Welp, valve seems to make the best decisions in their designs here, so warowl's praises rarely seem to be out of bounds, but that Artefact bit oof, I completly disagree with that, that game does not go any way in par with magic or even hearthstone in its best days (and hell do I hate to give credit to the blizzard of late)... Anyways hate to say it but it made him look like a bit of a sellout there ... I hope I am wrong.
I think their approach to CS2 is the smartest thing Valve could have done here. CS:GO is insanely popular, making a sequel with different controls and everything could have gone absolutely horrible so this move of just taking the same game and future-proofing it in a bunch of ways is a really intelligent direction for the property
Except lowering the skill ceiling will be extremely harmful in the long-term because it hurts the population that ultimately bring in those new players in the first place. EDIT: giving players the ability, on screen, that is equivalent to a player acquiring the ability, lowers the skill ceiling as the player no longer NEEDS to acquire it (don’t assume they will). Follow recoil, noise on radar, and any of these accessibility changes all have the same effect but most of you guys are hypocritically biased towards one of these changes that you subjectively think are good/less harmful. Causal and new players decide what pvp games they play based on popularity, and they often put in very little hours comparatively. When a game loses popularity those players drop quick. Look at any streamer popular game once the streaming community goes to play something else. There is a reason that the pvp games with the highest consistent player count have a high skill ceiling. The competitive players put in 100x more hours than anyone else, they promote the game more than any other group, and they play the game consistently. Hurt the competitive players by lowering the skill ceiling and the only hope you have to ensure a game stays popular is by constantly releasing new content or paying streamers to play your game.
As an official Collectable Card Game nerd who is one of seven people who still plays some Artifact, the game had issues but it was absolutely the marketing and monetization that did it in.
Ye it was a game killed by (justified) circlejerk of the community and valve just giving up. The base-concept is still one of the most fun cardgames i have ever played
Monetisation was the real issue. Paid game with pay-to-win system on top of it? From good reputation developer like Valve? Marketing did not had any chance.
yeah if only they had made artifact one board and add more boards the higher the ranks. The game had charm and could have been amazing if they make it easy first and a ranking system.
Dang the kill at 10:05 is crazy. The ragdoll phsyics are insane. the way he just flops and his body leans on the boxes behind him then just collapses. It's seems so authentic and real.
ive always felt like the ragdoll in csgo felt way worse than what they had in css, i was really disappointed when i tried the beta back in 2012. the ragdoll in cs2 looks absolutely fantastic though, i cant wait to try it
To play devil's advocate, I really don't like that the decals automatically remove after less than ten seconds. I get that that's normal for a competitive player but some of us just like the better looking textures and appreciate seeing a hall way all covered in blood and bullet holes adding to the atmosphere, it'd be much better if it was just a setting instead of taking away the option entirely
Yeah, I'd much rather have immersion and contextual cues than whatever the guy who devotes 20 hours a day to the game needs for that competitive edge I couldn't give two shits about.
@@Yoloswags didn't realize the cs stands for cool smoke and without whatever you think is right it'll do poorly. Have you considered applying for a project management position at valve?
The grenade training tool shows best what they seem to go for: One of the biggest complaints players had, was that nobody knew basic smokes. Everybody has the ability to find good setups on their own - no need to "one day search a video and learn the setups". New (and old) player can discover setups by just being curious. The effect is, that more people will use grenades and matches should get better. Valve doesn't lower the skill ceiling, they are lowering the barriers (to become a usable team member).
And honestly, more of that. You don't need that many "high skill barriers" when you can just have a high skill ceiling instead. You still have your "pro level" plays and one tapping with perfect accuracy (really though, I hate this part of CS that everything goes in blink of an eye and if you're not perfect you just loose), but a new player at least has a chance to do anything more then be cannon fodder.
the problem is people were jumping to conclusions assuming the grenade preview was accessible during ranked matches which would damage the competitive skill ceiling of the game.
@@simplysmiley4670 " I hate this part of CS that everything goes in blink of an eye and if you're not perfect you just loose" TBH, Counterstrike is actually pretty slow when you think about it. The game takes place over 16-30 rounds and takes ~40 minutes a match, and while an individual play might go by in the blink of an eye, actual strategies for the match, including adapting setups, economy management, utility placement, and mind games evolve over the course of all those rounds. Having a newish player who's a bad shot isn't the end of the world in matchmaking if they can throw decent utility and buy their teammates, plus even dying like cannon fodder can be leveraged in your team's favour by baiting and trading or acting as an early warning system against flanks and surprise pushes.
I love how at 8:19 WarOwl looks at the edge of the smoke because in CSGO there is usually a gap there especially when the smoke landed a bit to the left. I love volumetric smokes.
On the topic of looking at what people are doing and fixing those issues, I remember something from when Disneyland came out. With overcrowded pathways, people would create shortcuts off the walkways and into the grass. Upon seeing these pathways, they paved new walkways following these more efficient paths, rather than saying “don’t walk on the grass”.
A very good solution to not allowing 4:3 (or other aspect ratios) would be to have the game automatically recognize the monitor resolution but also the aspect ratio and be locked (CS 2) to those settings. This is my opinion.
thank you, I really appreciate it! My mentality to approaching a video is this: every video MUST have 2 things: a laugh-out-loud moment that catches you off guard, and a meaning. I'm finding lately that I enjoy writing way more than I enjoy editing the videos.
@@TheWarOwl That's a great mentality, I have found your videos quite enjoyable for this reason. They're a little funny, I can always take something away from them, and I find myself constantly engaged by what you're talking about. I really don't feel like you waste any time in your script, so thank you for respecting our time!
A small note on tech debt from a software engineer: - Sometimes doing thing's "the right way" can still lead to tech debt. - Developers sometimes have no way of knowing "the right way" until they realize what they made was done "the wrong way". - "the quick way" depending on time availability, economic factors, and developer expertise sometimes might be the only way. Tech debt piles up if we like it or not and after years of development as well as many resources being dedicated to anti-cheat, it's incredible that CS:GO lasted so long and held up alongside other competitive shooters especially since it ran on an engine that right now is nearing it's 19th birthday. Of course a total rework of CS was necessary but rewrites are extremely time consuming for countless reasons which we can all think of. I think as a community, we really need to give praise to the all devs at Valve for their efforts towards this beloved franchise.
I think they dont deserve praise. If you count how much money they do only with boxes in a month is crazy, I dont remember where I saw that there was a point where the csgo team employees was like 12 people... I never understood why Valve didnt invest more money on such a succesful game. Still love the game but Im sure it deserves more love from the company.
Most developers don't understand what tech debt means. They think it means "bad code" or "cruft". It doesn't. Debt isn't a bad thing, and neither is technical debt. It's a good thing when used right. Debt is borrowing from future you for the benefit of present you. Sometimes you need to get something done quickly, and so you hand off some work to the future in order to save some work now. That can be good or bad depending on what you do, why you do it, etc. You can borrow money to buy a car (probably stupid) or to buy a house (probably smart). You can maintain a line of credit to help with cash flow issues when you're actually solvent (smart) or you can borrow money to buy crates and open them hoping to get a knife (very stupid). You can write quick code that will need to be cleaned up later to get something done when the 'real solution' will slot right in and work fine (good). You can write quick code that will need to be completely rewritten later in a way that will be buggy, will break, or will just be impossible to change later (bad).
@aec aec Just like everyone in the history of the world. It has nothing to do with 'capitalism' (a meaningless propaganda word for what people have always done - voluntarily buy and sell things).
Ive been watching your channel since I was in my first year of high school to master the mechanics of CSGO. I'm graduating from university this year and I just wanted to say thank you for being some a wholesome, fun, informative, consistent, and truly significant pillar of the CS community. You're a legend to many of us, Warowl! You should know that.
6:20 great example of players being wrong and developers being right. I often see people "not understand" a decision which makes perfect sense from a game or development perspective. I'm glad you changed your mind about this.
Having the decals can give so much information in a clutch when sneaking around the map and seeing the splatters. Having that removed makes it a more casual (worse) game.
I think one thing that could help new players is making the default crosshair a dynamic one that only has a dot in the centre when you’re standing still, something to visually indicate “your bullet will not go where you aim unless you’re not moving”. Also the game needs to have a great tutorial mode
My favourite game experience was soloing a competitive on nuke many years ago and meeting a quad. I teamed up with them, got a team speak server and still play with them today. Even met up a few times.
Petition to add a radioactive space frog that shoots purple plasma rings to lower the enemies bifurcation ratio to CS2 (I also don't understand wtf is going on in those games ahaha)
I've been interested in the idea of a horizontal FOV setting. All 4:3 really does is change your horizontal FOV from 106° to 90°. (Along with slightly increasing fps) I don't think people should have to go through loop-holes that sacrifices visuals just to play at a certain FOV. Edit: For anyone interested, your hFOV can be calculated with: 2 * arctan(0.75w/h) w and h being resolution width and height.
Yeah. Stretched might make the models appear bigger on screen, but it also takes away peripheral vision. Clearly a choice everyone has to make. The issue with FOV sliders how they are usually implemented in games is that they scale both axes. And using scopes on guns just reduces FOV to "zoom in" But even a slider that does both axes wouldn't be an issue. In basically every FPS with a FOV slider, it's a choice between seeing a lot, but small, and seeing little, but big. For extremes, setting FOV to 20 would mean it always looks like you're scoped in, but you can't see anything else. Setting it to 160 would mean you have immense view to the side, but all the stuff around your crosshair would be tiny. And usually players tend to play somewhere in between, differs a bit from game to game, but few players play at either extreme that the game allows.
@@HappyBeezerStudios "Stretched might make the models appear bigger on screen, but it also takes away peripheral vision. " True, but when you weigh the actual results, stretched is objectively better in CS. The pros simply outweigh the cons.
Here's why I like the "follow recoil" option: You still need to actually perform recoil control, but atleast I now know HOW to perform this recoil control. You already spent 200 hours learning AK recoil? Great! You will propably do a great job at recoil control. You haven't spent 200 hours learning recoil? Well, you're not gonna be good at it, but atleast you know what you're supposed to do. You get the chance to know if you're doing it wrong or right. This is not gonna make the game easier for pros, but for noobs, and I'm all for that. I myself have played around 100 hours of cs, (Booh, a noob!), and I would really like this change, because for me, these weird recoil patterns combined with the fact that you get no response if you're doing the right recoil control really made the game unatractive for me.
exactly the only way to really properly learn recoil patterns in CS:GO is to... play third-party training maps, offline, for possibly hours nobody wants to fucking do that, nobody is gonna want to spend time *not playing the game,* in order to *learn how to play the game.* that's backwards as hell and any player who's against this is just mad that new players won't have to suffer like they did, and may infact catch up with their skill level and whoop their ass
The problem is that it makes it easier for pro players too, for example when you spray transfer, you know exactly where the spray is and deletes a lot of the skill, also learning spray patterns is not hard, just spray into a wall and try to keep up with the recoil, you dont need 100 hours practicing recoil. Its like saying "Hey we should make the heads bigger so that it's easier for people to headshot, the good players dont need it because they can already aim but the noobs will love it!"
