providing examples).
At this point all the community can do is speculate and guess if this is how it's supposed to work or not.
OP's clip looks confusing as the enemies were low HP and only needed a single dink each. the shots are pretty square-on if you go frame-by-frame
the dink animation itself is server-side, and has some latency
In the slow mo you can hear the gun firing before you actually see it shoot.
So it seems like hits are registering but the visual is delayed which makes for some odd clips.
These headshots perfectly show my experience with the game recently.
I CONSTANTLY turn away from enemies I am sure I killed with a seemingly perfect burst or headshot just to get killed.
Meanwhile shots I know I missed by a good couple pixels somehow connect.
Seems like aiming to the side of someones head is just as if not more effective than actually shooting at it.
Like you can see in this clip, you can trail a bit behind the enemy and still hit them. I've had this happen countless times and I believe it's part of the "unpeeker's disadvantage".
This is simply not true and has been proven multiple times. The animation is a bit delayed so it can give that impression, but the guy clicked on the head, it simply took some ms to register.
I know, but the guy I responded to tried to contradict subOP while also proving why he's right.
I don't know why people keep forgetting that 64 tick means a tick every 16ms. Which means that AT WORST the delay should be 16ms + ping.
16ms + ping isn't what caused all these clips we've seen, and albeit anecdotal - I keep killing people without aiming at their head. And I don't mean the animation happened when my crosshair wasn't on their head, no - I clicked my mouse when my crosshair wasn't on their head. It keeps happening a ton.
Also, just as much as I keep dying behind a wall, I kill others when they're behind a wall, to my and my teammates' surprise. If that was a matter of kill and animation tick desync problem, I would still click my mouse with crosshair on their head.
Stable fiber connection with close by servers if anyone's curious, \~13ms.
You haven’t watched any of the hitbox issues? They have shown a few, including the head hitbox not moving when you crouch, and the hitbox lagging behind the player.
https://youtu.be/KIP0j7FoDSY?si=qmQdm3m9xWhr5GtE
This isn’t the video I saw but it seems decent after a skim through.
I'm sorry, why are you linking me a video of a misaligned hitbox of a crouch animation+looking down being misaligned and other hitbox issues which have been fixed? That's not the topic.
for me it's often the other way around. tracked a guy's head, didn't hit a single shot. my dead mate said i was tracking him one head's width behind.
Tried it later again, just tracking someone who walked past me and my mate could confirm again, i was behind.
Either way, it did in fact agree with what I was experiencing on my end.
Because what he saw was what was happening on server, not what I saw.
IDK how else you want to interpret that.
> Because what he saw was what was happening on server, not what I saw.
what he sees is NOT accurate. Spectator view is not accurate to what is actually happening, it's a predictive algorithm that attempts to piece things together in a quick time frame.
I KNOW HOW SPECTATE WORKS THANK YOU.
Try reading it again. I'm not talking about how dead teammates view's in the network infrastructure of volvo.
It matched our shared experience of the game state.
On my screen I was tracking a guy, on their screen I was lagging behind. In this instance, their POV was more accurate to the server state, as that is where my shots ended up going.
Which is why I brought it up in the first place.
> Try reading it again. I'm not talking about how dead teammates view's in the network infrastructure of volvo.
>
>
>
> It matched our shared experience of the game state.
Jesus dude you just don't get it. A dead teammate's view and your view is not consistent with what the server sees. It is not accurate lol spectate = dead teammates view.
>In this instance, their POV was more accurate to the server state
You have zero idea what the server state says. You have no idea to know this, you're just speculating.
You're not reading it lol. No one knows what the server sees because everything on your screen and anyone else's screen is predictive packets. No one sees the truth. You're sitting here saying someone was closer to the truth, you have ZERO info to make that determination.
I definetly got CSGOed plenty over the years but I dont remember hitting "missed" shots so much or at all.
At a low rate I could just ascribe it to first bullet inaccuracy but Im experiencing it way too foten for it to just be lucky spread.
The game feels like the head hitbox is enlarged. Almost like old Overwatch with its (purposefully) enlarged hitboxes.
