It's because it started the 5v5 genre. Getting into, back then, what was only a half-life mod, was easier than CoD search and destroy. Pretty sure that came after cs anyway, so they copied the formula. Keeping this formula top notch is important to do, which is why the community is frustrated.
This explains why I am having such a hard time reading opponents movements and holding angles. As I used to look at their legs to read their movements plus I would preaim a corner while keeping looking for the legs to reveal themselves first, as they usually did in csgo compared to cs2. Did not know it was this much different.
Absolutely, the part of the body that visually moves the most (and fastest) are the legs, so it can be incredibly distracting when the leg movement doesn't line up well with the movement of the torso. Something that could previously be used as a good tool to judge speed and direction, has now become unreliable in a lot of situations.
It feels like the legs make it look like the player model is moving more than it actually is. It throws me off sometimes, not all the time but sometimes when you're holding it looks like someone is turbopeeking or just covering an entire football field with one strafe when in reality it's just the wonky ass legs not lining up with the body.
My main problem with cs2 legs animation is that they always lag behind the player's torso when initiating a strafe, so on some peaks in csgo that you would see part of the leg first before the torso, initiating the response quicker, in cs2, the torso appears first most of the time, making you have a delayed reaction, even if by a fraction of a second, and most players are not adapting too well with this. I really don't like this smoother and independent animations, CS isn't call of duty, we don't need to focus that much on realism, specially if it affects gameplay, not even Valorant has this.
the leg movement looks too extreme to actually be realistic. Valve needs to tighten up the left-right space a little so that the legs can stretch just enough so that if you're fast peeking someone, it doesn't look like the playermodel is trying to do yoga leg exercises whilst in gunfights. It's just, if someone tried moving like that IRL it would make them fall over. I don't want them to mocap real life strafing as that would look even more awkward. I know it's not meant to be the most realistic shooter, but movement is definitely important in the game
for anyone curious im fairly certain what they do with the legs is called "procedural (leg) animation" where it is indeed like the legs have their own life
I dont understand why it took a whole year for people to pay attention to this problem, been complaining about this since release, but better late than never i guess...hope valve will see this cuz im tired of huffing hopium.
Because all focus have been to try to fix the cheat-issues in premier? I guess now even the last drop of players just realized it never get fixed and either quits the game or go and play faceit So now theres time to complain about the player models? :)
Crouchwalk shooting is nerfed by a spread bug in CS2, on every weapon including the AWP. I don't think enough people have realized this. Only happens if you move your mouse, crouchwalk shooting without aiming is accurate for some reason...
I haven't played cs in last 5 months I had hoped that when this shitshow gets better, I'll back into it but lol no. Now i legit feel like they released cs2 and forgot it even exists
Omg thank you... I wanted someone to make a video about this topic for so long. With all that is going on with CS2 we will need a petition just like with CS:GO in 2016
2:04 this side by side shows exactly what i've been complaining about the new art style. it's not that csgo was better. csgo was sharper. you can clearly distinguish the model in csgo, where in cs2 it just blends with the background. and it's not just agents, it's every object. i have a little harder time aiming just because objects don't standout from one another as much.
@@real-horse agreed, i only played wingman lake and have only played cs2 2 times since official csgo was removed, 1 of those was when custom stickers got released and we all know what kind of build i made ( ͝° ͜ʖ͡°)
@dyplex9 you are the braindead ... Its not about nostalgic... Gsgo: Spray is better, hits connecting better, no delay, better optimisation, more modes... How stupid and brainfucked you must be to not realise that?
CS2 , it is clearly to naked eye, that the dude is skating, like moving on ice , he goes out more quickly and it does look clearly like he is skating, you cannot deny that , and is not the same as CSGO
THIS has been bothering me since the very beginning of CS2. The sway and the feet sticking to surfaces make it so much harder to read (cos it feels random af) in specific situations. I think the wide step movement also leads to more moments where you feel like getting shot by someone full running, cos the animation takes longer to reset - just a theory tho. IMO reduce the sway, looks goofy rn. Reduce the wide legs and fix the feet stucking to surfaces.
