Crapwalking (crouching and moving) NEVER had an impact on your accuracy. At least since i play the game which is 2015. Even back then i never understood, where this myth came from
it does just like a 0.1 % effect so everyone who was good at it could just have perfect spray control while crouch walking around a corner to trade someone, a bunch of players on tyloo basically perfected shooting like this in csgo
It’s funny how people say that Valorant has bad run and gun when guns like the TEC 9 could always dome people in the head while running at full speed or how easy it is to no scope with the AWP compared to the OP. Tells you how many people actually played either.
Valorant run n gun is so much worse than CS. Sure, CS has guns that perform better than others when you run with them (Glock, tech 9, some smgs).. but in Valorant I will regularly get one tapped by someone in a full sprint with their vandal. Try that with an AK and you will hit maybe one lucky bullet every 1,000 shots.
@@yodel96 Valorant objectively has more randomized bullets when moving... If you happen to get hit by the random bullet that's just unlucky. Its so annoying when people act like the game should be programmed to null any bullet if you move... thats not how it works. Its random and you will get hit sometimes. thats just how it is.
@@yodel96 I played CS and Valorant an equal amount at this point. I already know I have a better chance running and gunning with an AK and M4 over a Vandal and a Phantom. The only difference is that there are abilities in Valorant giving you more opportunities to actually perform the run and gun, but if you take away the abilities in Valorant and compare the moving errors side by side with CS, it’s easier to hit your targets while moving in CS.
@@thomascarson4677 you’re never going to get rid of run and gun. The game would be way too CT sided if they actually found a way to negate it from happening.
valorant has more punishment for moving for sure. but slower moving model + larger hit box makes it easier to get run n gunned. Rifles = movement dependent on tech. CS: under certain velocity (crouch walk or adad spam) is accurate while moving. Val: dead zone tech (faster than counter strafe) looks like never stopping. Pistols = CS more run n gun SMGs = same
Its just on jett with the ult and you usually get a jett ult twice a half and even than you only got 5 shots per kill. Its not compareble to cs mp9 run and gunning where you just need to press a, d and maybe jump while holding the fire Button and more or less looking at your enemy @@Avadicin
I think this mechanical change to CS2 directly impacts how people perceive the game and how we all choose to interact with it (meta or not). Personally, I find myself wanting to play less of it because I swear I get more kills when I'm playing the game like it's call of duty vs playing it like it's CSGO2. The very reason why I loved CSGO so much and it being a very high skill gap of mechanical knowledge in multiple areas, has been put on the backburner to who can have the weirdest movement while hitting the best spray cause the TTD is so much higher simply because of the fact that the slippery movement of the new game makes it feel as though you're better off spraying and praying because of the slightly longer TTD. It's clearly intentional, I'm just not sure it's gonna work in Valves favour because the reason we all loved CSGO in my mind was because of how hard it was and the actual 1 on 1 matches that would be had with who could peak, aim and one tap the fastest has been replaced with running and gunning. Like it's in the game, but I feel like fights are just more slippery and not as snappy which doesn't feel as rewarding to win games. It's less about who's faster now and its now which end of the stick did sub-tick give us.
As someone who started out in valorant (few thousand hours by now) before trying out cs, (couple hundred hours in csgo and cs2 each), I’ve always felt that a lot of the ‘new’ issues that people complain about in cs2 were also present in csgo. There were so many times where I would die to someone full sprinting round a corner with all elements of the arsenal - pistols to smgs to rifles. The running accuracy is too accurate in both games in my opinion (not to mention no-scoping and jumping accuracy). To me, the hitreg in cs2 feels just as bad as it did in csgo, as does the standing weapon accuracy (which is a whole other conversation and honestly the reason why I’ve stopped playing tacfps all together - I don’t like clicking on an enemy’s head with the most accurate rifle I can buy and not getting a headshot). Of course I’ve seen all the videos of predictive damage fails in cs2 and I agree that they are inexcusable, but I feel like all that has really happened otherwise is that the engine change from csgo to cs2 has just helped people start to feel the issues that were already there.