People complaining about a game being more noob friendly are so weird, like are you that bad that you're affraid a 50 hours player will wreck you if they can learn the game easier?
i feel like one of the biggest problems with cs is how difficult it is for a new player to be introduced to the game and what feels like a lack of a casual audience for the game im glad they are making changes to make the game easier to learn and play especially when you playing people who have spent there lives on this one game
you're exactly right, and imo this is because you have no idea where smokes/flashes go because there's no visual tracer after you throw it. Unlike valorant where you can just play and organically improve, you NEED to go into a custom lobby to practice lineups. Smokes in CSGO are like building in fortnite, not something you can ignore. It's absolutely necessary if you want to have any competitive edge whatsoever. I know for a fact a lot of people don't want to do the busy work of going into a lobby and staring at lamp posts at the correct pixel etc, and this directly turns people off from the game
@@nawtmyrealnamelol Good luck getting anybody in the CS community on board with that idea. Remember, this is the same community that thinks punishing accidental right-mouse clicks with suppressed weapons adds to the skill ceiling.
@@nawtmyrealnamelol Even as someone who doesnt play CS competitively at all and likes all the things being added to help casual players, needing a piece of UI to show you where your grenades will land is dumb and completely unnecessary. That's why the vast majority of games don't do it. All you need to know is how far your character throws grenades, and everything past that, gamers are capable of figuring it out easily enough themselves.
I think the name is actually great, it allowes valve to solve the naming poblem forever. In the next 50-100 years when they make source3 the can just call it cs3 and be done with it
Dude I'm actually really proud of Valve on this one, it makes me look at other big videogame developers as amateurs/chumps (so why do we allow them to be in business by giving them money?!?!)
That's true, there were so many remakes that just did the "we make a completly new thing out of it" but all we ever wanted was the same game in a new shine so it's still playable today, we don't need new mechanics or a completly different playstyle.. that's not a remake 😭
I have stopped playing CSGO a long time ago. It was getting too much, the pressure of getting the ranks, the depression of not ranking up even though I am trying my best. I was exhausted, filled with rage from toxic EU teammates... But seeing CS2 on a horizon, I am filled with that same feeling when I picked up CSGO. I will definitely be giving it a go, with a more mature mind, I hope I won't go into the same, old, dark place as I once been in.
As long as the new changes don't detract from the skill gap that just develops as good players improve, it's always good to make the game easier to get into for new players.
Skill gap is by definition the subtraction of the skill ceiling minus the skill floor, so if things become easier at the bottom, then the skill gap compresses. You need to choose.
@@adrianoss.bougas3720 More focus will be on tactics and aim. Instead focusing on ain control / smoke,s landing vs tickrate. Most of the things fixed make it esier for poeple to know where there heard or how to do spray control. It just reduces the time they need to lurn that shit. If they play long anough they would have lurned it any way
@@adrianoss.bougas3720 I think you can have both, the right way to do accessibility is maintaining the "skill gap" but building a ladder of sorts that makes it "simple" and clear how to close that skill gap as much as possible. Imo.
@@adrianoss.bougas3720 Ok, if the skill gap is closed by adding things like a clear indication of how spread works or making bind-based mechanics possible to pull off without binds, then that's a very, very small amount of difference that's probably worth making.
As you've mentioned, community servers are where it's at. I've been playing CS for about 15 years but I've never really enjoyed competitive. I greatly miss the days when I logged onto the same server every night with the same people and we all played our favorite game. That is the essence of CS to me
If you're worried that colored smokes and footstep indicators will ruin your experience by allowing new players to pick up the game, you are bad at the game because you are very far away from the skill ceiling
@@Likexner Because not every random in csgo communicates with the team, and in your average mm game which is the majority of the playerbase, some people either dont have a mic, or choose to not speak in chat or voice at all. So why should you, the other player be punished for another players choice? Its literally just a visual clarity thing. Get over it
In my opinion removing the alias and exec stuff removes personality from counter strike. Configuring your stuff and changing your settings, learning tips like those from your friends and creating your own things is sort of got me into coding and was a core but small part of CS! I'm gonna miss it, hope it's temporary
execs are aliases are power tools that have their specific uses. Reimplementing common gameplay use patterns of the commands as game mechanics is the right move, but taking away the power tools is not.
In a way, you can see it as trying to balance the playing field. I get this might be an obscure example, but someone who really researches config parameters might find one that gives them a 10-15 percent boost in FPS. This begs the question as to why it's not in the game by default. Less obscurity and abstractions is better in my opinion, even if you do feel like you have a reduced sense of control (which is probably more perception than reality).
@@BOSSDONMAN Bad example, one could also just go out buy a top of the line gaming rig and boost their fps by 200% "Leveling the playing field" doesnt apply here
Thank you! One of the many toxic elements of gamer culture is this holier-than-thou attitude towards "skill" - this idea that games should have massive high skill floors and be totally unapproachable to new players. Counter-Strike 2 is not lowering the skill ceiling - it is lowering the skill floor, and *that is a good thing*. "Easy to learn, hard to master" is a really great philosophy for a shooter as ostensibly straight-forward as Counter-Strike. New players will be able to pick up the game easier, and learn quicker - but those who put in the work to improve will still always be better. I disagree on the follow recoil point. Learning recoil in CS:GO isn't intuitive, and requires third-party training maps and the like to do effectively, which I think falls into the same problem as the 'need developer console for jump throws' issue. Follow recoil allows players to learn recoil control in-game, in matches. I do agree it lowers the skill ceiling to an extent, but the effect it has on the learning experience makes the cost worth it. I understand why experienced players dislike it, especially after how long it probably took them to learn, but it's going to make the new player experience significantly better.
I agree. A long time CS player probably if not mostly would hesitate to understand, so let's use a more extreme skill ceiling game -- Touhou(just youtube Touhou gameplay). It's a game where there's fewer if not no time to breath at all. The skill ceiling is extremely high if not no where to be seen, and most of all it's very unfriendly to beginners. Those long time CS players wouldn't like change/new cause they would lose their advantage, their edge from training over the years, Being a new player is detrimental cause they don't know/did the tweaks the long time CS players did. Everyone is just siding to themselves which gives them the most advantage, if you're a long time CS player, ofcourse you don't like change and lose all the advantage of all that training moot. Ofcourse you won't say that and say something subjective and idealistic like "What makes CS CS"
@@MangaGamifiedyou act like people who didn’t play counterstrike 1.6 didn’t go through this and people who played counterstrike source didn’t go through this as well. This is nothing new. The people who were and are the most dedicated to the version of counterstrike they played the most, cry the loudest when the new counterstrike comes out. 1.6 players hate source Source players hate cs:go Cs:go players hate cs2 Cs2 players will hate the new counterstrike that comes out in 10 years
I agree that integrating things such as jump throws into the game is good, but removing binds and aliases altogether is bad because like you said, removing customization that don't necessarily give an advantage is bad especially since after years of people being used to it.
I've always had a massive issue with the visibility in this game. Stuff like people in shadows or people blending in with the background. It's one of the things I'm most excited about with CS2 is the better visibility. I'd also like them to add in-game tutorials for smokes. I shouldn't need to look up something so essential to the game.
They have the nade preview now, it'll make it much easier to learn nades. And those change (and there are lots of them) so a tutorial doesn't really make sense.
Adding the M14 as an alternative to the famas/galil is an idea that I have had for literal years, interesting to see when others independently come up with the same idea
I'd also like to finally get a replacement for the Glock and Ak47 like maybe instead be able to choose an M1911 and for the AK maybe just a more modern one like the AK12 or something like that.
The M14 was infamously uncontrollable on full auto, though. I think it'd make more sense as a semi-auto sniper alt personally. The Tavor would be a fun alt skin for the FAMAS imo. Or the British L86A2. T's being able to use like the Grease Gun, or MP40, as a SMG would be rad too. Fitting too, since traditionally these paras use whatever they can get and old surplus is still being found and sold cheap.
@@0lionheart i think it would be fine alternative to galil/famas as semi auto. Just like cz to tec/57. It would be like more accurate deagle that one taps from every range. That would be fun
I’ve been playing since 1.3, and while I take breaks CS has been a mainstay for me for 2 decades. The game design is simple, but there are few games that have the team play that CS does. Which is why I love playing more competitive scenes. I truly hate the match making experience right now. The leaving penalties are far too friendly, but overall I’m pumped about CS2 and its potential. The NFT/skins market is insane and that’s another reason valve didn’t have to go crazy. Now if I could just decide on the A4 vs M4a1-S I’d be doing well!
Alot of the new features will probably make watching tournaments alot more enjoyable, especially the coloured smoke and the thing that shows if they can hear eachother
I came back after the cs2 announcement, two year break and its absolutely insane how much your channel grew Thanks for helping me get out of silver back in the day like 8 years ago lol
I tried playing CS:GO after discovering WarOwl's channel. First match, 2 of my 4 teammates started throwing after losing the pistol round, and the other 2 kept arguing over voice chat to the point I couldn't hear myself think. I quit after that. Think I'm better off just experiencing CS vicariously. Maybe FaceIt's better, but I ain't paying a monthly fee for that, and I hear even FaceIt level 1s have like 2,000+ hours in the game.
@@qu1253 you don't have to pay for faceit, also if you don't have the patience to sit through some bad games to get better and experience just how good the game is when it goes well then that isn't necessarily a fault with the game, play some casual, deathmatch and scrimmage if you want, that way the atmosphere will be relaxed and there's no consequence towards winning or losing, you can improve at your own pace without too much pressure.
@@qu1253 Faceit is free. And if anything playing with and against players with 2000+ hours is a good thing, if you go into the games willing to learn something rather than rage if you get destroyed that is.
AYEEEE you killed me with an AWP at 5:00 !!!!!! it was great to play against you in the Test phase! Been a huge fan for years. Keep up the amazing work brother!!!
Regarding what you said on resolutions, rainbow 6 siege allows you to change your game's aspect ratio which allows you to play in native 1920x1080 but with a 4:3 viewport which gets stretched to the full screen. I think that's the best of both worlds as it lets you play stretched even if you like that crisp native look.
You know I never really played counterstrike before cs2 was announced but because of the changes that they made to make the game easier to read I've started playing csgo so that when cs2 comes out I won't be completely dog water. I think all the changes are not only good for accessibility when a new player actually joins but it's also good marketing. Also love your content, very epic
Yup. The game being easier to read doesn't take anything away from the skill needed to play at high level, but makes it easier for players to get into the game in the first place. And starting out is incredibly hard.
The most important fundamental thing that you cannot touch with in csgo is time to kill (ttk). Ttk is the most major thing in other fps's, but in cs ttk is really so marginal between most guns that it comes down to who points better. As long as that balance exists cs should more or less be fine imo
Idk, for me, it was the excitement of slowly getting into cs that I really enjoyed and now look back with a smile. When I first found out I can play left hand, when I found out I can clear all blood and decals with a bind, those were the things I really enjoyed. I never had a godlike aim and never will, since I can only see with one eye, but the deeper knowledge of the game than enemy, outplaying them with throwing my own smoke into theirs, learning a crazy lineups, playing unexpected positions, knowing when to walk and when to run etc etc is what excites me. I like it when the game rewards you for exploring it and getting really deep into it, which csgo offers, but cs2 kind of kills. A bit.
i'm with you on that feeling, i haven't had the change to try cs2 yet, but i feel like they are killing what took many of us so long to master and discover, which for me was really exciting, to make an experience everyone can enjoy but not exploit to it's limits, idon't know if i'm explaining mself correctly, but yeah xD
@@darkcust4478there will still be exploits and new exploits to discover and now with no sky boxes more insane line ups it isn't the death if anything it's just the "future"
The game industry/gaming as a hobvy is bigger than it was 10 to 20 years ago. Less niche and more commercialized/mainstream. This is how it goes. I doubt valve will fully abandon their OG fans like you by removing game customization.