In the title of “HLA” Valve explains to us in its comments mode that a procedural system was created for the animations of the lower bodies of the "NPCs", this system calculates the movement of the legs, and pre-calculates the feet, keeping the feet fixed on the ground and the legs dynamically with flexible “PROCEDURAL” animations, which makes the result incredibly realistic, the error in question is due to the fact that the system was intended for "NPC's" then a player causes the "CHARACTER" to collide with 2 or more surfaces, producing a failure that prevents the system from pre-calculating the player's steps because it is obstructed, the feet maintaining the last position, but the player moves, the legs are dynamically adjust to the player's position, but the last position of the feet remains obstructed, hence this failure. In "CSGO" the animations are pre-rendered and rigid, which avoids any failure but the player does not have any adaptation to the environment.
So, basically what valve did here is, enable IK Controllers on the Leg on the player model, which does this legs getting stick to one point on the colliding mesh. A simple solution could be to simple check for IK Update more frequently. So, legs align more responsively with the colliding mesh underneath. P.S. Making my own game in unreal engine and i run into these issues sometimes, so that's how i suggest that specific fix.
The legs not moving in a human way is one complaint I have had since release. It is visually hard to follow some times and reminds me of an alpha fps game trailer showcasing moving around.
@@sitaro1207 Valve is the one who originally hyped up Source 2 by porting DOTA 2 to Source2 and making it look and perform better, that's where everyone else got the source 2 idea from. It's not the fault of regular people who were expecting Valve to at least do an okay job of porting CSGO to Source 2 instead of what we got today.
@@yegfuf Half life alyx. They added the legs animation from a SINGLE Player VR game and added to the 12 year old CSGO models and thats why it looking all weird
Tbh banning socd and jump binds is such a poor decision Valve just needs to stop trying to punish the community and companies for trying to fix inconsistencies with their game. Not to mention the cheating problems, just listen to the pros for real.
There is a similar problem with awp too, when you pull out the awp(if you use right hand) then look at the left hand side the awp moves, you can understand what I'm trying to say 😅
now that I've seen it pointed out with just regular strafing/counterstrafing, it looks so weird. It really is as Maxim said, that the legs look disjointed from the upper body.
It's obvious they did this to show off the "realism" (although it isn't at all) and better aesthetics of source 2 but just tone it down a this point. It's incredibly uncompetitive to have such rng behavior that players use to read enemies' movement. You used to be able to really read a strafe and predict where someone was going to be, not anymore. The wide legs also contribute to the peekers advantage.
Hey are you able to compare the difference of counterstraifing (max speed to 0 velocity) in both games with different weapons to see if its consistent or the same? Feels really off
it's just stupid in cs2. the player model should move as one unit, not the legs legging behind. It looks wrong because it is: no human ever walks like that, if anything the feet are one of the first things to go where we want to be. revert to csgo animations, legs have not been a major problem there if i recall
I found a bug the other day that worries me about all svar commands and whether or not all of them are completely f'd I found one that's completely f'd. I thought about emailing valve a video, but you can replicate this glitch. I also told them exactly why it's happening. You can replicate this glitch safely. Load up a practice offline server on cs2 and exec a utility practice config. Go to T side. Go to roof. *Don't* break the glass. Throw a molly onto hut and have the molly itself break the glass. Hit the key you have the command "sv_rethrow_last_grenade" bound to. Now go back and throw the same molotov yourself with the glass now broken. Now press the button again to tell the server the exact values to interpolate to throw the exact same molotov. Does the molotov burst in midair instead of landing on hut? Yep. Even though the glass is now broken, the server determines that the molotov interacted with glass after being thrown, even if said glass is no longer there. That server command is not factoring in a state change on the map. Namely, the glass being unbroken or broken. Makes me wonder what else is causing issues or glitches....because there are other "state" changes on maps. Doors being open or closed, the vent on nuke being closed, open, or broken, etc.
my 2 cents, as a parttime gamedev here; From what i can see; CSGO used the baked animation for movement animation. CS2 uses a InverseKinematic system for the legs and baked animations for the upper body . Which means legs "Adheres" better and move better in slightly curved surface and tries to look natural while CSGO used to just say nah; if you move slowly i just move the body and dont animate. if you move fast i run the animation. IK is actually better IMO but they need to fix some issues there (like clamping the angles in ankles and better raycast to find surfaces and more). It will take some time. Doubt the slight animation change is that high in their priority list.