The reason crouchwalking doesn't affect movement is because you're under the speed at which spread starts. Remember that abuse you could use, with a controller or analog keyboard, to move EXACTLY the number of units where you don't get spread, meaning you can almost shift walk with a negev while making no footsteps and no spread? it's kind of like that. Only that in CS2, you can get away with it while it seems you're moving much faster. I have no explanation for this, but maybe it has something to do with how the server receives client information. Potentially, it prioritises the accuracy that the SERVER thinks the player should have (when on the client, the player is moving faster and should be getting spread innacuracy applied). Maybe this scales with ping too, in this example. Who knows. Not only that, but as others mention it's not the fact you can run and gun, as a lot of guns are SUPPOSED to do that (MP9, Tec-9, Mac-10, Five-SeveN, hell, even USP), the problem is that you can still do it sufficiently with the guns that ARENT supposed to, like the AK, m4a1-s, etc.
atp with the continuous run and gun balancing that riot have done to make valorant more skillful, CS(in general)'s run and gunning/crab walking and gunning is in a worse state
I've put a lot of hours in since the release of CS2 and also had 4k hours in CSGO. So what I've noticed is that the very small time frames before you counterstrafe, PLUS the very small time frames where you start moving again after you stood still, are noticably more forgiving than in CSGO and let you shoot accurately for longer. I am aware that moving inaccuracy depends on an actual move speed (that's why moving while crouched still let's you shoot accurately). However, I'm quite sure I am on to something here. I think this issue might also be closely related to subtick.
As a new-ish player to CS, it's mind boggling seeing what people think the game should be. theScore here dying on a hill that you should not be accurate while moving, but I see people on reddit "why did I miss this 100% on point AWP shot" being answered with "you moved a pixel". Competitiveness does NOT need to rely on an absurd mechanic that is so punishing to movement, literally not even real life is that inaccurate while moving. Games that have equal run/standing accuracy find ways to be competitive a different, more logical way that doesn't give an unfair advantage to those that have tailored their entire gameplay around it - You need to make CS more friendly to newcomers people.
Voodoos explenation at the end is correct i think. Hitreg is worse which gets even worse on a moving enemy, and even worse still if the enemy is changing direction, Enemy movement also looks more erradic then it should. Because of these issues the meta has shifted from trying to kill your enemy as quick as possible to abusing movement as much as possible to make myself harder to hit while trying to kill my enemy as quick as possible. So now with the meta having shifted to using movement to dodge bullets like Neo from The Matrix we are pushing the CS movement mechanic to its limit and finding how broken it is when in reality the run and gun accuracy has always been the same its just that CS2 rewards u for pushing this mechanic to the limit more then CSGO did for the reasons i explained earlier.
Crouch while moving has been accurate since I can remember because I used to practice deagle shots while crabwalking, though I must say that running and gunning in cs2 feels more consistent than before.
I see nothing different from CSGO. People just didn't do it as much, because you were seen as a noob if you didn't counter strafe, stop and shoot. People looked to years of CSGO pro scene and thought they had to do it like the pros. And the pros just did it stationary. Well, once those people got to pro, that's what they knew.
Run and gun has always been worse in CS2 than it's ever been in Valorant. The SMGs in CS2 are basically fully accurate while running as long as you know the spray. Also doesn't one of the SMGs have like 50 bullets? Crazy broken
Cs2 nerfed every single aimer/anchor/preaim god, doesn't matter how good ropz/niko/zywoo/twistzz(insert any smart/great aimer/great positioning player). Peekers advantage is fucking weird, running and gunning is ridiculous. I will claim that it's netcode issue, servers/subtic/all that predictions. All of that shit just mess with the game - the more you move and faster you move - server just don't know what the fuck is going on. I played a lot past month and I can't say how many times I HS guy with ak on open kill duel, and he didn't die, just running back behind cover. Or you spray his body and post round hitcount is 0, in situation when you are 100% sure you didn't miss but guy was just YOLO runner with m4s. 5 to 30 ping EU, perfect fps, perfect net. It's 100% deep game/netcode issue.
It's always been a problem since CSGO but people weren't willing to admit it nor go to Twitter to complain about it till now. The Valorant comparisons are highkey disingenuous as well cuz unless you were playing Neon, you weren't getting away with running and gunning unless someone is a few inches in front of you.