@@reminagyo2973 Lmao, giving the valve corporation special treatment for literally no logic reason. Valve has screwed over their OG fans dozens of times. Not updating CS to source 2 for almost a decade despite making them more money. Not developing a real anti-cheat, instead introducing the trust factor system that false flagged toxicity as cheating (by design). Dropping game breaking changes without any notice and then reverting them as if it was their idea. Not doing anything to fix the broken ranks in NA for almost 5 years, then the entire rank distribution update that ruined matchmaking in NA and after a year it still has not recovered (anyone with a brain would know the only fix was a full reset). Now CS2 that has so many incremental negative changes that lower the skill ceiling going against what every OG player wanted.
You're the only CS content creator I watch outside of kliks so everytime you make a video talking about any new thing in CS2 I'm constantly just like woah this is way too good to be real
Valve's solutions to showing recoil, is definitely one of the only features that I am still on the fence on. It is the bread and butter of CS, and Valve are making steps to make it more accessible, but making the crosshair follow recoil seems like a fundamental change to the game that may have some unforseen consequences. I feel like a good compromise to this would be a gun preview when either hovering over the weapon ingame, or inspecting the weapon in the inventory. The preview would showcase the selected gun shooting at a wall (without moving the mouse) and reloading, serving both as a recoil showcase and a skin showcase. However, if it was part of the buy menu, it would be too cluttered and if it was only in inventory inspections most new players wouldn't even get to see it. Maybe Valve is already concocting a unique solution to solve those issues, or maybe they'll just stick with the crosshair following recoil.
I think it's good that you can actually see where your bullets are going, it'll help people learn the recoil patterns faster than looking bullets in a wall and tracing it. You basically have to learn patterns outside of matches currently, whether it's images of pattern lines or shooting at walls for minutes since you can't have a clue what the patterns are without doing either, so follow recoil sound like a more natural solution for this issue imo. For sure it'll change things like longer lasting sprays with guns like the mac being more viable in all level of play but for the most part this will just help lower skilled players learn patterns.
@@GymAndFitnessFacts There's no "reduction in skill" here. Learning the patterns would always be the most efficient way to play. The feature only helps newer players get better at the game quickly. Scared?
i find it really funny how old players can on one end be like "they are making mur game too ez reee" and on the other end when they remove the obnoxious bind crap "They are making mur game too hard reeee"
The game didn't need to be dumbed down, the rank up system needed to improve. When I first started playing counterstrike I can honestly say I deserved silver. But despite improving and getting my frags and my mvp stars with a team full of actual new players that don't talk or throw utility. The best I can hope for is a single rank up after maybe a month. That's my experience anyway
Ultimately, after a month of playing, you can't expect to be anywhere but the lowest of ranks. People have been playing CS on some of these maps for 20 years. Yeah, I suppose we could add more interim ranks so you can see progress (but this goes both ways). One thing that might help is stats like Leetify provide. So, even if you're not ranking up, you can see what you're improving on, and where your gaps still are.
@@ponderwonder if I'd only been playing a month sure, but I've been playing for years, I hop on, play for a few months, maybe move up a rank and then get bored of the game that still doesn't let u progress it's rank systems. Even warowl, a global elite master, spent a decade trying to get an ult account to his actual rank and couldn't do it. It's not a full time job, I shouldn't have to spend a decade playing to get a minor promotion
@@sammeloo Not to be that guy but are you saying solo queue to global is a minor promotion? You don't have to play full-time, find some time to regularly play with people you know. It doesn't have to be more than an hour per day. God knows WarOwl didn't play full-time on his alt, lol. And solo queuing CS:GO is about as productive as playing the game with a controller instead of mouse and keyboard. While I agree with you that the inner workings of the rank system are an enigma, if you're still in silver after playing for years, it sounds like a 'you' problem to me.
@@aeronautischI've peeked into gold only to go play another launched title and come back a few months later with any and all progress lost. I've been grinding again with 2-3 other ppl for the last month bc I do like this game and the announcement of cs2 got me excited. I've lost maybe 5 games this whole month if that and yesterday I finally got moved up 1 rank. I'm not trying to go compete at a fucking major, hell I'm not even trying to get global, I'm just trying to do what everyone does in every video game ever, I'm just trying to make progress and it takes too much time to get Damm near anywhere. And now instead of fixing it, they're messing with gameplay mechanics and just making it more like valorant
I like that Valve is playing the safe card here, making smaller* changes together with "future-proofing" the game engine with S2. The only thing that I honestly would ask for is new reload/inspect animations of the weapons, not the knives. Other than that I'm good, really excited.
I concur that making more people able to play the game well over a shorter time period, aka reduce the learning curve, makes the game more enjoyable across a higher percentage of lobbies. I mean ppl lose their minds right now because they are in lobbies with noobs all the time, but if you can be a noob after playing for a full year then the game is the problem not the "noob". It should take a life's work to be a top 1% player, but it shouldn't take a decade to be a top 50% player skill wise. The chaff should be separated from wheat quickly and the thresher should be reaction time and accuracy not "wizard knowledge" of the net code and dev console. A good analogy would be playing black jack at a casino. If you had the choice would you play at a table with a 90% chance the other players knew how to at least play basic strategy or would you rather play at a table that only had a 10% chance of all the other players knowing how to play basic strategy. The answer is very obvious here when you consider how pissed off people get when you veer from basic strategy at a casino table.
True, long time players are mad cause they lose their advantage if not has less advantage due to fear of change or something new. While new players may still see it just as technical as ever and need a lot of tweaks as ever as before, and "Nah I'll just continue playing CoD"
I agree with you, but I dont agree with your blackjack analogy as its not a team gsme, and only you (and your luck) are the reason that determines if you win or lose in a session of Blackjack
@@shiimu I think you perhaps didn't fully get the blackjack analogy. Why it works doesn't have to do with whether the complainers are right or if it's a team game. What I am saying is in applications, which is all that matters, when you ever from basic strategy at the casino table the plother players groan and will blame their bad draw on you because they believe they shoulda got your card had you for example passed according to basic stray. Ppl are very superstition and illogical but in application the ppl are what matters in the example because I'm making the point that these ppl perceived they are being wronged by the other player he doesn't need to be a team mate for the analogy to work. I'd also add those ppl aren't wrong either, not totally. They are wrong over the long haul but they are correct in the instance in which the noob black jack player stole the face card they needed for 21. I'd like to add it seems like by your comment you don't know what basic strategy is or does. It doesn't make the game 50/50 but it makes it darn close and in the rare case of single deck or low deck games you can overcome the house edge with the addition of counting cards and betting accordingly. That's a mathematically fact the MIT team proved. Anyways basic strategy is real and expected of you at a table with the hardcore players. If you don't know what it is look into black jack basic strategy and why it works. Then if you want look into counting cards and when and why it works. Black jack is a game of how much to bet and when it isn't a game of what to do when. The math tells you what to do. That's basic strategy. From there the game is just about variation of bet amounts from a player perspective
11:12 people always say they want change and when change comes they hate it , it is good that they kept it consistent and didnt change much because the fans would lose their minds if their game that they know an love would change , we have seen it happen before.
I think removing configs and making it so you can't alias commands is the thing that really is too "noob friendly" and the only reason being accessible to new players is bad is when we lose access to features that experienced players have gotten comfortable with. You would really think that they wouldn't be mutually exclusive but then again I thought we would get something cool for converting config files using machine learning... that wouldve been cool, instead now you don't even have your own crosshair when you start the game.
to be fair most of those commands are completely unnecessary now, the biggest one was jumpthrowing which is now an extra skillcheck for the better players.
yes. Taking away the choice and instead forcing one solution down their throats its very dangerous. We were already used to having the console and everything it can do; and configs and aliases are a huge part of that, especially when messing around on a local server it gave a lot of freedom. You can't take that away or people will get very mad. Personally i hate what they did with the decals (blood and bullet holes), because in cs:go you could choose not to clear them, and potentionally benefit by the added information- sometimes seeing where someone got hit, or where a bullet hit the wall is vital information on where the enemy may have gone. And removing them obviously has the benefit of spotting the enemy more easily. The point is that we had a choice and now we're all forced to have one thing, wether you like it or not
It fucks with certain niches outside of competitive too, kz, bhop, surf, and longjump players will no longer be able to use longjump or nullbind. (regardless of the controversy on nullbind)
@@flamingninja728 Exactly. I use config files to switch between two very different sets of binds for Normal fps gameplay and for when I'm surfing. Not only that, but aliases are necessary for certain things like toggling between different crosshairs while in-game and switching a keybind between different actions. If they don't bring back aliases and executables, it will ruin the experience of a lot of players.
I think what would be a nice addition to the new game and to refresh things is updated weapon animations. Have them be the same time the current animations are but a bit refreshed and more smooth. It's just i feel like in csgo the reloading and taking out the guns, the animations look somewhat rigid and robotic. It would be nice to fresh things up.
Exactly what I was thinking. New animation and why not also remodel the guns? Make them look a bit cooler/more modern? Also update the gun sounds would be awesome. Right now it’s too much like CSGO to really feel new
@@juliusjacob1416I don't want to be a jerk here but being an active cs player since 99, it actually took me a while to accept the new csgo, even if I agree it is a very good cs. I have never understood why the new skins, colourful weapons and the new graphics were so important if it wasn't about the money. This obsession for the NEW product and the money can make, it is understandable from a business point of view but it isn't for me. I just want to play cs. I don't care about the majority of bugs, old graphics, etc. In time they have transformed a simple game like cs in something else. Do not name it Cs 2, just name it something else. You know, starbucks is not selling you italian coffee, it is just something else even though some (or probably most) of their products use words that sound italian even spanish. Wtf is a frapuccino anyway (i don't even know how to spell it correctly).
u joking? its objectively worse. there is huge rubber band and peekers advantage. u cant spray or awp because of this. u play on complete delay. must be noob since u feel its faster. Maybe enemies are just slower.
thank you for clarifying cs2 is technically a new game from the ground up, people think it was just an engine swap like valve just deleted source and pasted in source 2 in the game folder
I think the recoil crosshair is a huge W, but I also think it shouldn't be allowed in comp, only in casual/custom gamemodes. It's a fantastic tool for learning but takes away skill based gameplay if you can just rely on it instead of learning the weapons.
@@serhiy-serhiiv Can't use sv_cheats in casual gamemodes like deathmatch/casual or most community servers, so it was kind of useless outside of workshop maps.
did someone state somewhere that they worked on it for 3 years? Because WarOwl says it with such confindence, but I only saw an employee just saying they were employed at Valve for 3 years but not that he worked on CS2 since then.
"I dont think valve really understood counter strike until maybe within the last decade" This is so, so true. The community made the game what it is and it felt like valve was an obstacle more than the game dev.
They removed so many of the fun nerdy stuff. Learning jump binds and lineups made me feel like I leveled up and clear decals is so nice for practicing recoil in cs hub. I've only been playing for a few years and had no trouble figuring this stuff out. I have a full time job and touch plenty of grass too. I just love the game and wanted to put in work and get better.
At the same time not a whole load of people really like all the nerdy stuff, since all the nerdy stuff like that often becomes too good to not have and ends up forcing everyone to have it, otherwise they get left out.
but its still too much to ask for the general population to have to look up codes they dont understand to do things they don't know would give them much of an advantage, this strikes a nice medium where not every noob will immediately know you can do jumpthrows correctly so when they time it right its an achievement all to itself for them to do.
