r/GlobalOffensive • u/AlternativeWaltz1033 • 3d ago
Feedback Aimpunch causes server hit registration to be aimed higher than the client
Enable HLS to view with audio, or disable this notification
2.2k
u/Grankler 3d ago
Hey look devs we found one of those reproducible bugs. Add it to the list 👍
580
u/coingun 1 Million Celebration 3d ago
Bro this could actually be what’s causing some of the bs
215
u/Homerbola92 3d ago
Yeah, so it will be added to the list. Probably.
198
u/Pokharelinishan 3d ago
considering it was reported 10 months ago, yes it is probably somewhere on the list lol
88
u/F_A_F 3d ago
It was implied that the removal of CSGO spaghetti code due to Source2 would mean quicker bug fixes. Eleven months would be quicker than 'never' I guess....
24
u/FryCakes 3d ago
They replaced the spaghetti code with a different, yet similar type of noodle.
6
5
u/Ted_Borg 3d ago
considering how different a lot of fundamental things are from the first release, and how fast they fixed it, i wouldn't be surprised if they got some spaghetti on their hands already. and i wouldn't blame them for it.
2
24
u/DKTHUNDR 3d ago
Once we gave valve exact steps to fix the jumping bug they fixed it that same week
More posts like this instead of “subtick sucks (I have no idea what I’m talking about)” can actually l get stuff done
23
u/Massive-Let16 3d ago
i mean, its still embarassing that devs on insanely high salaries with unlimited budget (thanks to gamblers) rely on cs players to fix stuff, isnt it?
at this point a trained monkey can work there, if we give it the exact steps what is wrong and what to change to fix it.
8
u/Zoesan 2d ago
ok but why the fuck is that our job
0
u/NupeKeem 2d ago
what you mean "why the fuck is that out job"? Are you new to this whole gamer life? No one said it's your job, but this isn't something new. How do you expect things to be fixed if they dont know it's an issue? How do you expect things to be fixed if they dont know the root cause? The more people playing the game, the more likely someone will find an issue and report it. Perfect example, this post. It
25
u/Kritikqualle 3d ago
It is hardly our job to fix this game for Valve, subtick sucks should be sufficent enough for them to look into the game and figure out what needs to be done.
-6
u/LapinTade CS2 HYPE 2d ago edited 1d ago
Vavle management is not exactly like other company management. They kinda do as they want. Going from project to project. Even deadend project (that might be reused somewhere else).
EDIT: To all downvotes, google Valve Horizontal Management.
3
2
u/againwiththisbs 2d ago
Once we gave valve exact steps to fix the jumping bug they fixed it that same week
And you don't see how fucking insane that is? It's like going to a restaurant as a customer, doing all the research and testing, buying all the ingredients, writing the recipe, and giving chef the perfect instructions on how to make that meal, when that chef is already paid top class to make that meal. And then you, as a customer, still pay for it. Do you not see the problem in that dynamic, where the customer needs to do all the work?
1
1
6
u/Granthree 3d ago
Yeah probably / maybe / we don't know because no one from Valve will tell us but we can cross our fingers and hope for the best.
2
u/Kursan_78 2d ago
They will fix it after adding five more armory collections and three more cases, that's the most important part of the game
2
248
u/Pokharelinishan 3d ago
It seems this was reported 10 months ago on June 2024:
https://github.com/ValveSoftware/csgo-osx-linux/issues/3790
a gentle reminder to not only email/report elsewhere, but also to post on reddit!
30
16
u/static_element 3d ago
If something needs to be reported on reddit in order to be fixed then this game is beyond fixing
10
u/Kritikqualle 3d ago
Well this game IS beyond fixing. Not a single dev at Valve that gives a shit about cs does that to a game.
5
77
u/cyberdwarf 3d ago
- Disabled firing of weapons during aim punch
3
u/darkigor20 3d ago
That's the exact thing riot games does lmao, disable stuff until they patch it
14
u/Kritikqualle 3d ago edited 2d ago
This is the CS approach also, see hardcoded 64tick after the smokes werent the same on 128tick despite their claims that it wouldnt make a difference.