Crapwalking (crouching and moving) NEVER had an impact on your accuracy. At least since i play the game which is 2015. Even back then. The next thing is, i would say that run and gun was possible with SMGs and Pistols thats fine but with AK, M4s, M4 is crazy
as someone who plays both cs and val, tbh i think valorant punishes you more for run n gun, and at least the val devs actively nerf moving and shooting.
short answer no, the movement accuracy has not changed. if you are gonna say "but it feels like it" do some actual research. the most likely reason for the feeling is cuz people have just gotten much better and have clocked that moving when in aim duel is actually useful
0:11 nerdging time im sorry i have to please skip actually valorant right now (after the latest recoil changes) has an equal or harsher run and gun punishment in comparison to csgo, for cs2 this is the opposite or at least thats the feeling it gives, i have not been keeping up with cs2s updates as problems like these drove me away from the game also i dont remember people being able to 2tap me from long mid air with an mp9 in csgo nor in valorant with its equivalent (which could be bc the gun damage falloff range hits way way harder in valorant specially for this type of weapons which are meant to be close range exclusive)
So I have always run and gunned, in both CS2 and CSGO. Back in CS I loved the Mac as an affordable meme weapon, but I knew I wouldn’t be acing with it even with Max movement. In CS2 I feel unstoppable after 2 kills and don’t bother to walk unless I really have too 😂
As somebody who plays both cs and valorant aktively I can say with full confidence that the cs run and gun is way worse than in valorant especially if you look at the glock and the mp9/mac10 even compared to the valorant smgs like the stinger and spectra the cs guns are just way better at run and gun espacilly on longer ranges
If gramps can’t adapt to a faster pace and keeps hugging corners then he might be the problem, actually Like, I don’t like CS2, I don’t really like Valorant either, but it doesn’t change the fact that the old CS was getting boring to play AND watch, changes are welcome from my side
that initial Twistz post video was pure trash.. it's impossible to have discussions about cs2 and how to improve when half of discourse is dedicated to shit people "notice" and don't bother to test which is many times just influence by how well they're doing or what frustrates them :/
This video is a miss just like my ak when I'm running and gunning. This movement and shooting is very similar to how its been for decades. Holding walk or crouch on a counter strafe into your shooting can make you accurate while moving and its been like that forever. Practice your mechanics rather than just loading up games constantly maybe? I am looking at 2:50-3:10 and all I have to say is that this is also the same as it has always been people just do it more now. Just like when the krig was overpowered and no one used it until the pros used it and then it finally got nerfed. This problem is not new, it's been a part of the game forever. If you look at the amount of missed bullets and the amount that hit its crazy comparatively. Dude is also practicing how far away your crosshair needs to be to hit more consistently. That is what separates pros from noobs. PRACTICE
Run and gunning is for games that require no skill filthy casuals games like cod that are for noobs/normies. In cs:go there is recoil that makes shooting inaccurate when moving so there is no place for it in counter strike.
First and foremost, it has got a cheating problem. Still.. I think Valve are just too prideful to ask for any outside help and will try to push their ideas for a solution that obviously do not work. And they did not work for the last 25 years. Crazy stuff.
I selled all my skins today, i will stop playing and if i ever come back to this broken game is a good question, there are so much good games out there - enjoy them 😄🤙🏼
When it comes to stats like innaccuracy in the game's code AFAIK they are identical between both cs2 and csgo You can run and gun effectively in both. Only thing i can think of is. CSGO being far more forgiving for hitting shots that should have missed. you can click before your crosshair was over the target and get a kill in CSGO CS2 favoring who starts the engagement first CS2 technically faster responsiveness showing actions per next rendered frame will always be faster than CSGO's per tick. CS2 having better hitreg. will Valve do something like a blanket movement innacuracy increase in CS2 or will they just tell players to adapt who knows,
imo the run and gun is a small problem for me, the cheating is still and probably will be for another long while be the only major problem thats holding back the game
If u guys been playing with chinese, this problem has been there since csgo lmao. Cant believe valve havent fix this bs. Its even worse than valorant ffs
run and gun with rifles only works at pretty close range (as you can see in this vid), has always been like that crabwalk spraying has always also been a thing what a dumb video
Did you finish watching the video? BEcause the concensus is basically a) Moving target, people hard to aim b) The spread reset has been there since CSGO
Does CS2 have a run and gun problem?
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no it doesnt
Video starts at 1:11
thanks
Thank youuu
Mashallah
Thank you!
shoutout ublock origin for just skipping me there automatically
Tarik was crabwalk spraying when he won the major it has literally been accurate forever
Not only that, you can't do that in valorant. From the mac 10/mp9 to crouch spraying, cs has always been better for run and gun than valorant
Crouch walking and spraying has been accurate a long time. That was intentional. Running and spraying with a rifle, however, was never intentional.