I think having the "follow recoil" thing should only be in non competitive matches so new players will be able to learn the recoil of weapons but competitive can still have a skill gap and not make it to easy
It doesn’t make a difference.. every pro and higher ranked player knows the recoil pattern. And realistically, you only need to know the first 10 anyways. Aiming isn’t what makes you competitive at higher ranks because it’s already a requirement, game sense is what separates the good from the great.
@@TacticalDimples not all of us are higher ranked players, 90% of people are going to have to use it if it gives them the advantage. And I don't want that to become meta for the 90% of us, because I will be at a disadvantage(Im not going to use it). Its fine as a learning tool but it's bad if people start relying on it
@@TacticalDimples Absolute bullshit. Even pro players struggle to know the recoil spread past 15 bullets. And pro players definitely don't know the spray pattern of every SMG out there, again, especially half way through a mag. These are people who get payed a ridiculous amount just to play the game, and practice it for hours daily... Realistically, you can have one or two gunfights a game where you go past the first 10, and in those situations a crosshair that shows the recoil will be invaluable. As someone who's played in GE and Faceit LVL10, recoil pattern knowledge is restricted to the first half of the mag with the rifles, and their favorite SMGs. I very rarely meet players who know the recoil spread on the Famas and Galil. Not to mention, it is very hard to 'recover' a spray after you go wrong. Again, even at high ranks. These are all things that would change with this crosshair. Simply put, it would give a huge advantage and people would have to start learning how to play with it ASAP for the consistency it brings. People will probably start with it on a toggle, then after getting used to it, would play with it 24/7 and there would be no need to learn any recoil patterns. I really hope they do not add it to comp and just keep it as a training/practice tool.
What sounds better, learning a recoil pattern bc you can see your crosshair move to where the bullets are going, or staring at bullet holes in a wall and trying to trace the opposite. Follow recoil will only help people learn recoil faster than before and only makes the game easier for lower skilled players and would only slightly affect higher level players. The ability to see where your bullets are going shouldn't be so controversial
I would love to see an afterburn effect for molotov cocktails, since they reworked with smoke bombs you would expect of them to do something similar with other bombs.
Yeah, seeing that molotov throw fel really disappointing... game looks brand new in so many aspects, but nicer looking molotovs than this have been a thing for years now.
I still don't get why people moan about cs2 being "noob friendly". What's wrong having an indicator showing who can hear the noise you make? What's wrong with having different colored smokes? What's wrong with having a crosshair that follows your recoil? Do you think that those additional information are gonna make it easier for "noobs" to own you or what? If you think the crosshair thing is powerful then turn it on yourself, if you don't like it then turn it off... Stop moaning about it because you can't get use to it yourself but still think it might give an advantage to other players. Maybe you just suck at adapting. How about this, remove the radar, remove the scoreboard, heck, remove all the hud altogether. Now you have no radar to tell you where your enemies are, you have no idea where your teammates are, you have to keep track of your money, keep track of how many bullets you have left, keep track of the rounds and score, have no crosshair to aid your aim, so now only the best players with the best "game sense" and skills can stand out, are you happy now?
CS2 defintely shortened the skill gap between players but not as much as people think it would The follow recoil feature is a noob friendly feature but really it's kinda on par or even overshadowed by other important things to be learned in the game
Coming back to this video after actually playing cs2 for a long about 60 hours. My friends who have played only 100 hours of csgo are having a much better time playing this then me where me it just stresses me out lmfao.
I really do hope that new weapons get added, even if they're just new models over preexisting weapons visual variety can keep things fresh, like using workshop weapon reskins in l4d2.
a way they could compromise getting rid 4:3 stretch res is giving the ability to lower your fov in the game's settings. it would give the same advantage of making it easier to see people and technically making the player models bigger but without making the game look distorted.
Really, we just need an FOV slider all-around. The main complaint is that this is problematic because CS has many long-range shots and lowering the FOV would give people an advantage, which is fair, but that problem already exists because the 4:3 stretch. The solution? Make it so that FOV can't be changed mid-game (to prevent people treating it like a scope) and put reasonable limits on it (such as bottoming-out the FOV slider at the FOV 4:3 already provides). I actually play other games at 110 FOV because it's what I find the most comfortable, so it took some getting used to in order for me to come back to CS. If Valve is attempting to increase accessibility, I would argue a comfort feature like this is very important, even if they keep 4:3.
What I hope for (among other things) is clear distinction between Defuse and Hostage maps in both the Workshop and the game. It would honestly be great to have a new Hostage Mode. I've wanted one for a long time but we never got it. A new Assassination mode might be nice as well.
@@MangaGamified It's still in the game, even if it's not a separate mode. Besides, killing and bombing is humane? Unless you're being sarcastic in which case,😂
@@shockwave5663 I don't have the game so I asked, I was also a bit bored and it would be a missed opportunity so I commented something. It's a cooler and more consistent mode, too many games have Bomb defuse that it's getting stale you know? also, in other games you can throw the C4 off the map or in unreachable places. 🤣
@@MangaGamifiedI love Defusal as much as the next person, but the lack of variety in CSGO does tend get to stale. I've been playing CS since the days of 1.5, and still love the old days of non-competitive servers where you could just have fun on maps that weren't that mainstream. And Hostage maps were insanely fun, even if my own suggestions would have a different vibe. Who knows, maybe it will turn out for the better.
CSGO was the game that I always wanted to take seriously but the wall that you needed to get over was so high that I never got that itch that I personally need before I can go all in on a game. R6 was a game that I got into early in its life so it was really easy to keep up with, funnily enough R6 now has the same issue with its difficulty curve as CSGO. All this to say that I’m really excited for CS2 and hope I get the same itch for it like I did with R6
A lot of the contextual information that CS2 adds allows for initial improvement to be made in the game itself, instead of through external tutorials and readings. This alone will make the game significantly more fun for the new players, and raise the "skill floor" while not really touching the ceiling. I know a ton of CS players hate the valorant comparisons but I truly think that valve looked at some of the things that valorant did right in terms of contextual feedback (the walking ring is an amazing example) and applied it to CS2.
I kinda hope Valve doesn't abandon the casual mode CS:GO had and not just, abandon it entirely messing around with more players at once in a less strict environment without worrying about rank or having to go through community servers with tons of plugins is _pretty good_
@@simplysmiley4670 What, you don't like joining a community server that has a dozen obnoxious voice lines and sound effects playing every 5 seconds and constant pop-ups? (I will never understand why people do that. I remember playing the Killing Floor mod before it went retail and the only servers with decent ping had loads of terrible custom maps, obnoxious sound effects, overpowered custom weapons and a quad jump mod that totally broke most maps)
Personally, I dont see these changes compromising the competitive nature of the game. I think they are more "quality of life" changes that should have been implemented years ago. Mechanically CS2 is still almost identical to CSGO, and in terms of strategy/gamesense wise not much has been changed, so the skill cieling/gap remains. None of these changes changes the skill gap in terms of awareness, positioning, utility usage and team coordination. Things like one ways etc, although u can say raises the skill cieling, realistically speaking are really arent designed to be in the game anyways and Im glad they removed it. Overall, I see these changes as CS getting more polished rather than devolving, and I think on many points warowl is completely correct.
If they decide to remove 4:3 from settings, the new solution could be an FOV slider where you can decrease the FOV. The benefit of using 4:3 is the decreased FOV anyway, so you could customize it without uglying the game.
can i still able to select low res without 4:3? i see many player use 4:3 since it allow them to use low res like 1024x768, 800x600, 640x480 for performance
@@mccraftingtablelmao6204 the performance gain doesn't exist on any modern system unless you're playing on integrated graphics or a laptop, csgo at least is almost entirely single thread cpu performance bound.
it wouldn't help at all though, the whole point of 4:3 is the stretch effect of the enemy models not the small fov necessarily, at a smaller fov all that happens is that the screen captures less, the enemy models would still proportionately be the same size unlike with 4:3 stretched
@@MontySlython 4:3 reduces the FOV horizontally, this would just reduce the FOV vertically as well, so it would still be stretched, but on both axes instead of just one
the correct solution to the "stretched resolution" problem is called **independently adjustable **_vertical_** and **_horizontal field of view_**** . As you might guess, the reason you might never have seen this is because it is probably extremely difficult to implement bug-free for all but the most powerful developers, but games do exist with this feature.
@@MikeG.F.L. I started playing seriously as an adult after playing more modern games, i don't really have the time not the will to train myself on recoil patterns and specially the movement required to play cs seriously, and i don't really get a lot of fun out of casual play from it so i just quit.
the truth is that Warowl is actually a Valve employee
Lol they valve wishes he was their employee
Welp, valve seems to make the best decisions in their designs here, so warowl's praises rarely seem to be out of bounds, but that Artefact bit oof, I completly disagree with that, that game does not go any way in par with magic or even hearthstone in its best days (and hell do I hate to give credit to the blizzard of late)... Anyways hate to say it but it made him look like a bit of a sellout there ... I hope I am wrong.
Always has been
He knows too much
Warowl is valve
I think their approach to CS2 is the smartest thing Valve could have done here. CS:GO is insanely popular, making a sequel with different controls and everything could have gone absolutely horrible so this move of just taking the same game and future-proofing it in a bunch of ways is a really intelligent direction for the property
@@Alocater And as we know it will stop there XD
Except lowering the skill ceiling will be extremely harmful in the long-term because it hurts the population that ultimately bring in those new players in the first place.
EDIT: giving players the ability, on screen, that is equivalent to a player acquiring the ability, lowers the skill ceiling as the player no longer NEEDS to acquire it (don’t assume they will). Follow recoil, noise on radar, and any of these accessibility changes all have the same effect but most of you guys are hypocritically biased towards one of these changes that you subjectively think are good/less harmful.
Causal and new players decide what pvp games they play based on popularity, and they often put in very little hours comparatively. When a game loses popularity those players drop quick. Look at any streamer popular game once the streaming community goes to play something else.
There is a reason that the pvp games with the highest consistent player count have a high skill ceiling. The competitive players put in 100x more hours than anyone else, they promote the game more than any other group, and they play the game consistently.
Hurt the competitive players by lowering the skill ceiling and the only hope you have to ensure a game stays popular is by constantly releasing new content or paying streamers to play your game.
Yeah next they should add aim assist too.
@@Johnsmithhjoe i doubt it since valorant is still crazy popular and not declining in popularity at all
@@Johnsmithhjoe They're not lowering the skill ceiling, they're raising the skill floor.
As an official Collectable Card Game nerd who is one of seven people who still plays some Artifact, the game had issues but it was absolutely the marketing and monetization that did it in.
Ye it was a game killed by (justified) circlejerk of the community and valve just giving up.
The base-concept is still one of the most fun cardgames i have ever played
and not having a ranked mode on release
Monetisation was the real issue. Paid game with pay-to-win system on top of it? From good reputation developer like Valve? Marketing did not had any chance.
yeah if only they had made artifact one board and add more boards the higher the ranks.
The game had charm and could have been amazing if they make it easy first and a ranking system.
As a collectible card game ignorant, have they improved the monetization? Is it worth trying out or is it a wasted potential?
Dang the kill at 10:05 is crazy.
The ragdoll phsyics are insane. the way he just flops and his body leans on the boxes behind him then just collapses. It's seems so authentic and real.
ive always felt like the ragdoll in csgo felt way worse than what they had in css, i was really disappointed when i tried the beta back in 2012. the ragdoll in cs2 looks absolutely fantastic though, i cant wait to try it
Thats like tarkov level physics tbh, looks really damn good
@@ChubbyChubgger bro people be doing backflips after i shoot em in the leg
@@ChubbyChubgger yes i agree, but csgo ragdoll is so goofy lol
the ragdoll in source 2 is really good. glad they upgraded the physics, itll make s&box a joy.