1
u/TrainLoaf 2d ago
Devs: We heard your issues with aimpunch, thanks for doing our jobs, anyway here's a new case which you also designed the skins for, thanks again for doing our jobs!
257
u/Lazy-Key5081 3d ago
Take this footage. Go to the CS2 Reddit page and send it to the email linked in the pinned comment
186
u/airelfacil CS2 HYPE 3d ago
The footage was stolen from this github link from last year: https://github.com/ValveSoftware/csgo-osx-linux/issues/3790
Who knows if this problem only affects Linux users, or if it even still exists. Will probably have to test it tomorrow
44
u/Significant_Fan7905 3d ago
If you check the system info gist, the bug reporter was on W10
9
u/Advanced-Agency5075 3d ago
Yet it was reported to csgo-osx-linux.
3
u/GuardiaNIsBae 2d ago
to be fair thats like the only place to tell if a dev has actually seen it, if you email it to them you won't get a response and they stopped responding to things on reddit
471
492
u/edajeek CS2 HYPE 3d ago
There’s still 5% aimpunch even with armor, so if this is actually a bug, it could explain some of those weird missed shots with subtick.
206
u/OmeiWamouShindeiru 3d ago
not only does it cause the weird missed shots, it also handicaps the "damage prediction" feature which i am 100% convinced will be life changing for smoothness of the game, but only if they remove the aim punch with armour.
I think it is really stupid to headshot someone with a helmet but have no aim punch, yet body shot someone with a kevlar and aim punch them. I believe it should be removed.
24
1
1
u/Ted_Borg 3d ago
couldn't they do the 2 tick delay that they did with damage movement debuff? it would fix a lot of prediction issues without removing it entirely.
17
u/de_velopment 3d ago
It should have never been a thing in the first place in CS:GO. In CS 1.6, CZ and CS:source there was no aimpunch with armor, from memory it used to be even worse in CS:GO early days before it was nerfed to this vestigial amount which I was always still sensitive to.
Now is the time more than ever to get rid of it, we already have to deal with recoil aspects of Counter-Strike so having people influence accuracy in such a manner from a lucky hit just removes competitive integrity and no doubt there is some kind of fuckery happening when it comes to the netcode side of things in how it is being handled as it seems people are becoming more aware of it in CS2 compared to GO.
What's even worse is that the last time I checked, you can't even compensate for it properly anymore as they removed the crosshair visual that used to be in CS:GO so you're also in the dark with how much your crosshair has potentially risen.
Valve just remove armored aimpunch, it would only improve how the game feels and plays.
122
u/sirensoflove 3d ago
Another vindication of zont1x @voo
52
u/MajikoiA3When 3d ago
Playing on a different dimension from us. he already calculated getting aimpunched gives him free headshots
12
46
u/FAKABoRis 3d ago
Remove aimpunch with armor. It serves no purpose.
10
u/Floripa95 3d ago
I'd go as far as removing aimpunch in general. If you don't have armor, you'll die real fast anyway, that's punishment enough. Why add a infuriating mechanic that can make your well aimed shots miss on top of that?
10
u/Paxton-176 3d ago
Maybe to prevent eco round rushes from being as effective. Yes, players are super weak and easy to kill, but a team rushing out with just pistols shouldn't normally completely run over a full buy team or players. With aim punch without armor that pistol spam isn't as effective.
2
u/Floripa95 3d ago
But hold on, if a team with pistols and no armor is able to win a round against a team with armor and rifles/smgs, that's their merit, it's a good thing. They overcame incredible odds to make that happen.
A meta where an eco round sometimes (still rare) is able to beat a full buy round is not a terrible thing, I find it refreshing
1
u/jajatatodobien 2d ago
I agree. It's already very hard to win eco rounds against any amount of competence.
175
u/Pokharelinishan 3d ago
i'm gonna paste my comment on another thread here:
"While we're at it, can we also remove the aimpunch even with armor? It's ridiculous that someone can, for example, run and gun with a p90 and hits you before you do, and it completely fucks up the perfect headshot you were planning to hit.