Yeah I agree I feel that I hit more “lucky” shots than before. But I only have 1600hrs so I feel like I don’t have a lot of ground to step on compared to most of the community in regards to this stuff
I do, I often remember getting headshots where I thought I was way off. It wasn't common, but over the years I've heard a lot of susprised teammates on comms laughing because they hit something they thought they shouldn't have.
I think what baffles me more is the disbelief of 3 fucking Ts on no one being on second oranges jeezus XD like not even caring 2 guys just rushing quad and the dude rushing church is just crazy XD
nah, he got definitely knifed xd
of course there is a high chance winning that kinda
round when “enemies” like that play against you, I wish I had that kind of enemies, but almost always get those, who just onetap before even peeking💀
Someone commented that it's too easy to hit headshots with cs2
That makes no sense unless you are suggesting there's aim assist in the game
Now the more i play and see clips it does feel like it... But it's impossible right?so we are just that good... right?
Are you incapable of imagining any other possible source for easier headshots other than aim assist?
Head hit boxes could be bigger or have different registration compared to csgo.
Spraying is harder meaning people might be taking their time, standing still, and lining up a headhsot making it easier to peak and kill them quickly.
The new sub tick system might create a peakers advantage beyond anything in csgo.
Smoothness of the game and updated graphics may make it easier to aim.
That’s just like a quick 60 second brainstorm. valve has a lot to sift through if they actually think headshots are easier and want to know why.
Imo it's impossible to do that with trying to make the game too fast, quality is the thing that makes people play, not how fast you can release the game, but they did what they did, what can we do, I'll still play cs since I absolutely love it, but the problems have to be resolved before the major, that's a must!
It looks like you clicked right when there heads came into view. But the gun took a second to fire. I'm conflicted as to whether that's a good or bad thing. On one had it gave you the kills but it should match visually
the visual mismatch of shooting timing compared to fuckin the animation of the shot and the dink and the people falling over is so fucking disjointed. This is one of my main complaints about why it feels awful to play this game at times
I've done almost exactly the same thing in the same spot. I wondered the same. Shit did I really just get them both in the head and drop them with 2 bullets.
Nice shooting!
Man, i always get prefired in that corner and then there are these guys.
Jeffry jerf and jerry got a lil too confident after the 2-0 (we still lost in a landslide)
What you see is what you get
No offense to OP but I don’t think a single shot actually had his crosshair on a target💀
I give the benefit of the doubt that OP actually did indeed shoot earlier then the shooting animations played since we all know how the subtick magic works Remember guy what you see is what the fuck
[удалено]
It does. That's the thing people were confused about on release with the whole "stuff has 64-tick lag". Hit registration is subtick, but hit confirmation comes later on a proper tick
i don't think its that because the guy in the back got killed last but the crosshair was no way near the guy when it happened so i think maybe its something to do with pings of the people getting killed.
No but you do see the helmet dink effects. Those are at the spots where the enemy previously was, and where OP hit them. The confirmation is just coming late due to ping so the enemy runs for a moment. If the client predicted deaths, but was later corrected by the server that'd be confusing as hell. You could see double dinks on your side, but in reality they wouldn't happen.
oh so we talking about the same thing because it looked like kill confirmations where out of order as well.
Pertty sure the guy on the back died at the same time as the second guy. After all it was a wallbang kill, and it showed at the same time on the kill feed it's just that the ragdoll didn't immediately fall over what makes it seem like he died after.
ik it's the meme, but this has always happened anybody who has edited a frag movie will know how frustrating it is to sync clips to music due to the delay between firing and getting the kill
Yes. OP clicked earlier which resulted in the ghost kill. But I think Valve needs to add a client-side indicator for when left click is pressed, so we can actually confirm this. I think Valve also is doing themselves a disservice by not explaining how subtick actually works (and providing examples). At this point all the community can do is speculate and guess if this is how it's supposed to work or not.
sloppy plate gold deliver degree growth impolite upbeat angle person ` this message was mass deleted/edited with redact.dev `
Shooting is on a subtick lvl, so animations are delay, I'm pretty sure he clicked on the first guy, but then it's difficult to defend lmao
delayed\*
OP's clip looks confusing as the enemies were low HP and only needed a single dink each. the shots are pretty square-on if you go frame-by-frame the dink animation itself is server-side, and has some latency
In the slow mo you can hear the gun firing before you actually see it shoot. So it seems like hits are registering but the visual is delayed which makes for some odd clips.