To play devil's advocate, I really don't like that the decals automatically remove after less than ten seconds. I get that that's normal for a competitive player but some of us just like the better looking textures and appreciate seeing a hall way all covered in blood and bullet holes adding to the atmosphere, it'd be much better if it was just a setting instead of taking away the option entirely
r_decals 999
mp_decals 999
@@unr34L-they didn't implement those commands in source 2
@@Franshela it’s so over
@@unr34L- they can add those in a simple patch but yeah gaming is dead
Yeah, I'd much rather have immersion and contextual cues than whatever the guy who devotes 20 hours a day to the game needs for that competitive edge I couldn't give two shits about.
I just love the way this guy talks about Counter Strike.
He describes it perfectly with such passion that it makes me feel like a kid again.
this.
get a free skin if you checkout my name :)
the smoke looks really bad the game will flop
@@Yoloswags didn't realize the cs stands for cool smoke and without whatever you think is right it'll do poorly. Have you considered applying for a project management position at valve?
@@Yoloswags skill issue, honestly, or you just havent seen a smoke in real life
The grenade training tool shows best what they seem to go for:
One of the biggest complaints players had, was that nobody knew basic smokes. Everybody has the ability to find good setups on their own - no need to "one day search a video and learn the setups". New (and old) player can discover setups by just being curious.
The effect is, that more people will use grenades and matches should get better.
Valve doesn't lower the skill ceiling, they are lowering the barriers (to become a usable team member).
And honestly, more of that.
You don't need that many "high skill barriers" when you can just have a high skill ceiling instead.
You still have your "pro level" plays and one tapping with perfect accuracy (really though, I hate this part of CS that everything goes in blink of an eye and if you're not perfect you just loose), but a new player at least has a chance to do anything more then be cannon fodder.
@@simplysmiley4670 yes.. absolutely!
And the teammates will also be able to use the full tool set needed to play. A win for everyone
the problem is people were jumping to conclusions assuming the grenade preview was accessible during ranked matches which would damage the competitive skill ceiling of the game.
@@MontySlython that would have been a problem.
@@simplysmiley4670 " I hate this part of CS that everything goes in blink of an eye and if you're not perfect you just loose" TBH, Counterstrike is actually pretty slow when you think about it. The game takes place over 16-30 rounds and takes ~40 minutes a match, and while an individual play might go by in the blink of an eye, actual strategies for the match, including adapting setups, economy management, utility placement, and mind games evolve over the course of all those rounds.
Having a newish player who's a bad shot isn't the end of the world in matchmaking if they can throw decent utility and buy their teammates, plus even dying like cannon fodder can be leveraged in your team's favour by baiting and trading or acting as an early warning system against flanks and surprise pushes.
I love how at 8:19 WarOwl looks at the edge of the smoke because in CSGO there is usually a gap there especially when the smoke landed a bit to the left. I love volumetric smokes.
they look very out of place and jarring
@@geniuz4093 they'll probably fix how it looks like. Nevertheless volumetric smoke is fantastic.
@@geniuz4093 right right, but smoke grenades where one person can see the enemy but the other cant seems like it belongs in the game
@@Pyxyty it feels more counter-strikey . If they fix the visuals I will be happy with volumetric
@@zoinksscoob6523 yes the concept is great the execution though it looks ugly
On the topic of looking at what people are doing and fixing those issues, I remember something from when Disneyland came out. With overcrowded pathways, people would create shortcuts off the walkways and into the grass. Upon seeing these pathways, they paved new walkways following these more efficient paths, rather than saying “don’t walk on the grass”.
i was there when it opened in 1955 too i remember
Solution to the 4:3 dilemma: Add an fov slider that can not be changed while in game, so it can't be exploited to get "zoom" on all guns like in quake
Exactly the solution. I hope they do this
A very good solution to not allowing 4:3 (or other aspect ratios) would be to have the game automatically recognize the monitor resolution but also the aspect ratio and be locked (CS 2) to those settings. This is my opinion.
@@JordanKL1 If they don't do it, I'll be disappointed, but at the same time it will be hilarious to see every memorable player still use 4:3 in 2030.
i mean, you can exploit resolution for the same effect, so why lock the fov?
New here, which Quake game? (like year released)
Your writing has gotten so good over the years man. I genuinely laugh out loud at least twice every video.
thank you, I really appreciate it! My mentality to approaching a video is this: every video MUST have 2 things: a laugh-out-loud moment that catches you off guard, and a meaning. I'm finding lately that I enjoy writing way more than I enjoy editing the videos.
@TheWarOwl please say hi to me :)
@@TheWarOwl That's a great mentality, I have found your videos quite enjoyable for this reason. They're a little funny, I can always take something away from them, and I find myself constantly engaged by what you're talking about. I really don't feel like you waste any time in your script, so thank you for respecting our time!
@@Bleacherzzz hi
@@alpran you know what. I'll take it. Hello :)
A small note on tech debt from a software engineer:
- Sometimes doing thing's "the right way" can still lead to tech debt.
- Developers sometimes have no way of knowing "the right way" until they realize what they made was done "the wrong way".
- "the quick way" depending on time availability, economic factors, and developer expertise sometimes might be the only way.
Tech debt piles up if we like it or not and after years of development as well as many resources being dedicated to anti-cheat, it's incredible that CS:GO lasted so long and held up alongside other competitive shooters especially since it ran on an engine that right now is nearing it's 19th birthday. Of course a total rework of CS was necessary but rewrites are extremely time consuming for countless reasons which we can all think of. I think as a community, we really need to give praise to the all devs at Valve for their efforts towards this beloved franchise.
Just a small note, they are not doing this out of the goodness of their hearts it's all for money, valve is not a game company anymore.
I think they dont deserve praise. If you count how much money they do only with boxes in a month is crazy, I dont remember where I saw that there was a point where the csgo team employees was like 12 people... I never understood why Valve didnt invest more money on such a succesful game. Still love the game but Im sure it deserves more love from the company.
Most developers don't understand what tech debt means. They think it means "bad code" or "cruft". It doesn't. Debt isn't a bad thing, and neither is technical debt. It's a good thing when used right. Debt is borrowing from future you for the benefit of present you. Sometimes you need to get something done quickly, and so you hand off some work to the future in order to save some work now. That can be good or bad depending on what you do, why you do it, etc. You can borrow money to buy a car (probably stupid) or to buy a house (probably smart). You can maintain a line of credit to help with cash flow issues when you're actually solvent (smart) or you can borrow money to buy crates and open them hoping to get a knife (very stupid). You can write quick code that will need to be cleaned up later to get something done when the 'real solution' will slot right in and work fine (good). You can write quick code that will need to be completely rewritten later in a way that will be buggy, will break, or will just be impossible to change later (bad).
@aec aec Just like everyone in the history of the world. It has nothing to do with 'capitalism' (a meaningless propaganda word for what people have always done - voluntarily buy and sell things).
@aec aec not true. If everything ever is only done for money, then why do people make mods? Why do they write fanfiction or make memes?
Ive been watching your channel since I was in my first year of high school to master the mechanics of CSGO. I'm graduating from university this year and I just wanted to say thank you for being some a wholesome, fun, informative, consistent, and truly significant pillar of the CS community.
You're a legend to many of us, Warowl! You should know that.
@Tage Sjögärd Narrator : he, in fact, did not master the mechanics of CSGO
Started as S1, graduated as SE
@@kingjasko mastered that degree tho lfg
6:20 great example of players being wrong and developers being right. I often see people "not understand" a decision which makes perfect sense from a game or development perspective. I'm glad you changed your mind about this.
Having the decals can give so much information in a clutch when sneaking around the map and seeing the splatters. Having that removed makes it a more casual (worse) game.
Unless I'm missing something, the decals don't disappear. They just get duller to not mess with contrast.
They don't just dissapear, they just become clearer
As a holder of a Ph.D. in Applied Pwnage, I can confirm I am very mad that new players will be able to understand this videogame
so you dont want any competition?
@@kiritiray6377 he's being sarcastic... I hope
of course they're being sarcastic, you dummies. you don't need a ph.d. to despise new players!
@@WaterDroplet02 it's hard to tell with the counter strike community. They could just be playing into the joke but actually meaning it
...kidding of course 😉 Always great to have more people join the CS community!
One of the best parts of CS2 when it is released will be watching Warowl tutorials like I'm learning the game for the first time again.
I think one thing that could help new players is making the default crosshair a dynamic one that only has a dot in the centre when you’re standing still, something to visually indicate “your bullet will not go where you aim unless you’re not moving”. Also the game needs to have a great tutorial mode
CSGO did that, though...
Found the only person who likes tutorials in my life
@@geisonmcd I love tutorials
@@patrickhealy2954 but it's just a "shoot enemy, run, defuse de bomb, repeat"!
@Geison Machado lots of people appreciate knowing what they're doing and not learning by failure purely
You just made me 10x more hyped for CS2 than any Valve promotional video up til now. Been playing since 1.6 :)
wait until you see all those cheater russians
@anthalos2516 They have always existed especially at lower ranks. Russia should get their own server in the eu closer to them
I would stick to 1.6 🙂
My favourite game experience was soloing a competitive on nuke many years ago and meeting a quad. I teamed up with them, got a team speak server and still play with them today. Even met up a few times.
Petition to add a radioactive space frog that shoots purple plasma rings to lower the enemies bifurcation ratio to CS2
(I also don't understand wtf is going on in those games ahaha)
I've been interested in the idea of a horizontal FOV setting. All 4:3 really does is change your horizontal FOV from 106° to 90°. (Along with slightly increasing fps) I don't think people should have to go through loop-holes that sacrifices visuals just to play at a certain FOV.
Edit: For anyone interested, your hFOV can be calculated with:
2 * arctan(0.75w/h)
w and h being resolution width and height.
Yeah. Stretched might make the models appear bigger on screen, but it also takes away peripheral vision. Clearly a choice everyone has to make.
The issue with FOV sliders how they are usually implemented in games is that they scale both axes. And using scopes on guns just reduces FOV to "zoom in"
But even a slider that does both axes wouldn't be an issue. In basically every FPS with a FOV slider, it's a choice between seeing a lot, but small, and seeing little, but big.
For extremes, setting FOV to 20 would mean it always looks like you're scoped in, but you can't see anything else.
Setting it to 160 would mean you have immense view to the side, but all the stuff around your crosshair would be tiny.
And usually players tend to play somewhere in between, differs a bit from game to game, but few players play at either extreme that the game allows.
I agree. A FOV slider would be great.
@@HappyBeezerStudios "Stretched might make the models appear bigger on screen, but it also takes away peripheral vision. "
True, but when you weigh the actual results, stretched is objectively better in CS. The pros simply outweigh the cons.
Agreed! I was just about to comment the same thing. Just let people reduce the FOV.
@@Likexner yeah, I personally dislike using high fovs in any game, so it would be great
Ive watched this video 19 times and can confirm this is a certified War Owl classic
In 2 minutes?!?!!!!!!!??