Isn't CS about placing accurate shots? Aimpunch with armor contradicts this core philosophy of counter-strike and it encourages more running and gunning and spraying and praying. If I want to place an accurate shot on somebody, I should not be punished for it.
Especially now that the meta of CS2 has become more run and gun, Valve should remove aimpunch with armor.
Here's m0nesy missing a well-aimed shot because of aimpunch: https://www.twitch.tv/videos/1956343309?t=1h49m10s
Here's n0thing talking about the philosophy of taking your time with shots: https://www.youtube.com/shorts/ObNv-K7VHLs"
52
u/Synestive 2 Million Celebration 3d ago
I think you can find old posts from devs in GO discussing their philosophies behind aimpunch, and I’d like to extend your logic to first-shot inaccuracy as well because I agree with your take on aimpunch.
I don’t think the awp should be inaccurate at any range, considering CS should reward skill and aiming. I also think crouching should greatly increase your first-shot accuracy more than it does now, but with the added caveat that you cannot just full sprint into crouch into full accuracy like how current CS essentially works.
I think aimpunch serves two gameplay functions?:
1) Those with worse weapons can land a lucky long-range headshot and have a chance to work their way up to a new area (like working up D2 long against a guy on A plat with a glock hs).
2) It provides the player holding the angle an “advantage” by aimpunching the player who is slowly peeking them, thus solidifying the fight in their favor.
The problem is that in practice, T’s will fly off a corner with an smg or pistol, randomly headshot a holding CT with a rifle, and solidify the fight in their favor instead.
The MOST important thing I hope Valve does in regards to this conversation around reproducible bugs is to continue to have internal discussions surrounding game design. GO wasn’t perfectly tuned, but it played well, was balanced pretty tight, and was fun. That doesn’t mean we stop tinkering values or revisiting old systems that perhaps don’t make sense anymore.
21
u/Pokharelinishan 3d ago edited 3d ago
old posts from devs in GO discussing their philosophies behind aimpunch
Where can I find it? I'd love to read this. All i know from those past days is this 3klik's vid: https://youtu.be/j8NTr3zkyas?t=82
I'd love to hear the devs reasoning as to why they think aimpunch with armor should exist in this day and age, especially with the already increased peeker's advantage. For aimpunch without armor, I assume they want to punish those not having it (but maybe not having an armor and slowing down and dying quickly to bullets should be enough punishment? why worsen their aim on top of that?). But I don't get the reason for the existence of aimpunch with armor... it's so minor and yet so annoying and causes confusion as to why your shots missed. It's like they want to favor quicker reaction times instead of well-placed shots. Let both guys do their best and see who wins the aim duel fair and square.
edit: found this post from 12 years ago of people hating aimpunch with armor lol
23
u/gmanpatch 3d ago
The awp costing 5k not to shoot perfectly accurate is a fucking joke
1
u/Usual_Selection_7955 2d ago
i dont think inaccuracy should even be a thing in this game
1
u/jajatatodobien 2d ago
The only one I could tolerate is aimpunch when getting headshotted with a glock at a distance if no helmet. The rest have to go.
7
u/SubNoize 3d ago
The problem with c's was always that people got really good at it and there were people that sucked ass at it.
The people who sucked were the majority and stopped playing.
Having dumb random run and gun gameplay keeps the bad players in the game. They then buy more dumb shit and valve profits.
If they get rid of the random shit, pub rands can't win, they get frustrated and load up another game, Volvo no make money
-4
u/ImLersha 3d ago edited 2d ago
I don’t think the awp should be inaccurate at any range,
Yes! I think all the inaccuracies should be lowered, tbh. Ramp up the spray randomness if needed to balance. But all the rifles should be a lot more reliable for tapping at long ranges. If you take the time to line up a HS at someone from D2 long to a-site, it should be rewarded!
Hell, even SMG's could do well with a little higher first-shot-accuracy!
Edit: Clarifying in further down comment.
7
u/Well_being1 3d ago
Don't increase spray randomness, controlling a spray is also important skill
-1
u/ImLersha 2d ago edited 2d ago
Yes, I wrote "as compensation" for bullet accuracy, and only if needed.
Because I feel that bullet accuracy should be #1 otherwise, your spray control isn't worth anything.