Crapwalking (crouching and moving) NEVER had an impact on your accuracy. At least since i play the game which is 2015.
Even back then i never understood, where this myth came from
CORRECT
CRABWALKING
*Crabwalking mate but that one works too.
CRAPWALK LMAO
it does just like a 0.1 % effect so everyone who was good at it could just have perfect spray control while crouch walking around a corner to trade someone, a bunch of players on tyloo basically perfected shooting like this in csgo
makes me think the ‘problem’ might be more about player adaptation than actual mechanics
It’s funny how people say that Valorant has bad run and gun when guns like the TEC 9 could always dome people in the head while running at full speed or how easy it is to no scope with the AWP compared to the OP. Tells you how many people actually played either.
Valorant run n gun is so much worse than CS. Sure, CS has guns that perform better than others when you run with them (Glock, tech 9, some smgs).. but in Valorant I will regularly get one tapped by someone in a full sprint with their vandal. Try that with an AK and you will hit maybe one lucky bullet every 1,000 shots.
@@yodel96 Valorant objectively has more randomized bullets when moving... If you happen to get hit by the random bullet that's just unlucky. Its so annoying when people act like the game should be programmed to null any bullet if you move... thats not how it works. Its random and you will get hit sometimes. thats just how it is.
@@yodel96 I played CS and Valorant an equal amount at this point. I already know I have a better chance running and gunning with an AK and M4 over a Vandal and a Phantom. The only difference is that there are abilities in Valorant giving you more opportunities to actually perform the run and gun, but if you take away the abilities in Valorant and compare the moving errors side by side with CS, it’s easier to hit your targets while moving in CS.
its still bad and they clamied they fixed it. I play valorant a lot and the run and gun problems are less but still there at the same time.
@@thomascarson4677 you’re never going to get rid of run and gun. The game would be way too CT sided if they actually found a way to negate it from happening.
You cant convince me that jumping and running kills occurancy is less or equal in cs2 than it was in csgo
valve should give you a placebo patch then to feel better
I read this sentence 10 times and im still confused on what ur trying to say
"CS2 Has A Problem" I legit thought you were gonna talk about Coffeezilla's vid lol
am i the only one who thinks valo is less run and gun than cs?
yep valo run and gun isn't as good anymore, the cs run and gun is way too good it's bs
valorant has more punishment for moving for sure. but slower moving model + larger hit box makes it easier to get run n gunned.
Rifles = movement dependent on tech. CS: under certain velocity (crouch walk or adad spam) is accurate while moving. Val: dead zone tech (faster than counter strafe) looks like never stopping.
Pistols = CS more run n gun
SMGs = same
Yes, there's literally operators whose ability is to run and gun
Its just on jett with the ult and you usually get a jett ult twice a half and even than you only got 5 shots per kill. Its not compareble to cs mp9 run and gunning where you just need to press a, d and maybe jump while holding the fire Button and more or less looking at your enemy @@Avadicin
Unless you’re using the Stinger
this is an absolute nothing burger of a video. excellent work.
I think this mechanical change to CS2 directly impacts how people perceive the game and how we all choose to interact with it (meta or not). Personally, I find myself wanting to play less of it because I swear I get more kills when I'm playing the game like it's call of duty vs playing it like it's CSGO2. The very reason why I loved CSGO so much and it being a very high skill gap of mechanical knowledge in multiple areas, has been put on the backburner to who can have the weirdest movement while hitting the best spray cause the TTD is so much higher simply because of the fact that the slippery movement of the new game makes it feel as though you're better off spraying and praying because of the slightly longer TTD. It's clearly intentional, I'm just not sure it's gonna work in Valves favour because the reason we all loved CSGO in my mind was because of how hard it was and the actual 1 on 1 matches that would be had with who could peak, aim and one tap the fastest has been replaced with running and gunning. Like it's in the game, but I feel like fights are just more slippery and not as snappy which doesn't feel as rewarding to win games. It's less about who's faster now and its now which end of the stick did sub-tick give us.
As someone who started out in valorant (few thousand hours by now) before trying out cs, (couple hundred hours in csgo and cs2 each), I’ve always felt that a lot of the ‘new’ issues that people complain about in cs2 were also present in csgo.