Quite a lot of hiccups with the IK are present right now. Why does it turn off immediately after the last guy dies at the end of the first half and the end? You can see it happening with the AWP's viewmodel. And yeah, the stretching. Yeah, IK is literally tying some body parts to some things, like the player's hands should definitely be holding the gun using IK, but the legs... they seem to stick to the place they last touched, but then struggle to unstick at low velocity, causing the stretching.
one thing that seems unnecessary are the invisible barriers that exist over all the walls and surfaces your player can get stuck on. It's like....a transparent wall over the actual walls. I know some people ruin the game by having double invisible walls, but you know what I mean. Just run into any wall on any map and look at where the legs stop. When this involves a tight corner and a prop, well, that's just annoying, and a player can get stuck or have their movement messed up
I understand how the Mirage stairs example looks funky, but I really don't see the issue at 2:55. In fact, that seems pretty realistic to me. If someone leaped to their right in real life, that's probably how their legs would look.
Agreed, I mean your instincts from being shot irl is to dodge the bullet while trying to shoot back the threat and it's exactly how it looks right here and imo it's kinda realistic. But I also think that the implementation of the animation system here in cs2 is a bit funky and buggy, if we look at valve new game deadlock which had the same system it does look fine.
As someone who have a little bit understanding of game development, I already figuring out how the movement work since I first saw the gameplay on UA-cam during closed beta/open beta(?)
CS2 is worse. But keep in mind, we get frequently more updates from valve since the port to Source 2. And keep in mind, CSGO in 2014 was hella lot worse, in my opinion.
The new playermodels make reading movement so much harder and introduces needless inconsistency, I really wish they kept the source 1 playermodel physics because the new ones sacrifice gameplay for cosmetic improvements. I'm not a huge cs2 hater, it's perfectly playable, but this could be better.
Finally someone pointed out the legs problem in cs2, cs2 legs swing just way too wide feels like two people strafing out like 2:12. Sometime I just cant hit my shots when your opponent legs swing wider than their shoulder it just confuses me a lot of times
Why are the creators not coming together to protest against Valve??? Use your power for something good other than promoting your stupid skin websites ffs
Bruh, all this to say they attempted to pin hit boxes to ragdolls and didnt update the animation cycle rate to anything reasonible. shit logic on that portion of it. i dont think im 100% right i dont work there but seems to be close to the issue. prolly tied to tick rate not sub ticket, aka not update enough or poor logic. like basically they make movement noises based on game units maybe same thing here. update every x ticks or x game units and the mirage slow step breaks all of them. i just wanna help make a better game.
"it's just different", exactly, like the whole game is so different from csgo, i think it should separate like source and 1.6, it's not an "upgrade", it's a different game.
I assume cs2 is using a different animation system to try and replicate more realistic movements, thus it acts differently from csgo and leads to some bugs. Maybe idk
It’s ironic how the community has to constantly address CS2’s shortcomings, while Valve acts as if it’s the best FPS game ever.
It's because it started the 5v5 genre. Getting into, back then, what was only a half-life mod, was easier than CoD search and destroy. Pretty sure that came after cs anyway, so they copied the formula.
Keeping this formula top notch is important to do, which is why the community is frustrated.
The concept certainly is, but yeah CS:GO was a better game than CS2 so far.
This explains why I am having such a hard time reading opponents movements and holding angles. As I used to look at their legs to read their movements plus I would preaim a corner while keeping looking for the legs to reveal themselves first, as they usually did in csgo compared to cs2. Did not know it was this much different.
I did the same. Even year after my aim keep getting worse only becouse of that since I relay on "whole body" to aim
Absolutely, the part of the body that visually moves the most (and fastest) are the legs, so it can be incredibly distracting when the leg movement doesn't line up well with the movement of the torso.
Something that could previously be used as a good tool to judge speed and direction, has now become unreliable in a lot of situations.
Same. I miss my awp shots much more often comparing to CS:GO
It feels like the legs make it look like the player model is moving more than it actually is. It throws me off sometimes, not all the time but sometimes when you're holding it looks like someone is turbopeeking or just covering an entire football field with one strafe when in reality it's just the wonky ass legs not lining up with the body.