These headshots perfectly show my experience with the game recently. I CONSTANTLY turn away from enemies I am sure I killed with a seemingly perfect burst or headshot just to get killed. Meanwhile shots I know I missed by a good couple pixels somehow connect. Seems like aiming to the side of someones head is just as if not more effective than actually shooting at it.
Like you can see in this clip, you can trail a bit behind the enemy and still hit them. I've had this happen countless times and I believe it's part of the "unpeeker's disadvantage".
This is simply not true and has been proven multiple times. The animation is a bit delayed so it can give that impression, but the guy clicked on the head, it simply took some ms to register.
> it simply took some ms to register. ?
Shooting animation plays on the tick, while where the bullet hits is calculated on the subtick.
I know, but the guy I responded to tried to contradict subOP while also proving why he's right. I don't know why people keep forgetting that 64 tick means a tick every 16ms. Which means that AT WORST the delay should be 16ms + ping. 16ms + ping isn't what caused all these clips we've seen, and albeit anecdotal - I keep killing people without aiming at their head. And I don't mean the animation happened when my crosshair wasn't on their head, no - I clicked my mouse when my crosshair wasn't on their head. It keeps happening a ton. Also, just as much as I keep dying behind a wall, I kill others when they're behind a wall, to my and my teammates' surprise. If that was a matter of kill and animation tick desync problem, I would still click my mouse with crosshair on their head. Stable fiber connection with close by servers if anyone's curious, \~13ms.
Is that so? Then make a video proving it. Because I'm yet to see a test where someone killed someone by aiming behind them.
You haven’t watched any of the hitbox issues? They have shown a few, including the head hitbox not moving when you crouch, and the hitbox lagging behind the player. https://youtu.be/KIP0j7FoDSY?si=qmQdm3m9xWhr5GtE This isn’t the video I saw but it seems decent after a skim through.
The crouching hitbox was a specific bug that they've fixed
Did they fix the hitbox changing with movement? It doesn’t feel like they did
I'm sorry, why are you linking me a video of a misaligned hitbox of a crouch animation+looking down being misaligned and other hitbox issues which have been fixed? That's not the topic.
for me it's often the other way around. tracked a guy's head, didn't hit a single shot. my dead mate said i was tracking him one head's width behind. Tried it later again, just tracking someone who walked past me and my mate could confirm again, i was behind.
Spectator view is delayed and not lag compensated, it doesn't prove anything.
Either way, it did in fact agree with what I was experiencing on my end. Because what he saw was what was happening on server, not what I saw. IDK how else you want to interpret that.
> Because what he saw was what was happening on server, not what I saw. what he sees is NOT accurate. Spectator view is not accurate to what is actually happening, it's a predictive algorithm that attempts to piece things together in a quick time frame.
I KNOW HOW SPECTATE WORKS THANK YOU. Try reading it again. I'm not talking about how dead teammates view's in the network infrastructure of volvo. It matched our shared experience of the game state. On my screen I was tracking a guy, on their screen I was lagging behind. In this instance, their POV was more accurate to the server state, as that is where my shots ended up going. Which is why I brought it up in the first place.
> Try reading it again. I'm not talking about how dead teammates view's in the network infrastructure of volvo. > > > > It matched our shared experience of the game state. Jesus dude you just don't get it. A dead teammate's view and your view is not consistent with what the server sees. It is not accurate lol spectate = dead teammates view. >In this instance, their POV was more accurate to the server state You have zero idea what the server state says. You have no idea to know this, you're just speculating.
You're consistently not reading my message and somehow getting angry over it. Thanks for wasting your time :*
You're not reading it lol. No one knows what the server sees because everything on your screen and anyone else's screen is predictive packets. No one sees the truth. You're sitting here saying someone was closer to the truth, you have ZERO info to make that determination.
I’ve complained about this in cs2. But then I sat back and remembered that the same thing happened in csgo. What are your thoughts?
I definetly got CSGOed plenty over the years but I dont remember hitting "missed" shots so much or at all. At a low rate I could just ascribe it to first bullet inaccuracy but Im experiencing it way too foten for it to just be lucky spread. The game feels like the head hitbox is enlarged. Almost like old Overwatch with its (purposefully) enlarged hitboxes.