There were so many times where I would die to someone full sprinting round a corner with all elements of the arsenal - pistols to smgs to rifles. The running accuracy is too accurate in both games in my opinion (not to mention no-scoping and jumping accuracy).
To me, the hitreg in cs2 feels just as bad as it did in csgo, as does the standing weapon accuracy (which is a whole other conversation and honestly the reason why I’ve stopped playing tacfps all together - I don’t like clicking on an enemy’s head with the most accurate rifle I can buy and not getting a headshot).
Of course I’ve seen all the videos of predictive damage fails in cs2 and I agree that they are inexcusable, but I feel like all that has really happened otherwise is that the engine change from csgo to cs2 has just helped people start to feel the issues that were already there.
The reason crouchwalking doesn't affect movement is because you're under the speed at which spread starts. Remember that abuse you could use, with a controller or analog keyboard, to move EXACTLY the number of units where you don't get spread, meaning you can almost shift walk with a negev while making no footsteps and no spread? it's kind of like that. Only that in CS2, you can get away with it while it seems you're moving much faster. I have no explanation for this, but maybe it has something to do with how the server receives client information.
Potentially, it prioritises the accuracy that the SERVER thinks the player should have (when on the client, the player is moving faster and should be getting spread innacuracy applied). Maybe this scales with ping too, in this example. Who knows.
Not only that, but as others mention it's not the fact you can run and gun, as a lot of guns are SUPPOSED to do that (MP9, Tec-9, Mac-10, Five-SeveN, hell, even USP), the problem is that you can still do it sufficiently with the guns that ARENT supposed to, like the AK, m4a1-s, etc.
SMGs have no penalty for movement and that's the majority of the problem.
Played CSGO for a bit but got back into CS2 recently and the MAC-10 rush seems way stronger than in csgo.
i prefer the "musket fire back and forth" csgo style
Crab walking and shooting seems the same to me in CS2 as it did in CSGO. Running & gunning however feels more potent than it did before.
not to me. i feel like the slightest velocity during a shot fks me hard
atp with the continuous run and gun balancing that riot have done to make valorant more skillful, CS(in general)'s run and gunning/crab walking and gunning is in a worse state
Shooting while run was always been on Counter Strike. Main issue with CS2 is hitting the guy running.
I've put a lot of hours in since the release of CS2 and also had 4k hours in CSGO. So what I've noticed is that the very small time frames before you counterstrafe, PLUS the very small time frames where you start moving again after you stood still, are noticably more forgiving than in CSGO and let you shoot accurately for longer. I am aware that moving inaccuracy depends on an actual move speed (that's why moving while crouched still let's you shoot accurately). However, I'm quite sure I am on to something here. I think this issue might also be closely related to subtick.
It has a problem in the form of coffeezilla
I was GLOBAL ELITE on CSGO and i always crabwalked every single spray. This is a CS thing since ever.
The first clip shows a glock play.. so what? Is running and gunning while glocking something new??
As a new-ish player to CS, it's mind boggling seeing what people think the game should be. theScore here dying on a hill that you should not be accurate while moving, but I see people on reddit "why did I miss this 100% on point AWP shot" being answered with "you moved a pixel". Competitiveness does NOT need to rely on an absurd mechanic that is so punishing to movement, literally not even real life is that inaccurate while moving. Games that have equal run/standing accuracy find ways to be competitive a different, more logical way that doesn't give an unfair advantage to those that have tailored their entire gameplay around it - You need to make CS more friendly to newcomers people.
Every time I have an M4A1-S. And I'm above a wall I can jump and see over.
I get a kill.
You can jump shot with the M4A1-S now...
Voodoos explenation at the end is correct i think. Hitreg is worse which gets even worse on a moving enemy, and even worse still if the enemy is changing direction, Enemy movement also looks more erradic then it should. Because of these issues the meta has shifted from trying to kill your enemy as quick as possible to abusing movement as much as possible to make myself harder to hit while trying to kill my enemy as quick as possible. So now with the meta having shifted to using movement to dodge bullets like Neo from The Matrix we are pushing the CS movement mechanic to its limit and finding how broken it is when in reality the run and gun accuracy has always been the same its just that CS2 rewards u for pushing this mechanic to the limit more then CSGO did for the reasons i explained earlier.
yo thescore whats the workshop map in 4:50 ?