HAHAHAHAHA SO FUNNY IVE NEVER HEARD THIS JOKE BEFORE SO FUNNY SO ORIGINAL
That's not even possible
ha ha so unny
That's not true, its been 14 minutes and ive only been able to watch 11 times, smh
Here's why I like the "follow recoil" option:
You still need to actually perform recoil control, but atleast I now know HOW to perform this recoil control. You already spent 200 hours learning AK recoil? Great! You will propably do a great job at recoil control. You haven't spent 200 hours learning recoil? Well, you're not gonna be good at it, but atleast you know what you're supposed to do. You get the chance to know if you're doing it wrong or right. This is not gonna make the game easier for pros, but for noobs, and I'm all for that. I myself have played around 100 hours of cs, (Booh, a noob!), and I would really like this change, because for me, these weird recoil patterns combined with the fact that you get no response if you're doing the right recoil control really made the game unatractive for me.
exactly
the only way to really properly learn recoil patterns in CS:GO is to... play third-party training maps, offline, for possibly hours
nobody wants to fucking do that, nobody is gonna want to spend time *not playing the game,* in order to *learn how to play the game.* that's backwards as hell and any player who's against this is just mad that new players won't have to suffer like they did, and may infact catch up with their skill level and whoop their ass
The problem is that it makes it easier for pro players too, for example when you spray transfer, you know exactly where the spray is and deletes a lot of the skill, also learning spray patterns is not hard, just spray into a wall and try to keep up with the recoil, you dont need 100 hours practicing recoil. Its like saying "Hey we should make the heads bigger so that it's easier for people to headshot, the good players dont need it because they can already aim but the noobs will love it!"
People complaining about a game being more noob friendly are so weird, like are you that bad that you're affraid a 50 hours player will wreck you if they can learn the game easier?
“It’s the 5th main game in the series”
Condition Zero Deleted Scenes: Am I a joke to you
i feel like one of the biggest problems with cs is how difficult it is for a new player to be introduced to the game and what feels like a lack of a casual audience for the game im glad they are making changes to make the game easier to learn and play especially when you playing people who have spent there lives on this one game
you're exactly right, and imo this is because you have no idea where smokes/flashes go because there's no visual tracer after you throw it. Unlike valorant where you can just play and organically improve, you NEED to go into a custom lobby to practice lineups. Smokes in CSGO are like building in fortnite, not something you can ignore. It's absolutely necessary if you want to have any competitive edge whatsoever. I know for a fact a lot of people don't want to do the busy work of going into a lobby and staring at lamp posts at the correct pixel etc, and this directly turns people off from the game
@@nawtmyrealnamelol Good luck getting anybody in the CS community on board with that idea. Remember, this is the same community that thinks punishing accidental right-mouse clicks with suppressed weapons adds to the skill ceiling.
gotta give cs some credit, they have little things like ranked short matches, Valorant barley just got unranked short matches
@@qu1253 yea it'll never happen but it would objectively make the game better. It's just a shame
@@nawtmyrealnamelol Even as someone who doesnt play CS competitively at all and likes all the things being added to help casual players, needing a piece of UI to show you where your grenades will land is dumb and completely unnecessary. That's why the vast majority of games don't do it. All you need to know is how far your character throws grenades, and everything past that, gamers are capable of figuring it out easily enough themselves.
I think the name is actually great, it allowes valve to solve the naming poblem forever. In the next 50-100 years when they make source3 the can just call it cs3 and be done with it
Nah they'll do cs2 episode 1
Nah the name is shit. I hated Overwatch 2's name, so I gotta remain consistent.
@@friendofp.24 Its better name than csgo 2 or CS: But Better
@@poofsplix2003 they will do CS:more than 2 but less than 4
@@Tanaphat14817 CS2+1
Dude I'm actually really proud of Valve on this one, it makes me look at other big videogame developers as amateurs/chumps (so why do we allow them to be in business by giving them money?!?!)
Team fortress 2
Because valve can’t make every game people want to play
That's true, there were so many remakes that just did the "we make a completly new thing out of it" but all we ever wanted was the same game in a new shine so it's still playable today, we don't need new mechanics or a completly different playstyle.. that's not a remake 😭
Because kids/consoles. Lol
11:13 warowl predicted another thing, he must be working for volvo
So happy to see you going back to the stuff that made The Warowl great in the first place. This is first rate. Good job.
I have stopped playing CSGO a long time ago. It was getting too much, the pressure of getting the ranks, the depression of not ranking up even though I am trying my best. I was exhausted, filled with rage from toxic EU teammates... But seeing CS2 on a horizon, I am filled with that same feeling when I picked up CSGO. I will definitely be giving it a go, with a more mature mind, I hope I won't go into the same, old, dark place as I once been in.
I wouldnt play ranked tbh, play more faceit
just play casual and chill don't go to compi blackhole
@@garliconionshallot that is exactly my plan! hopefully it'll work 👀
"I hope i won't go into the same, old, dark place as I once been in." 😂😂😂
I just casual and war games with friends, ranking up takes too much time.
As long as the new changes don't detract from the skill gap that just develops as good players improve, it's always good to make the game easier to get into for new players.
Skill gap is by definition the subtraction of the skill ceiling minus the skill floor, so if things become easier at the bottom, then the skill gap compresses.
You need to choose.
hey i know you
@@adrianoss.bougas3720 More focus will be on tactics and aim.
Instead focusing on ain control / smoke,s landing vs tickrate.
Most of the things fixed make it esier for poeple to know where there heard or how to do spray control.
It just reduces the time they need to lurn that shit.
If they play long anough they would have lurned it any way
@@adrianoss.bougas3720 I think you can have both, the right way to do accessibility is maintaining the "skill gap" but building a ladder of sorts that makes it "simple" and clear how to close that skill gap as much as possible. Imo.
@@adrianoss.bougas3720 Ok, if the skill gap is closed by adding things like a clear indication of how spread works or making bind-based mechanics possible to pull off without binds, then that's a very, very small amount of difference that's probably worth making.
As you've mentioned, community servers are where it's at. I've been playing CS for about 15 years but I've never really enjoyed competitive. I greatly miss the days when I logged onto the same server every night with the same people and we all played our favorite game. That is the essence of CS to me
True
The good days
You are the reason I keep coming back to Counterstrike, thank you for all your awesome videos, super excited for cs2
"i like when you put the thing at the guy and you click and he dies" -TheWarOwl
If you're worried that colored smokes and footstep indicators will ruin your experience by allowing new players to pick up the game, you are bad at the game because you are very far away from the skill ceiling
Colored smokes are a bad idea though. I see no reason why you should know who threw a smoke just from looking at it.
I'm waiting for them to remove air strafing to level the playing field even more
@earl krits what are you talking about bro? What level on faceit are you?
@@arcueid3352 hes saying cs bad valo gud. Tyrone also good because he gives me tendies.
@@Likexner Because not every random in csgo communicates with the team, and in your average mm game which is the majority of the playerbase, some people either dont have a mic, or choose to not speak in chat or voice at all. So why should you, the other player be punished for another players choice? Its literally just a visual clarity thing. Get over it
You could say the same about csgo vs source vs 1.6. All are the "same game" but each with their own distinct character.
In my opinion removing the alias and exec stuff removes personality from counter strike. Configuring your stuff and changing your settings, learning tips like those from your friends and creating your own things is sort of got me into coding and was a core but small part of CS! I'm gonna miss it, hope it's temporary
agreed
execs are aliases are power tools that have their specific uses. Reimplementing common gameplay use patterns of the commands as game mechanics is the right move, but taking away the power tools is not.
In a way, you can see it as trying to balance the playing field. I get this might be an obscure example, but someone who really researches config parameters might find one that gives them a 10-15 percent boost in FPS. This begs the question as to why it's not in the game by default. Less obscurity and abstractions is better in my opinion, even if you do feel like you have a reduced sense of control (which is probably more perception than reality).
Same. I got into coding because of csgo as well :D
@@BOSSDONMAN Bad example, one could also just go out buy a top of the line gaming rig and boost their fps by 200% "Leveling the playing field" doesnt apply here
I'm so happy they continued with Source 2, remember when Valve switched out Source 2 with Unity, to make most of the Lab VR demo game?
Thank you! One of the many toxic elements of gamer culture is this holier-than-thou attitude towards "skill" - this idea that games should have massive high skill floors and be totally unapproachable to new players. Counter-Strike 2 is not lowering the skill ceiling - it is lowering the skill floor, and *that is a good thing*. "Easy to learn, hard to master" is a really great philosophy for a shooter as ostensibly straight-forward as Counter-Strike. New players will be able to pick up the game easier, and learn quicker - but those who put in the work to improve will still always be better.
I disagree on the follow recoil point. Learning recoil in CS:GO isn't intuitive, and requires third-party training maps and the like to do effectively, which I think falls into the same problem as the 'need developer console for jump throws' issue. Follow recoil allows players to learn recoil control in-game, in matches. I do agree it lowers the skill ceiling to an extent, but the effect it has on the learning experience makes the cost worth it. I understand why experienced players dislike it, especially after how long it probably took them to learn, but it's going to make the new player experience significantly better.
I agree. A long time CS player probably if not mostly would hesitate to understand, so let's use a more extreme skill ceiling game -- Touhou(just youtube Touhou gameplay). It's a game where there's fewer if not no time to breath at all. The skill ceiling is extremely high if not no where to be seen, and most of all it's very unfriendly to beginners.
Those long time CS players wouldn't like change/new cause they would lose their advantage, their edge from training over the years, Being a new player is detrimental cause they don't know/did the tweaks the long time CS players did.
Everyone is just siding to themselves which gives them the most advantage, if you're a long time CS player, ofcourse you don't like change and lose all the advantage of all that training moot. Ofcourse you won't say that and say something subjective and idealistic like "What makes CS CS"
@@MangaGamifiedyou act like people who didn’t play counterstrike 1.6 didn’t go through this and people who played counterstrike source didn’t go through this as well.
This is nothing new. The people who were and are the most dedicated to the version of counterstrike they played the most, cry the loudest when the new counterstrike comes out.
1.6 players hate source
Source players hate cs:go
Cs:go players hate cs2
Cs2 players will hate the new counterstrike that comes out in 10 years
I agree that integrating things such as jump throws into the game is good, but removing binds and aliases altogether is bad because like you said, removing customization that don't necessarily give an advantage is bad especially since after years of people being used to it.
I've always had a massive issue with the visibility in this game. Stuff like people in shadows or people blending in with the background. It's one of the things I'm most excited about with CS2 is the better visibility. I'd also like them to add in-game tutorials for smokes. I shouldn't need to look up something so essential to the game.
I doubt they would add any smoke tutorials that’s part of the skill curve imo but I agree on the visibility
They have the nade preview now, it'll make it much easier to learn nades. And those change (and there are lots of them) so a tutorial doesn't really make sense.
With the grenade previews, you won't even need a tutorial for smokes! You might discover your own smokes!
Adding the M14 as an alternative to the famas/galil is an idea that I have had for literal years, interesting to see when others independently come up with the same idea
Yeah same, it would be gun that would take skill to use properly. It would add a lot of flavour and didn't destroy game balance.
Ye m14 for ct and sks for t
I'd also like to finally get a replacement for the Glock and Ak47 like maybe instead be able to choose an M1911 and for the AK maybe just a more modern one like the AK12 or something like that.
The M14 was infamously uncontrollable on full auto, though. I think it'd make more sense as a semi-auto sniper alt personally.
The Tavor would be a fun alt skin for the FAMAS imo. Or the British L86A2. T's being able to use like the Grease Gun, or MP40, as a SMG would be rad too. Fitting too, since traditionally these paras use whatever they can get and old surplus is still being found and sold cheap.
@@0lionheart i think it would be fine alternative to galil/famas as semi auto. Just like cz to tec/57. It would be like more accurate deagle that one taps from every range. That would be fun
i simply subscribed because of the ''phd in applied ownage'' this is one of the best things ive heard in a while.