@@MrChris00078 yea you have to learn to ignore it and hyperfocus on their heads now
My main problem with cs2 legs animation is that they always lag behind the player's torso when initiating a strafe, so on some peaks in csgo that you would see part of the leg first before the torso, initiating the response quicker, in cs2, the torso appears first most of the time, making you have a delayed reaction, even if by a fraction of a second, and most players are not adapting too well with this. I really don't like this smoother and independent animations, CS isn't call of duty, we don't need to focus that much on realism, specially if it affects gameplay, not even Valorant has this.
the leg movement looks too extreme to actually be realistic. Valve needs to tighten up the left-right space a little so that the legs can stretch just enough so that if you're fast peeking someone, it doesn't look like the playermodel is trying to do yoga leg exercises whilst in gunfights. It's just, if someone tried moving like that IRL it would make them fall over. I don't want them to mocap real life strafing as that would look even more awkward. I know it's not meant to be the most realistic shooter, but movement is definitely important in the game
kind of funny you reference the legs moving as "animation". i think its quite obviously inverse kinematics
for anyone curious im fairly certain what they do with the legs is called "procedural (leg) animation" where it is indeed like the legs have their own life
I dont understand why it took a whole year for people to pay attention to this problem, been complaining about this since release, but better late than never i guess...hope valve will see this cuz im tired of huffing hopium.
Because all focus have been to try to fix the cheat-issues in premier? I guess now even the last drop of players just realized it never get fixed and either quits the game or go and play faceit
So now theres time to complain about the player models? :)
Crouchwalk shooting is nerfed by a spread bug in CS2, on every weapon including the AWP. I don't think enough people have realized this. Only happens if you move your mouse, crouchwalk shooting without aiming is accurate for some reason...
What a shit game, I am happy I sold everything at launch when prizes were still good. Haven't played in 6 months now
in cs2 they are just sliding
in csgo the legs actually have friction with the ground
CS 1.6 wants to have a word
@@MrMaxim xD
i love how this is the exact same comment from 10 years ago, when everyone complained that csgo was on ice skates
Please check 2:15 and tell me how cs go has friction
3:21 this transition looked like the transition from 2 to source. Jesus!
Source 2 to source, technically it is!
@@hypercalmeqc7863 You know what I meant! xD
@@hypercalmeqc7863 he meant from cs2 to cs source i think
@@Shadowa97 I know
@@hypercalmeqc7863 csgo could have been called cs:s 2 :))
I haven't played cs in last 5 months
I had hoped that when this shitshow gets better, I'll back into it but lol no. Now i legit feel like they released cs2 and forgot it even exists
MrLegMaxxin
glad to get back to this video and see that they worked on it on the previous update, nice
Omg thank you... I wanted someone to make a video about this topic for so long. With all that is going on with CS2 we will need a petition just like with CS:GO in 2016
2:04 this side by side shows exactly what i've been complaining about the new art style. it's not that csgo was better. csgo was sharper. you can clearly distinguish the model in csgo, where in cs2 it just blends with the background. and it's not just agents, it's every object. i have a little harder time aiming just because objects don't standout from one another as much.
Nice try feds still not playing without having de_lake as a map in wingman
been almost a year without the best map in all of gaming
@@real-horse agreed, i only played wingman lake and have only played cs2 2 times since official csgo was removed, 1 of those was when custom stickers got released and we all know what kind of build i made ( ͝° ͜ʖ͡°)
csgo>>>> cs2
Your nostalgia>>>> your iq
@dyplex9 you are the braindead ...
Its not about nostalgic...
Gsgo: Spray is better, hits connecting better, no delay, better optimisation, more modes...
How stupid and brainfucked you must be to not realise that?
@@dyplex9 Nostalgia for a working game, sure.
who knew a game that was out for 10 years that has been pushed to its limits and polished to oblivion would be better than cs2!!!!
@@dyplex9 are you delusional?