Need
Crab walking has always been 100% accurate. Even in GO. The running and spraying is quite a problem though.
Crouch while moving has been accurate since I can remember because I used to practice deagle shots while crabwalking, though I must say that running and gunning in cs2 feels more consistent than before.
The rifle counter to the run and gun is the spray n pray
I never adapted to the run and gun with riffles, for deg, crouch and walking is very accurate.
No gona lie some times feels like cod and battlefield automatic ease of shooting
Maybe if cs players actually used a crosshair that always showed the spread they would have figured things out a lot sooner.
Они пофиксили Кенниса, теперь они хотят пофиксить Донка
I've played both CS and Valorant, CS has a way more run and gun its actually wild for me to learn. (Not looking at specific chatacter movement in Val)
Having run n gun in cs2 is not the problem, CS2 is THE problem.
I see nothing different from CSGO. People just didn't do it as much, because you were seen as a noob if you didn't counter strafe, stop and shoot. People looked to years of CSGO pro scene and thought they had to do it like the pros. And the pros just did it stationary. Well, once those people got to pro, that's what they knew.
Run and gun has always been worse in CS2 than it's ever been in Valorant. The SMGs in CS2 are basically fully accurate while running as long as you know the spray. Also doesn't one of the SMGs have like 50 bullets? Crazy broken
Yes the P90 has 50 and PP-Bizon has 60 in a mag with less dmg
They are not
Cs2 nerfed every single aimer/anchor/preaim god, doesn't matter how good ropz/niko/zywoo/twistzz(insert any smart/great aimer/great positioning player).
Peekers advantage is fucking weird, running and gunning is ridiculous. I will claim that it's netcode issue, servers/subtic/all that predictions. All of that shit just mess with the game - the more you move and faster you move - server just don't know what the fuck is going on.
I played a lot past month and I can't say how many times I HS guy with ak on open kill duel, and he didn't die, just running back behind cover. Or you spray his body and post round hitcount is 0, in situation when you are 100% sure you didn't miss but guy was just YOLO runner with m4s. 5 to 30 ping EU, perfect fps, perfect net. It's 100% deep game/netcode issue.
It's always been a problem since CSGO but people weren't willing to admit it nor go to Twitter to complain about it till now. The Valorant comparisons are highkey disingenuous as well cuz unless you were playing Neon, you weren't getting away with running and gunning unless someone is a few inches in front of you.
Crapwalking (crouching and moving) NEVER had an impact on your accuracy. At least since i play the game which is 2015.
Even back then. The next thing is, i would say that run and gun was possible with SMGs and Pistols thats fine but with AK, M4s, M4 is crazy
as someone who plays both cs and val, tbh i think valorant punishes you more for run n gun, and at least the val devs actively nerf moving and shooting.
me, growing up playing 1.6 but have no time for CS2: 👁️👄👁️
short answer no, the movement accuracy has not changed. if you are gonna say "but it feels like it" do some actual research. the most likely reason for the feeling is cuz people have just gotten much better and have clocked that moving when in aim duel is actually useful
0:11 nerdging time im sorry i have to please skip
actually valorant right now (after the latest recoil changes) has an equal or harsher run and gun punishment in comparison to csgo, for cs2 this is the opposite or at least thats the feeling it gives, i have not been keeping up with cs2s updates as problems like these drove me away from the game
also i dont remember people being able to 2tap me from long mid air with an mp9 in csgo nor in valorant with its equivalent (which could be bc the gun damage falloff range hits way way harder in valorant specially for this type of weapons which are meant to be close range exclusive)
Having come from games like Quake and Halo, watching CS fans lose their shit over this is hilarious.
So I have always run and gunned, in both CS2 and CSGO. Back in CS I loved the Mac as an affordable meme weapon, but I knew I wouldn’t be acing with it even with Max movement. In CS2 I feel unstoppable after 2 kills and don’t bother to walk unless I really have too 😂
As somebody who plays both cs and valorant aktively I can say with full confidence that the cs run and gun is way worse than in valorant especially if you look at the glock and the mp9/mac10 even compared to the valorant smgs like the stinger and spectra the cs guns are just way better at run and gun espacilly on longer ranges
oh finally Get_Right Buff reverted.
I think the video caption should be rewritten to “problems” and this should be a series of videos free content for you thank me later
how dare people allowed to shoot while running. They must stand still how dare they lets nerf p90 and every smg
finally someone talk about this...
its been disproven multiple times, it's the exact same as it was in csgo.