I’ve been playing since 1.3, and while I take breaks CS has been a mainstay for me for 2 decades. The game design is simple, but there are few games that have the team play that CS does. Which is why I love playing more competitive scenes. I truly hate the match making experience right now. The leaving penalties are far too friendly, but overall I’m pumped about CS2 and its potential. The NFT/skins market is insane and that’s another reason valve didn’t have to go crazy.
Now if I could just decide on the A4 vs M4a1-S I’d be doing well!
Alot of the new features will probably make watching tournaments alot more enjoyable, especially the coloured smoke and the thing that shows if they can hear eachother
I came back after the cs2 announcement, two year break and its absolutely insane how much your channel grew
Thanks for helping me get out of silver back in the day like 8 years ago lol
I tried playing CS:GO after discovering WarOwl's channel. First match, 2 of my 4 teammates started throwing after losing the pistol round, and the other 2 kept arguing over voice chat to the point I couldn't hear myself think.
I quit after that. Think I'm better off just experiencing CS vicariously. Maybe FaceIt's better, but I ain't paying a monthly fee for that, and I hear even FaceIt level 1s have like 2,000+ hours in the game.
@@qu1253 why would you pay for faceit?
@@qu1253 not sure why anyone would seriously stay in level 1 when playing for a few weeks
@@qu1253 you don't have to pay for faceit, also if you don't have the patience to sit through some bad games to get better and experience just how good the game is when it goes well then that isn't necessarily a fault with the game, play some casual, deathmatch and scrimmage if you want, that way the atmosphere will be relaxed and there's no consequence towards winning or losing, you can improve at your own pace without too much pressure.
@@qu1253 Faceit is free. And if anything playing with and against players with 2000+ hours is a good thing, if you go into the games willing to learn something rather than rage if you get destroyed that is.
Imagine if warowl finished his map and it got added to the cs2 comp map pool
TF2 being ported to source 2 is only a dream it's been years and we still haven't gotten an update last update was on 2017...
AYEEEE you killed me with an AWP at 5:00 !!!!!! it was great to play against you in the Test phase! Been a huge fan for years. Keep up the amazing work brother!!!
How was the first round when i slapped your team with a quad headshot ;)
Regarding what you said on resolutions, rainbow 6 siege allows you to change your game's aspect ratio which allows you to play in native 1920x1080 but with a 4:3 viewport which gets stretched to the full screen. I think that's the best of both worlds as it lets you play stretched even if you like that crisp native look.
You know I never really played counterstrike before cs2 was announced but because of the changes that they made to make the game easier to read I've started playing csgo so that when cs2 comes out I won't be completely dog water. I think all the changes are not only good for accessibility when a new player actually joins but it's also good marketing. Also love your content, very epic
Yup. The game being easier to read doesn't take anything away from the skill needed to play at high level, but makes it easier for players to get into the game in the first place. And starting out is incredibly hard.
Per Launders:
CS 1.6
CS Condition Zero (1.7)
CS Source (1.8)
CS:GO (1.9)
CS 2
"shoots purple plasma rings to lower the enemies bifurcation ratio" lol
Counter-Strike 2 name makes sense when you consider the versioning:
- Counter-Strike 1.0
- Counter-Strike 1.1
- Counter-Strike 1.2
- Counter-Strike 1.3
- Counter-Strike 1.4
- Counter-Strike 1.5
- Counter-Strike 1.6
- Counter-Strike: Condition Zero (1.7)
- Counter-Strike: Source (1.8)
- Counter-Strike: Global Offensive (1.9)
- Counter-Strike 2 (2.0)
We have reached greatness
Really appreciate all the CS2 content WarOwl, getting us pumped to play it!
I am absolutely dying at the college degree line. "Its been really helpful in my career of playing video games mildly well". LOL
The most important fundamental thing that you cannot touch with in csgo is time to kill (ttk). Ttk is the most major thing in other fps's, but in cs ttk is really so marginal between most guns that it comes down to who points better. As long as that balance exists cs should more or less be fine imo
Idk, for me, it was the excitement of slowly getting into cs that I really enjoyed and now look back with a smile. When I first found out I can play left hand, when I found out I can clear all blood and decals with a bind, those were the things I really enjoyed.
I never had a godlike aim and never will, since I can only see with one eye, but the deeper knowledge of the game than enemy, outplaying them with throwing my own smoke into theirs, learning a crazy lineups, playing unexpected positions, knowing when to walk and when to run etc etc is what excites me.
I like it when the game rewards you for exploring it and getting really deep into it, which csgo offers, but cs2 kind of kills. A bit.
i'm with you on that feeling, i haven't had the change to try cs2 yet, but i feel like they are killing what took many of us so long to master and discover, which for me was really exciting, to make an experience everyone can enjoy but not exploit to it's limits, idon't know if i'm explaining mself correctly, but yeah xD
@@darkcust4478there will still be exploits and new exploits to discover and now with no sky boxes more insane line ups it isn't the death if anything it's just the "future"
The game industry/gaming as a hobvy is bigger than it was 10 to 20 years ago. Less niche and more commercialized/mainstream. This is how it goes. I doubt valve will fully abandon their OG fans like you by removing game customization.
what is your rank?
@@reminagyo2973 Lmao, giving the valve corporation special treatment for literally no logic reason.
Valve has screwed over their OG fans dozens of times. Not updating CS to source 2 for almost a decade despite making them more money. Not developing a real anti-cheat, instead introducing the trust factor system that false flagged toxicity as cheating (by design). Dropping game breaking changes without any notice and then reverting them as if it was their idea. Not doing anything to fix the broken ranks in NA for almost 5 years, then the entire rank distribution update that ruined matchmaking in NA and after a year it still has not recovered (anyone with a brain would know the only fix was a full reset).
Now CS2 that has so many incremental negative changes that lower the skill ceiling going against what every OG player wanted.
Man I haven't watched your videos in so long! Glad to see you doing the thing! Looking good!
3:39 they won't even do "minimal maintenance" I doubt they are planning for upgrades :(
You're the only CS content creator I watch outside of kliks so everytime you make a video talking about any new thing in CS2 I'm constantly just like woah this is way too good to be real
Valve's solutions to showing recoil, is definitely one of the only features that I am still on the fence on. It is the bread and butter of CS, and Valve are making steps to make it more accessible, but making the crosshair follow recoil seems like a fundamental change to the game that may have some unforseen consequences.
I feel like a good compromise to this would be a gun preview when either hovering over the weapon ingame, or inspecting the weapon in the inventory. The preview would showcase the selected gun shooting at a wall (without moving the mouse) and reloading, serving both as a recoil showcase and a skin showcase. However, if it was part of the buy menu, it would be too cluttered and if it was only in inventory inspections most new players wouldn't even get to see it.
Maybe Valve is already concocting a unique solution to solve those issues, or maybe they'll just stick with the crosshair following recoil.
I think it's good that you can actually see where your bullets are going, it'll help people learn the recoil patterns faster than looking bullets in a wall and tracing it. You basically have to learn patterns outside of matches currently, whether it's images of pattern lines or shooting at walls for minutes since you can't have a clue what the patterns are without doing either, so follow recoil sound like a more natural solution for this issue imo. For sure it'll change things like longer lasting sprays with guns like the mac being more viable in all level of play but for the most part this will just help lower skilled players learn patterns.
@@deidrop1221 reducing skill a lot. bye bye cs shooting feel
@@GymAndFitnessFacts sounds like someone's afraid that new players are gonna actually catch up with their skill level and whoops their ass huehuehue
@@GymAndFitnessFacts There's no "reduction in skill" here. Learning the patterns would always be the most efficient way to play. The feature only helps newer players get better at the game quickly. Scared?
Haven't played GO much but love at 7:02 when the grenade clears the smoke briefly
i find it really funny how old players can on one end be like "they are making mur game too ez reee" and on the other end when they remove the obnoxious bind crap "They are making mur game too hard reeee"
The game didn't need to be dumbed down, the rank up system needed to improve. When I first started playing counterstrike I can honestly say I deserved silver. But despite improving and getting my frags and my mvp stars with a team full of actual new players that don't talk or throw utility. The best I can hope for is a single rank up after maybe a month. That's my experience anyway
bro the lowest rank possible is silver... dude just got caught
Ultimately, after a month of playing, you can't expect to be anywhere but the lowest of ranks. People have been playing CS on some of these maps for 20 years.
Yeah, I suppose we could add more interim ranks so you can see progress (but this goes both ways).
One thing that might help is stats like Leetify provide. So, even if you're not ranking up, you can see what you're improving on, and where your gaps still are.
@@ponderwonder if I'd only been playing a month sure, but I've been playing for years, I hop on, play for a few months, maybe move up a rank and then get bored of the game that still doesn't let u progress it's rank systems. Even warowl, a global elite master, spent a decade trying to get an ult account to his actual rank and couldn't do it. It's not a full time job, I shouldn't have to spend a decade playing to get a minor promotion
@@sammeloo
Not to be that guy but are you saying solo queue to global is a minor promotion?
You don't have to play full-time, find some time to regularly play with people you know. It doesn't have to be more than an hour per day. God knows WarOwl didn't play full-time on his alt, lol. And solo queuing CS:GO is about as productive as playing the game with a controller instead of mouse and keyboard. While I agree with you that the inner workings of the rank system are an enigma, if you're still in silver after playing for years, it sounds like a 'you' problem to me.
@@aeronautischI've peeked into gold only to go play another launched title and come back a few months later with any and all progress lost. I've been grinding again with 2-3 other ppl for the last month bc I do like this game and the announcement of cs2 got me excited. I've lost maybe 5 games this whole month if that and yesterday I finally got moved up 1 rank. I'm not trying to go compete at a fucking major, hell I'm not even trying to get global, I'm just trying to do what everyone does in every video game ever, I'm just trying to make progress and it takes too much time to get Damm near anywhere. And now instead of fixing it, they're messing with gameplay mechanics and just making it more like valorant
I like that Valve is playing the safe card here, making smaller* changes together with "future-proofing" the game engine with S2. The only thing that I honestly would ask for is new reload/inspect animations of the weapons, not the knives. Other than that I'm good, really excited.
I concur that making more people able to play the game well over a shorter time period, aka reduce the learning curve, makes the game more enjoyable across a higher percentage of lobbies. I mean ppl lose their minds right now because they are in lobbies with noobs all the time, but if you can be a noob after playing for a full year then the game is the problem not the "noob". It should take a life's work to be a top 1% player, but it shouldn't take a decade to be a top 50% player skill wise. The chaff should be separated from wheat quickly and the thresher should be reaction time and accuracy not "wizard knowledge" of the net code and dev console. A good analogy would be playing black jack at a casino. If you had the choice would you play at a table with a 90% chance the other players knew how to at least play basic strategy or would you rather play at a table that only had a 10% chance of all the other players knowing how to play basic strategy. The answer is very obvious here when you consider how pissed off people get when you veer from basic strategy at a casino table.