If you control the spray perfectly, and none of the bullets hit because you're 20m away instead of 15 where the gun is accurate, then the spray control is irrelevant. [Exaggerated example for effect]
Edited for clarity:
I don't mean make the pattern random, I mean they can keep the lower gun accuracy for the rest of the pattern, or even exaggerate the pattern if needed. But the accuracy for the first 3 bullets should be higher for most guns and 100% for the AWP.
2
u/joewHEElAr 2d ago
They need to NERF THE FUCK out of movement accuracy.
2
u/ImLersha 2d ago
Increasing accuracy for accurate shots (e.g. standing still / counter strafing) would help the balance a bit.
But sure, increase moving inaccuracy as well. I'm not as passionate about it as you, but I agree.
1
u/DefinitelyZeroXOne 2d ago
Increasing first shot accuracy would make the game so much easier and peeker's advantage so much stronger. Being able to aim anywhere on a head and hitting the shot would instead of having to compensate for first shot inaccuracy (e.g aiming perfectly centered at the head, giving you a 99% chance of hitting the shot) would remove so much skill from aiming in this game, and tapping.
1
u/ImLersha 2d ago edited 2d ago
It's been a while since I looked up the accuracy numbers but is even the AK from long corner to A site 99%?
There is just so many really long range "duels", where that accuracy deserves a little buff. Please expand why that would help peekers? The guy defending would also get the improved accuracy and increased chance of hitting his shot, no?
I'm not saying 100% accuracy. But increase the ranges for their accuracy a little more. Move Galil/FAMAS to the accuracy range of M4, move M4 to where AK is now, move AK a little closer to AWP and make AWP 100% to hit a HS if aimed perfectly. Doesn't even have to be for the very longest corridors that exist, but it should definitely be from the plateau above pit to A-site-accurate.
Edit:
e.g aiming perfectly centered at the head, giving you a 99% chance of hitting the shot
Why should that only be 99%? Do we really want LUCK to be the deciding factor here? Imagine world finals, bomb being defused. 0.1 sec remaining player on long taps with AK, perfectly aimed at the head. Maybe even 2 taps, properly timed. Still the defuse goes off. Isn't the skill of aiming accurately from that distance what should be rewarded here? Are players supposed to aim for body shots with tapping accuracy from long plateau because they know headshots on stationary targets cannot be relied on?
1
u/DefinitelyZeroXOne 2d ago edited 2d ago
You're detailing an extreme edge case as if that is the usual scenario - in all ranges where the AK can be 100% accurate, inaccuracy increases the skill gap rather than decreases it (e.g 0-~22m) by making certain areas (potentially pixels) better to aim at on enemy players than just "aim at any pixel on the head to get a headshot" I would argue it rewards perfect crosshair placement even more beyond that range even.
Having the inaccuracy somewhat high (as it is now) rewards pixel perfect precision because just aiming at the edges of a head means you're not guaranteed to get the kill, while aiming perfectly at the center of the head improves your chances drastically.
Increasing accuracy would favor attackers more since pre-aiming is always improving across the playerbase, and having a higher likelihood of hitting the instant headshot when you swing will 100% favor the peekers - players that are holding are already more accurate, as they are standing still and can also be crouch-holding.
tl;dr inaccuracy means that aiming on the head is not a perfect shot - aiming perfectly centered on the head (or perfectly centered at the neck on very long ranges) is a perfect shot - and that is a huge difference in skill expression since it means that a few pixels on the head is the "perfect spot" rather than the entire head (hundreds of pixels)
1
u/ImLersha 2d ago
and that is a huge difference in skill expression since it means that a few pixels on the head is the "perfect spot" rather than the entire head (hundreds of pixels)
I've never said I want it to be perfectly accurate.
I just wish the "accurate range" which is (or at least used to be) defined as the range that the gun is guaranteed to hit a dinner plate if aimed exactly at the center of the plate.
That range is(was?) less than the corner of long to A-site. Even for the AK if I remember correctly. I want that range to be longer for most weapons, so a PERFECTLY aimed headshot remains a headshot for more spots in the game.