CS2 , it is clearly to naked eye, that the dude is skating, like moving on ice , he goes out more quickly and it does look clearly like he is skating, you cannot deny that , and is not the same as CSGO
Certified dad
I want an option to disable seeing my own feet
yeah it's annoying that the few times I can even see them it's probably because they're blocking my view
THIS has been bothering me since the very beginning of CS2. The sway and the feet sticking to surfaces make it so much harder to read (cos it feels random af) in specific situations. I think the wide step movement also leads to more moments where you feel like getting shot by someone full running, cos the animation takes longer to reset - just a theory tho.
IMO reduce the sway, looks goofy rn. Reduce the wide legs and fix the feet stucking to surfaces.
In the title of “HLA” Valve explains to us in its comments mode that a procedural system was created for the animations of the lower bodies of the "NPCs", this system calculates the movement of the legs, and pre-calculates the feet, keeping the feet fixed on the ground and the legs dynamically with flexible “PROCEDURAL” animations, which makes the result incredibly realistic, the error in question is due to the fact that the system was intended for "NPC's" then a player causes the "CHARACTER" to collide with 2 or more surfaces, producing a failure that prevents the system from pre-calculating the player's steps because it is obstructed, the feet maintaining the last position, but the player moves, the legs are dynamically adjust to the player's position, but the last position of the feet remains obstructed, hence this failure.
In "CSGO" the animations are pre-rendered and rigid, which avoids any failure but the player does not have any adaptation to the environment.
That sounds exactly like what is happening in cs2.
cs2 player model is so fast thats why the smgs rly op thats a rly big problem im 2k elo and i cant kill wide peeks
Tone down the sway and lessen the gap between legs , that's the only logical solution.
Well said
So, basically what valve did here is, enable IK Controllers on the Leg on the player model, which does this legs getting stick to one point on the colliding mesh.
A simple solution could be to simple check for IK Update more frequently. So, legs align more responsively with the colliding mesh underneath.
P.S. Making my own game in unreal engine and i run into these issues sometimes, so that's how i suggest that specific fix.
Today was a Leg day
crispy sharp thumbnail
I really enjoy your humor! Always watch your videos and I don't even play CS!
The legs not moving in a human way is one complaint I have had since release. It is visually hard to follow some times and reminds me of an alpha fps game trailer showcasing moving around.
I'm not sure if this is related, but in cs2 you kind of float up and down stairs.
So do the models reflect the hit boxes? Or are the hit boxes messed up when the legs drag?
smooth criminal type beat
I mean this is what happens when you import assets from a VR game to a competetive egoshooter
Those Source 2 hypers who cried about it all the time during CSGO are nowhere to be seen these days
but these models are not from half life alyx, you can see in the game files. what are you smoking?
@@sitaro1207 Valve is the one who originally hyped up Source 2 by porting DOTA 2 to Source2 and making it look and perform better, that's where everyone else got the source 2 idea from. It's not the fault of regular people who were expecting Valve to at least do an okay job of porting CSGO to Source 2 instead of what we got today.
@@mum-your yeah I was gonna say, which VR game? 😅
@@yegfuf
Half life alyx. They added the legs animation from a SINGLE Player VR game and added to the 12 year old CSGO models and thats why it looking all weird
I have an health walking issue. CS2 models looks like more my reality.
Loving the leg jokes lmao
Tbh banning socd and jump binds is such a poor decision Valve just needs to stop trying to punish the community and companies for trying to fix inconsistencies with their game. Not to mention the cheating problems, just listen to the pros for real.
I thought I was getting old now. I realized that the main reason why I was missing my shots was because of the animations. This consoled me a little.
And we can talk about the texture bug and the weapons who go inside the character skin
Valve is busy developing Deadlock, they don't give a fuck about Cs2.
There is a similar problem with awp too, when you pull out the awp(if you use right hand) then look at the left hand side the awp moves, you can understand what I'm trying to say 😅
I hope valve fixes this very fast. It's quite annoying.
now that I've seen it pointed out with just regular strafing/counterstrafing, it looks so weird. It really is as Maxim said, that the legs look disjointed from the upper body.