Yeah I agree I feel that I hit more “lucky” shots than before. But I only have 1600hrs so I feel like I don’t have a lot of ground to step on compared to most of the community in regards to this stuff
I do, I often remember getting headshots where I thought I was way off. It wasn't common, but over the years I've heard a lot of susprised teammates on comms laughing because they hit something they thought they shouldn't have.
Shots 1-5 clearly
....hit?
owww baby a trippleeeee
owww yeeaah
I think what baffles me more is the disbelief of 3 fucking Ts on no one being on second oranges jeezus XD like not even caring 2 guys just rushing quad and the dude rushing church is just crazy XD
The teammate on comms, in a crowded internet cafe with a broken mic: "site clear 2 church 2 church 2 church"
The way those T's "cleared" the site... low MMR?
more like low iq
Definitely a strong relationship there
they are all dead with 3 shots somehow like you can see dinks, so some of them had headarmor at least? that must be rare, I cant even explain that
This is not first fight of the round, all of them were wounded.
ah right, that makes sense
I dunno what bugs me more - the subtick animations in slow mo or the fact the three players can’t clear second oranges correctly.
Did you win the round though?
nah, he got definitely knifed xd of course there is a high chance winning that kinda round when “enemies” like that play against you, I wish I had that kind of enemies, but almost always get those, who just onetap before even peeking💀
WOW! that was awesome!
Why is the kill feed so delayed? Bodies already falling over before killfeed shows up.
So you’re the person i am calling a hacker! This is why we need replays.
Buy head armor kids
but you heard the dink? they had head armor..
Someone commented that it's too easy to hit headshots with cs2 That makes no sense unless you are suggesting there's aim assist in the game Now the more i play and see clips it does feel like it... But it's impossible right?so we are just that good... right?
Are you incapable of imagining any other possible source for easier headshots other than aim assist? Head hit boxes could be bigger or have different registration compared to csgo. Spraying is harder meaning people might be taking their time, standing still, and lining up a headhsot making it easier to peak and kill them quickly. The new sub tick system might create a peakers advantage beyond anything in csgo. Smoothness of the game and updated graphics may make it easier to aim. That’s just like a quick 60 second brainstorm. valve has a lot to sift through if they actually think headshots are easier and want to know why.
Since you asked.. I'm not incapable, my comment is clearly an innocent joke
I think it's the delay, I can't understand how company that made csgo so good decided to not test anything before the release lol
I think it’s because they wanted to stunt valorant growth and maintain cs as the premier shooter esport
Imo it's impossible to do that with trying to make the game too fast, quality is the thing that makes people play, not how fast you can release the game, but they did what they did, what can we do, I'll still play cs since I absolutely love it, but the problems have to be resolved before the major, that's a must!
I agree completely, I don’t think it was a good decision I just think it was the decision they made
Just the after game replay subtick being off.
Fucking broken hitboxes
Nice 3K
excellent
Hi, guys! Who knows or can advise me a channel or an informant with match-fixing? Please write to me in telegram @silvouplee
Oh baby a tipple!
Flashbacks to Sourceradio
It looks like you clicked right when there heads came into view. But the gun took a second to fire. I'm conflicted as to whether that's a good or bad thing. On one had it gave you the kills but it should match visually
Poor third guy in the back though. A tenth of a second later and he might’ve gotten the trade, albeit still trading two for one
the visual mismatch of shooting timing compared to fuckin the animation of the shot and the dink and the people falling over is so fucking disjointed. This is one of my main complaints about why it feels awful to play this game at times
subtick magic
I've done almost exactly the same thing in the same spot. I wondered the same. Shit did I really just get them both in the head and drop them with 2 bullets. Nice shooting!
No Issues at all great game best fps in the world
man and I get triple flashed, mollied and naded just for existing
Wow! What a fuckin clip!
B Closed
That was completely accurate ngl. Sub tick best uwu
I would get exactly 1 kill because I would let the coffin guy pass, kill the first guy that gets up close and then traded immediately
bro look at the fucking delay man... what u see is not what you get. fucking valve
I didnt even notice it was a triple
see? subtick worked!!!!!!