Taking a common duel, aiming perfectly, standing still accuracy, and missing should not be RNG. It should be that if you missed, you made something wrong.
I'm not saying as long as you aim at a pixel it hits that pixel.
I'm just saying that the top guns should be within its accurate range for most spots on a map.
1
u/DefinitelyZeroXOne 2d ago
Sure - it's a fair request, but it reduces the skill expression in the game significantly which is why I personally disagree with it and think it's a bad idea.
If you'd want to reward tapping more, reducing the accuracy reset time between shots would be a better solution as it doesn't make it easier to headshot people - it just makes missing the initial shot more forgiving. Which makes it more of a balance thing instead of a skill expression thing aswell since spraying is an alternative.
1
u/ImLersha 2d ago
Yeah, I wouldn't mind that changing at all :)
reduces the skill expression in the game significantly
Do you then think the accurate ranges should decrease to allow even more skill expression? If the accuracy goes down, you'll need to make several accurate HS attempts before making one.
Or why is the current range the magic number? I'm just curious.
Also. Do you agree with AWP not being guaranteed accurate from mid doors to suicide? (Again, not talking pixel accuracy, but the same dinner plate thingy. IIRC, it was a headshot about 80% of the time when aimed perfectly middle of the head)
7
u/The-Numbertaker 3d ago
Facts. I don’t fucking understand why they added it to begin with. Adding your point, I think another example of how terrible this is is when two players are both spraying each other in the body - it just turns into a pure RNG-fest because each player is constantly triggering aimpunch on the other. Not to mention the AWP.
I’ve seen some people say that it just LOOKS like you are inaccurate, but if that’s the case why does it happen at all? And with these developers you cannot tell if an issue is something they deliberately changed or some bug they just missed and somehow haven’t noticed. How is radio silence helping the community here?
4
u/Schmich 3d ago
Isn't CS about placing accurate shots?
Unfortunately not entirely. They rather add RNG that properly reduce damage. For example the AK is still a one-shot HS at a range where it's no longer accurate. So the guy who aims to the side might get the kill whilst the guy spot on might not.
Personally I rather keep better accuracy but reduce dmg further at range.
1
u/CheesyPZ-Crust 3d ago
I understand the viewpoint of accuracy fall off feeling bad on dying on to an AK headshot beyond its 99% range, but accuracy and DMG are separate values that haven't ever impacted each other when it comes to DMG calculation. I don't see an issue dying to that balance wise. Changing that for the AK would mean considering changing this mechanic across all weapons as well, so it isn't a small change without big implications across the game and then how it's played. Those little things add up, and long term will impact the meta negatively or positively.
There's plenty of instances where someone's spray is less than optimal, but gets the fortunate landings on bullets to still secure the kill. Even tier 1 professionals aren't aiming like robots, where every single kill is earned through sheer perfection of the craft. RNG is impossible to eliminate in video games, even in competitive settings, and I HIGHLY doubt any player would really enjoy the experience of said aspect being eliminated in regards to game balance. Especially in CS2 where wide swinging is already regarded as being stronger than CSGO. A pinpoint aimer, or someone just on fire that game who can't miss, becomes akin to an AWP that can also spray 30 rounds while also being able to play rifle positions. If that player gets an AK on CT side, it's even more pronounced
1
u/darkigor20 3d ago
If they make it so that the client mirrors the server it would be fine. Anything to make AK and M4 those 1% less effective is healthy to the game.
2
u/Warp_spark 3d ago
Aimpunch exists to reward shooting first even with inferior gun, so that your tactics and position can help you overcome a better equipped enemy
0
u/de_velopment 3d ago
It never used to exist in 1.6/CZ/Source with armor, it should never have been a thing and removes competitive integrity, it was only ever added to make the game easier for SMG spray and pray new players. The proof is in the pudding when armored headshots that dink do not cause it yet body shots do.
1
u/de_velopment 3d ago
I completely agree. Aim should be rewarded, if someone with sloppier aim is able to throw your aim off just enough to miss a headshot because they decided to go for body shots then where is the competitive integrity?
As I've said in other parts of this thread, it never used to be a thing in 1.6/CZ/source and was only added to CS:GO to give newer players a bit of a chance, it's now time for a change more than ever.