CS2 HAS A PROBLEM BUT ITS NOT THIS ONE.
This has been a problem since the start of csgo compared to 1.6. especially jump shots are ridiculous
If gramps can’t adapt to a faster pace and keeps hugging corners then he might be the problem, actually
Like, I don’t like CS2, I don’t really like Valorant either, but it doesn’t change the fact that the old CS was getting boring to play AND watch, changes are welcome from my side
it does not have a run and gun problem. people just cant aim
run and gun in val is equally as non-accurate though
that initial Twistz post video was pure trash.. it's impossible to have discussions about cs2 and how to improve when half of discourse is dedicated to shit people "notice" and don't bother to test which is many times just influence by how well they're doing or what frustrates them :/
This video is a miss just like my ak when I'm running and gunning. This movement and shooting is very similar to how its been for decades. Holding walk or crouch on a counter strafe into your shooting can make you accurate while moving and its been like that forever. Practice your mechanics rather than just loading up games constantly maybe? I am looking at 2:50-3:10 and all I have to say is that this is also the same as it has always been people just do it more now. Just like when the krig was overpowered and no one used it until the pros used it and then it finally got nerfed. This problem is not new, it's been a part of the game forever. If you look at the amount of missed bullets and the amount that hit its crazy comparatively. Dude is also practicing how far away your crosshair needs to be to hit more consistently. That is what separates pros from noobs. PRACTICE
Run and gunning is for games that require no skill filthy casuals games like cod that are for noobs/normies. In cs:go there is recoil that makes shooting inaccurate when moving so there is no place for it in counter strike.
its always been a thing...... Valorant is trying to get rid of it but Valve will try to change the game that much.
First and foremost, it has got a cheating problem. Still.. I think Valve are just too prideful to ask for any outside help and will try to push their ideas for a solution that obviously do not work. And they did not work for the last 25 years. Crazy stuff.
this also exist on csgo... felt no different to me ngl, got run and gun'd on csgo and got run and gun'd on cs2
alternate name CS2 has another problem again
This is why I drive and shoot. Running is over rated
I selled all my skins today, i will stop playing and if i ever come back to this broken game is a good question, there are so much good games out there - enjoy them 😄🤙🏼
Meanwhile, idiotic valve shills are insisting that there is zero run n gun accuracy in CS2.
As a viewer of the esport it's a better viewing experience. (I don't play the game.)
When it comes to stats like innaccuracy in the game's code AFAIK they are identical between both cs2 and csgo You can run and gun effectively in both.
Only thing i can think of is.
CSGO being far more forgiving for hitting shots that should have missed. you can click before your crosshair was over the target and get a kill in CSGO
CS2 favoring who starts the engagement first
CS2 technically faster responsiveness showing actions per next rendered frame will always be faster than CSGO's per tick.
CS2 having better hitreg.
will Valve do something like a blanket movement innacuracy increase in CS2 or will they just tell players to adapt who knows,
imo the run and gun is a small problem for me, the cheating is still and probably will be for another long while be the only major problem thats holding back the game
I’m not gonna lie my grandma could kill me in this game 😆😆😆
I mean... we have CoD.
Just found your channel. Subbed for more!
donk slide started it
1:14 Thank me later
its alright the way it is
Loved this! Changed my view.
Seems like every week CS2 has a new “problem” 💀
Laughing at people who swear this game is good 😂😂😂
i think its fine how it is
Run and gun meta
Just gitgud, that's just how the game works.
the twistzz vid has been debunked lol
game has been shit since it left 1.6 and CS:S
If u guys been playing with chinese, this problem has been there since csgo lmao. Cant believe valve havent fix this bs. Its even worse than valorant ffs
1 minute ago is crazy
its the same as in csgo people are dumb.
it's more fun
; Valve does not give a fudge about this game now, more cheaters than ever and the physics in the game is now trash.
its OP imo
run and gun with rifles only works at pretty close range (as you can see in this vid), has always been like that
crabwalk spraying has always also been a thing
what a dumb video
csgo 2 never fails to fail its players
Did you finish watching the video? BEcause the concensus is basically
a) Moving target, people hard to aim
b) The spread reset has been there since CSGO
I hate pistol rounds because of that
THIRD
FIRST
Early AF
frist