I hope valve just realises they dont need to change spray patterns, tick system, pm
They just need to fix the movement and tagging
Ak feels impossible to spray
since the MJ incident, CS2 hasn't the same anymore 😅
the puns are BIG
The thumbnail 💀💀💀
It's obvious they did this to show off the "realism" (although it isn't at all) and better aesthetics of source 2 but just tone it down a this point. It's incredibly uncompetitive to have such rng behavior that players use to read enemies' movement. You used to be able to really read a strafe and predict where someone was going to be, not anymore. The wide legs also contribute to the peekers advantage.
seeing my own legs messes me up a lot, i prefer the floating void of csgo XD
One year was not long enough for Valve to start neglecting Counter Strike 2!
maybe having a thing where step sizes are changed by the speed the player is going would fix the weirdness you see in the stairs example
this is what I'm saying! can we please get the old legs back?
not because the new ones are different but because they are worse and don't work!
where is your pfp from
i've seen it b4
@@bird7270 the artist is called USA37107692
Hey are you able to compare the difference of counterstraifing (max speed to 0 velocity) in both games with different weapons to see if its consistent or the same? Feels really off
Very hard to tell that you have no content haha, I hope they do some more updates soon, cs2 is like playboy carti, but even he is dropping
i miss csgo 💔
There's people that sit around and critique how legs move at 0.01 speed in cs crazy.
can you compare the new update legs with csgo?
csgo is so much better in almost every way
visually? nah. also the new smoke is way better.. other than that. agreed
@@blueshue Only things I would keep from cs2 if we could go back is the smokes, and and . I think that's it
i wanna go back bro
i mean, what do you expect?, a game 12 years ago vs a Game just came out in 1 year
give it some time, don't you remember csgo game breaking bugs back in the day !!?
Legs live their own lives?
Half life 3 confirmed?
why is the game made so fking bright? it literally hurts the eyes and making the game look worse
try r_fullscreen_gamma 3.3 or more, it will help a bit
the legs i like > legs in csgo , legs in cs2
it's just stupid in cs2. the player model should move as one unit, not the legs legging behind. It looks wrong because it is: no human ever walks like that, if anything the feet are one of the first things to go where we want to be. revert to csgo animations, legs have not been a major problem there if i recall
now with 5 ping against 90 ping
There are numerous videos about how CS2 is still buggy and unfinished and Valve is focusing on Deadlock not giving a single fuck about it amazing.
I found a bug the other day that worries me about all svar commands and whether or not all of them are completely f'd
I found one that's completely f'd. I thought about emailing valve a video, but you can replicate this glitch. I also told them exactly why it's happening. You can replicate this glitch safely.
Load up a practice offline server on cs2 and exec a utility practice config. Go to T side. Go to roof. *Don't* break the glass. Throw a molly onto hut and have the molly itself break the glass. Hit the key you have the command "sv_rethrow_last_grenade" bound to.
Now go back and throw the same molotov yourself with the glass now broken.
Now press the button again to tell the server the exact values to interpolate to throw the exact same molotov.
Does the molotov burst in midair instead of landing on hut? Yep. Even though the glass is now broken, the server determines that the molotov interacted with glass after being thrown, even if said glass is no longer there.
That server command is not factoring in a state change on the map. Namely, the glass being unbroken or broken. Makes me wonder what else is causing issues or glitches....because there are other "state" changes on maps. Doors being open or closed, the vent on nuke being closed, open, or broken, etc.
crab walk
They just added standard inverse kinematics to cs nothing inherently wrong they just need to reduce the teleport distance
Plz make a video on dying behind the cover or a wall because that issue is not even fixed yet cause I’m still dying behind the wall
my 2 cents, as a parttime gamedev here;
From what i can see; CSGO used the baked animation for movement animation. CS2 uses a InverseKinematic system for the legs and baked animations for the upper body . Which means legs "Adheres" better and move better in slightly curved surface and tries to look natural while CSGO used to just say nah; if you move slowly i just move the body and dont animate. if you move fast i run the animation.
IK is actually better IMO but they need to fix some issues there (like clamping the angles in ankles and better raycast to find surfaces and more). It will take some time. Doubt the slight animation change is that high in their priority list.
Quite a lot of hiccups with the IK are present right now. Why does it turn off immediately after the last guy dies at the end of the first half and the end? You can see it happening with the AWP's viewmodel.