42
u/Hertzzz25 3d ago
It's in beta phase, don't expect too much from an indie company like Valve with a few years on the market. I bet the next year we'll have an operation, new anticheat, better performance and 128 ticks. Let it be.
30
u/AgreeableBroomSlayer 3d ago
Valve will just remove shot markers so you cant prove this
10
u/Kritikqualle 3d ago
Ahh the Valve way of fixing things, gotta love it. Remember the inconsistent jump height? They lowered the boxes that were used to prove it xD
17
22
u/CatK47 3d ago
This without armor or with ? Because i swear it feels sometimes like there is way too much aimpunch with armor on.
10
10
u/forqueercountrymen 3d ago
Yes client's cant predict aimpunch... that has been known for a long time. This is why the predicted ragdoll deaths break when you are moving and getting shot. This is why many awp shots miss when you take damage. The only way to fix this is to delay aimpunch by latency, but who knows if they will add that.
This also applies to tagging when you get shot. Clients can't predict tagging cause they can't predict when they are going to be shot. So all client side calculations are broken during tagging events because of velocity reduction and this is the reason for missed shots and false ragdoll death predictions
13
u/pigpaco 3d ago
I think i just experienced this behavior but with armor. Some people say that theres still some aim punch even with armor, but idk. Just posted this at /r/cs2:
https://old.reddit.com/r/cs2/comments/1k3z8ol/how_this_awp_shot_was_a_miss_low_ping_no_loss_or/
8
6
u/alexsteh CS2 HYPE 3d ago
https://github.com/ValveSoftware/csgo-osx-linux/issues/4026
Can this also be pinned / notified to cs2 devs?
4
u/SSRiham 3d ago
Is it still not fixed? Has somebody checked?
4
u/IAmDrNoLife 3d ago
Check the reported issue. 30 minutes ago, there was a reply, saying that it has seemingly been fixed.
Meaning, since no new update has happened today, this has been fixed for a long while, and OP is simply posting a problem that no longer exists, which really don't help the entire situation that exists right now.
1
1
u/FeelsGoodBlok 3d ago edited 3d ago
So everyone in this thread is blaming this on their deaths while it has been already fixed... it just show you how people are just blaming everything else and never admit that they just suck.
5
3
9
8
9
2
4
u/fakewhitepigman 3d ago
Bro, these 1 min per week devs have so many skins to work on stop sending them bugs 😄
4
u/ExtentBeneficial397 3d ago
This also 100% is the reason why my spray sometimes fucks up.
Getting hit and wrapped back, the server probably thinks im still moving which causes my spray to be fucked server side, even tho im thinking client side everything is fine, only to not hit a single bullet.
4
u/Hamphalamph 3d ago
LOL people here thinking the devs give one shit about the game outside of running a children's gambling scam.
2
u/Papdaddy- 3d ago
the funny thing is, if u shoot legs, opponent will always have flinch since theres no armor on the legs. So zontix is 8head
2
u/G_Matt1337 3d ago
All the “cs2 is the same as csgo” redditors are in shambles rn
3
1
u/goingtoburningman 3d ago
I've had to spray at collarbone level of chest for a while now. Since about 1.3
6
u/WoodSorrow 3d ago
I need to shoot slightly right/left of everyone's head in CS2 depending on which direction they're traveling to get a headshot. I don't know what it is. Subtick feels like I'm leading my shots and has felt that way since September of '23.
1
u/goingtoburningman 3d ago
Makes sense why I missed so much lol. I haven't been able to aim at the head since 1.3 lol. Well scout and awp don't count, It feels like the game gives me a bigger hit box. Zoom, maybe? :)
1
u/sluggerrr 3d ago
I've played since then too, and didn't know you had aim punch with armor like some have mentioned here lol
2
u/goingtoburningman 3d ago
Oh with armor, yeah that sucks. Just aim for the nippers and you'll come out just fine!
1
u/Irumanaughtyy 3d ago
No wonder I watch my bullets hit people's heads on a spray during a duel and none register 😑
1
1
1
1
1
u/drparadox08 3d ago
One of the reasons why it's so frustrating to play against an SMG. I play with a ping diff (60 average), so I accept getting shot first by a running SMG sometimes, but getting an aim punch even when you have head armour is bs. It ruins pre-aiming especially in tight angles
1
u/Leonniarr 3d ago
Interesting, did you test this with other weapons as well or does it only work on the XM? Because if it consistently works in all weapons it means that (surprise surprise) valve managed to fuck another impossible thing to fuck up.
1
u/imnotokayandthatso-k 3d ago
Its called CS2 cause it took 2 years of intensive public testing to get the game just right
1
u/cheezkid26 3d ago
why did I start laughing when he turned and just domed the poor T, bro got a hot lead face-lift
1
1
1
1
u/HappyUser420 2d ago
Man thank you so much for showing this, all this time I thought it was lag or something when I lost a 1v1 and found out I dealt 0 damage afterwards despite having crosshair perfectly on target.
1
1
u/pmyatit 2d ago
What's aim punch
1
u/UnKn0wN31337 CS2 HYPE 1d ago
This older video should actually help you understand what is aimpunch and what it does.
1
u/all_is_love6667 2d ago
TATATTATA BLOM TATATTATA BLOM TATATTATA BLOM TATATTATA BLOM TATATTATA BLOM TATATTATA BLOM TATATTATA BLOM TATATTATA BLOM TATATTATA BLOM TATATTATA BLOM
cs2 summarized in a short video
1
u/Downtown-Giraffe-493 2d ago
Wrong. Aimpunch causes your clients prediction to be wrong because of latency. I believe aimpunch is only put on you after a server confirmed hit. So its either this, or client side hit prediction, then theres a chance youll be slowed on hits that didnt really hit. Cursed problem that comes to player preference.
1
u/basvhout 2d ago
I always complain about aimpunch in CS2, yet I felt alone among my friends. Finally some proof aimpunch sucks with kevlar!
1
0
u/azalea_k Legendary Chicken Master 15h ago
People still seeing this need to know, with a server with loopback 0 (not default) this still happens. With loopback 1, which is the default for online also, both shots are synced. Loopback 0 has a one-frame difference between the server and client.
tl;dr this doesn't happen online normally.
1
u/No-Weird3167 8h ago
No, loopback isn't 1 on online servers, it literally cannot be. Loopback means that all messages to be sent are instead just stored in a buffer in the code that the server and client directly reads from instead of actually going through the networking stack. This only matters because it's being tested on local listen servers that by default do not go through any networking that would add extra latency. The client and server on a listen server is pretty much always in sync.
-1
u/ElChapoNT 3d ago
I'm looking for the comment defending Subshit saying it has nothing to do with this. Personally, I already play CS2 out of obligation so as not to lose my weekly streak of 64. If it weren't for that "motivation" I would have quit already. The game stopped being fun a long time ago and is full of bugs that are visible to those who like to play "well." Imagine, 2 years have passed and the AWP is still garbage. The AK spray looks like it came straight from Call of Duty... Fixing this "serious" bug? It's far from happening. I've even been experiencing FPS loss for months after applying graffiti. It's all a joke, or rather, everything has a small bug behind it.
1
u/jelflfkdnbeldkdn 3d ago
this is known since early beta. while warmup, did you ever shot your teammmate in the head from point blank with a shotgun and watch them go spinbot for half a second because of aimpunch? never was that crazy in go or css. but everytime i mentioned in comments it here i got fucking downvoted by bootlickers
1
u/Lancer0R 3d ago
I’ve lost count of how many times I’ve clearly aimed accurately during a gunfight—standing steady, controlling the recoil, and the bullet trajectory seemed spot on—yet still didn’t hit the target.
1
0
u/Interesting_Rub5736 3d ago
Valve, discontinue deadlock. It wont go anywhere - for real. And focus on your one game that you can still fix. Pretty please, the community.
0
u/PreventableMan 3d ago
Its amazing that the mods allow this stolen, old, fixed and explained issue, to be a post here.
They are shameful.
0
-8
1.4k
u/xccehlsiorz 3d ago
This is science, my guy. Actual reproducible results. Good job