And yeah, the stretching. Yeah, IK is literally tying some body parts to some things, like the player's hands should definitely be holding the gun using IK, but the legs... they seem to stick to the place they last touched, but then struggle to unstick at low velocity, causing the stretching.
one thing that seems unnecessary are the invisible barriers that exist over all the walls and surfaces your player can get stuck on. It's like....a transparent wall over the actual walls. I know some people ruin the game by having double invisible walls, but you know what I mean. Just run into any wall on any map and look at where the legs stop. When this involves a tight corner and a prop, well, that's just annoying, and a player can get stuck or have their movement messed up
NO, do not make them focus on legs, when we need anti-cheat before the game dies with all cheaters ;)
Csgo seems like a future upgrade to cs2.
no problem they fixed offline
I understand how the Mirage stairs example looks funky, but I really don't see the issue at 2:55. In fact, that seems pretty realistic to me. If someone leaped to their right in real life, that's probably how their legs would look.
Agreed, I mean your instincts from being shot irl is to dodge the bullet while trying to shoot back the threat and it's exactly how it looks right here and imo it's kinda realistic. But I also think that the implementation of the animation system here in cs2 is a bit funky and buggy, if we look at valve new game deadlock which had the same system it does look fine.
As someone who have a little bit understanding of game development, I already figuring out how the movement work since I first saw the gameplay on UA-cam during closed beta/open beta(?)
CS2 is worse. But keep in mind, we get frequently more updates from valve since the port to Source 2. And keep in mind, CSGO in 2014 was hella lot worse, in my opinion.
Being a father really affects your humor, doesn't it? 😁
what I dont understand is why do WE have to analyze the game and they can't even see how poorly they made cs2? BRING CSGO BACK
The new playermodels make reading movement so much harder and introduces needless inconsistency, I really wish they kept the source 1 playermodel physics because the new ones sacrifice gameplay for cosmetic improvements. I'm not a huge cs2 hater, it's perfectly playable, but this could be better.
Vac 33.66 coming out real soon.
I'm reporting you for all the feet jokes, you are done buddy!!!
Thats why valve dont focus in CS2 and Dota2. Because new Game has arrive DEADLOCK. THIRD PERSON MOBA. 2025 BEST GAME
my legs arent like that!
Finally someone pointed out the legs problem in cs2, cs2 legs swing just way too wide feels like two people strafing out like 2:12. Sometime I just cant hit my shots when your opponent legs swing wider than their shoulder it just confuses me a lot of times
i just hate how r/GlobalOffensive keeps defending this game like they got stockholm syndrome😂
Why are the creators not coming together to protest against Valve??? Use your power for something good other than promoting your stupid skin websites ffs
jesus christ it almost looks like they are crouched when they take 2 meter steps lmao😭
one of the most annoying thing in cs2
source 1 was better sadly enough. its been 1 year, and this game is still a major degradation
on point
Yes it is worse in CS2
Bruh, all this to say they attempted to pin hit boxes to ragdolls and didnt update the animation cycle rate to anything reasonible. shit logic on that portion of it. i dont think im 100% right i dont work there but seems to be close to the issue. prolly tied to tick rate not sub ticket, aka not update enough or poor logic. like basically they make movement noises based on game units maybe same thing here. update every x ticks or x game units and the mirage slow step breaks all of them. i just wanna help make a better game.
One of many reason i threw in the towel
"it's just different", exactly, like the whole game is so different from csgo, i think it should separate like source and 1.6, it's not an "upgrade", it's a different game.
CS 2 broken shit!
Ahh yeah, legs again…
I would vote for removal of inverse kinematics, and less graphics, because esports game shouldn't be too fancy, it needs to be functional
functional and valve is no compatable.
I assume cs2 is using a different animation system to try and replicate more realistic movements, thus it acts differently from csgo and leads to some bugs. Maybe idk
1.6 had it right. why is it so hard for them to go back..
dam i forgot how shit cs:go looks :D
CSGO best
the game is just shit. no other videos needed
you keep coping
Cs2 is 🚮
so sad u have to make csgo vs cs2 concept video because u don't have content in cs2, just leave them?
Still wish I could turn off my own legs and shadow to feel more like csgo