True, long time players are mad cause they lose their advantage if not has less advantage due to fear of change or something new. While new players may still see it just as technical as ever and need a lot of tweaks as ever as before, and "Nah I'll just continue playing CoD"
I agree with you, but I dont agree with your blackjack analogy as its not a team gsme, and only you (and your luck) are the reason that determines if you win or lose in a session of Blackjack
@@shiimu I think you perhaps didn't fully get the blackjack analogy. Why it works doesn't have to do with whether the complainers are right or if it's a team game. What I am saying is in applications, which is all that matters, when you ever from basic strategy at the casino table the plother players groan and will blame their bad draw on you because they believe they shoulda got your card had you for example passed according to basic stray. Ppl are very superstition and illogical but in application the ppl are what matters in the example because I'm making the point that these ppl perceived they are being wronged by the other player he doesn't need to be a team mate for the analogy to work. I'd also add those ppl aren't wrong either, not totally. They are wrong over the long haul but they are correct in the instance in which the noob black jack player stole the face card they needed for 21.
I'd like to add it seems like by your comment you don't know what basic strategy is or does. It doesn't make the game 50/50 but it makes it darn close and in the rare case of single deck or low deck games you can overcome the house edge with the addition of counting cards and betting accordingly. That's a mathematically fact the MIT team proved. Anyways basic strategy is real and expected of you at a table with the hardcore players. If you don't know what it is look into black jack basic strategy and why it works. Then if you want look into counting cards and when and why it works. Black jack is a game of how much to bet and when it isn't a game of what to do when. The math tells you what to do. That's basic strategy. From there the game is just about variation of bet amounts from a player perspective
my ADR is changing from 20 to 120 every round tf
11:12 people always say they want change and when change comes they hate it , it is good that they kept it consistent and didnt change much because the fans would lose their minds if their game that they know an love would change , we have seen it happen before.
Then people who barely know/play the game start complaining that it's the same, very annoying
I still thing the maps should be darker it adds so much fun if your able to sneak behind a enemy and get a back stab
I think removing configs and making it so you can't alias commands is the thing that really is too "noob friendly" and the only reason being accessible to new players is bad is when we lose access to features that experienced players have gotten comfortable with. You would really think that they wouldn't be mutually exclusive but then again I thought we would get something cool for converting config files using machine learning... that wouldve been cool, instead now you don't even have your own crosshair when you start the game.
to be fair most of those commands are completely unnecessary now, the biggest one was jumpthrowing which is now an extra skillcheck for the better players.
yes. Taking away the choice and instead forcing one solution down their throats its very dangerous. We were already used to having the console and everything it can do; and configs and aliases are a huge part of that, especially when messing around on a local server it gave a lot of freedom. You can't take that away or people will get very mad. Personally i hate what they did with the decals (blood and bullet holes), because in cs:go you could choose not to clear them, and potentionally benefit by the added information- sometimes seeing where someone got hit, or where a bullet hit the wall is vital information on where the enemy may have gone. And removing them obviously has the benefit of spotting the enemy more easily. The point is that we had a choice and now we're all forced to have one thing, wether you like it or not
It fucks with certain niches outside of competitive too, kz, bhop, surf, and longjump players will no longer be able to use longjump or nullbind. (regardless of the controversy on nullbind)
@@flamingninja728 Exactly. I use config files to switch between two very different sets of binds for Normal fps gameplay and for when I'm surfing. Not only that, but aliases are necessary for certain things like toggling between different crosshairs while in-game and switching a keybind between different actions. If they don't bring back aliases and executables, it will ruin the experience of a lot of players.
I think what would be a nice addition to the new game and to refresh things is updated weapon animations. Have them be the same time the current animations are but a bit refreshed and more smooth. It's just i feel like in csgo the reloading and taking out the guns, the animations look somewhat rigid and robotic. It would be nice to fresh things up.
Exactly what I was thinking. New animation and why not also remodel the guns? Make them look a bit cooler/more modern? Also update the gun sounds would be awesome. Right now it’s too much like CSGO to really feel new
@@juliusjacob1416I don't want to be a jerk here but being an active cs player since 99, it actually took me a while to accept the new csgo, even if I agree it is a very good cs. I have never understood why the new skins, colourful weapons and the new graphics were so important if it wasn't about the money. This obsession for the NEW product and the money can make, it is understandable from a business point of view but it isn't for me. I just want to play cs. I don't care about the majority of bugs, old graphics, etc. In time they have transformed a simple game like cs in something else. Do not name it Cs 2, just name it something else. You know, starbucks is not selling you italian coffee, it is just something else even though some (or probably most) of their products use words that sound italian even spanish. Wtf is a frapuccino anyway (i don't even know how to spell it correctly).
@@juliusjacob1416 he sayed in the video why because of the skins
i like how responsive cs2 feels compared to csgo. the bullet trails and moving crosshair actually help you, and server play just feels snappier.
u joking? its objectively worse. there is huge rubber band and peekers advantage. u cant spray or awp because of this. u play on complete delay. must be noob since u feel its faster. Maybe enemies are just slower.
@@mytis123 lol
@@colly6022
U r silver
@@NOU-iw3gb yeah, i tend to play on community servers and smaller matches with friends. i don't waste every waking hour in competitive. problem?
thank you for clarifying cs2 is technically a new game from the ground up, people think it was just an engine swap like valve just deleted source and pasted in source 2 in the game folder
This is a very thought out video with a great script man! It was very enjoyable to watch from start to finish!
And here is Warowl casually explaining Technical Dept in 2 minutes better than any 3 hours tutorial
is the idea of technical debt so hard for you to understand?
@@hihtitmamnan could it just be that i didn't get proper explanations initially?
Counter-Strike 1.6
Condition Zero (1.7)
Source (1.8)
Global Offensive (1.9)
Counter-Strike 2 (2.0)
I think the recoil crosshair is a huge W, but I also think it shouldn't be allowed in comp, only in casual/custom gamemodes.
It's a fantastic tool for learning but takes away skill based gameplay if you can just rely on it instead of learning the weapons.
This ^
So like in CS:GO where the follow recoil crosshair is behind sv_cheats 1?
@@serhiy-serhiiv Can't use sv_cheats in casual gamemodes like deathmatch/casual or most community servers, so it was kind of useless outside of workshop maps.
This is the right approach, I dont want to be forced to use it if it gives everyone an advantage
did someone state somewhere that they worked on it for 3 years? Because WarOwl says it with such confindence, but I only saw an employee just saying they were employed at Valve for 3 years but not that he worked on CS2 since then.
"i like you point a thing at the guy and you click and he dies"
-master owl
"I dont think valve really understood counter strike until maybe within the last decade"
This is so, so true. The community made the game what it is and it felt like valve was an obstacle more than the game dev.
They removed so many of the fun nerdy stuff. Learning jump binds and lineups made me feel like I leveled up and clear decals is so nice for practicing recoil in cs hub. I've only been playing for a few years and had no trouble figuring this stuff out. I have a full time job and touch plenty of grass too. I just love the game and wanted to put in work and get better.
At the same time not a whole load of people really like all the nerdy stuff, since all the nerdy stuff like that often becomes too good to not have and ends up forcing everyone to have it, otherwise they get left out.
but its still too much to ask for the general population to have to look up codes they dont understand to do things they don't know would give them much of an advantage, this strikes a nice medium where not every noob will immediately know you can do jumpthrows correctly so when they time it right its an achievement all to itself for them to do.
@@simplysmiley4670 this is a video game. We're fucking nerds.
that jump binding was annoying to be fair. You probably just felt like you got "used to it"
I think having the "follow recoil" thing should only be in non competitive matches so new players will be able to learn the recoil of weapons but competitive can still have a skill gap and not make it to easy
It doesn’t make a difference.. every pro and higher ranked player knows the recoil pattern. And realistically, you only need to know the first 10 anyways.
Aiming isn’t what makes you competitive at higher ranks because it’s already a requirement, game sense is what separates the good from the great.
@@TacticalDimples not all of us are higher ranked players, 90% of people are going to have to use it if it gives them the advantage. And I don't want that to become meta for the 90% of us, because I will be at a disadvantage(Im not going to use it). Its fine as a learning tool but it's bad if people start relying on it
@@TacticalDimples Absolute bullshit.
Even pro players struggle to know the recoil spread past 15 bullets. And pro players definitely don't know the spray pattern of every SMG out there, again, especially half way through a mag. These are people who get payed a ridiculous amount just to play the game, and practice it for hours daily... Realistically, you can have one or two gunfights a game where you go past the first 10, and in those situations a crosshair that shows the recoil will be invaluable.
As someone who's played in GE and Faceit LVL10, recoil pattern knowledge is restricted to the first half of the mag with the rifles, and their favorite SMGs. I very rarely meet players who know the recoil spread on the Famas and Galil. Not to mention, it is very hard to 'recover' a spray after you go wrong. Again, even at high ranks. These are all things that would change with this crosshair.
Simply put, it would give a huge advantage and people would have to start learning how to play with it ASAP for the consistency it brings. People will probably start with it on a toggle, then after getting used to it, would play with it 24/7 and there would be no need to learn any recoil patterns.
I really hope they do not add it to comp and just keep it as a training/practice tool.
@@TacticalDimples you're wrong for the previously described reasons.
What sounds better, learning a recoil pattern bc you can see your crosshair move to where the bullets are going, or staring at bullet holes in a wall and trying to trace the opposite. Follow recoil will only help people learn recoil faster than before and only makes the game easier for lower skilled players and would only slightly affect higher level players. The ability to see where your bullets are going shouldn't be so controversial
0:11 it would have been 100 times more satisfying intro if the crosshair on the logo was aligned with the crosshair on the game
10:06 that kill with new blood animations and all looked cool asf
I would love to see an afterburn effect for molotov cocktails, since they reworked with smoke bombs you would expect of them to do something similar with other bombs.
Yeah, seeing that molotov throw fel really disappointing... game looks brand new in so many aspects, but nicer looking molotovs than this have been a thing for years now.
This game shows why valve IS a better gaming company than majority of others even if they're money hungry
I still don't get why people moan about cs2 being "noob friendly". What's wrong having an indicator showing who can hear the noise you make? What's wrong with having different colored smokes? What's wrong with having a crosshair that follows your recoil? Do you think that those additional information are gonna make it easier for "noobs" to own you or what? If you think the crosshair thing is powerful then turn it on yourself, if you don't like it then turn it off... Stop moaning about it because you can't get use to it yourself but still think it might give an advantage to other players. Maybe you just suck at adapting.
How about this, remove the radar, remove the scoreboard, heck, remove all the hud altogether. Now you have no radar to tell you where your enemies are, you have no idea where your teammates are, you have to keep track of your money, keep track of how many bullets you have left, keep track of the rounds and score, have no crosshair to aid your aim, so now only the best players with the best "game sense" and skills can stand out, are you happy now?
CS2 defintely shortened the skill gap between players but not as much as people think it would
The follow recoil feature is a noob friendly feature but really it's kinda on par or even overshadowed by other important things to be learned in the game
Coming back to this video after actually playing cs2 for a long about 60 hours. My friends who have played only 100 hours of csgo are having a much better time playing this then me where me it just stresses me out lmfao.
As a new player trying to get into cs I'm excited for it
I really do hope that new weapons get added, even if they're just new models over preexisting weapons
visual variety can keep things fresh, like using workshop weapon reskins in l4d2.
They can add more variants to swap with an existing weapon like MP7|MP5 cz75 five seven or m4a1 to m4a4
Aksu as ak switch. More character speed, costs 2500, can't one shot in distance, remaining hs one taps in close and medium ranges
csgo is now tf2
Everybody will be playing with AK anyway
@@MaxTsyba i would play my version as i am playing on small screen and fast movement and small cost would be perfect fit for me
a way they could compromise getting rid 4:3 stretch res is giving the ability to lower your fov in the game's settings. it would give the same advantage of making it easier to see people and technically making the player models bigger but without making the game look distorted.
But I still need them fps 😂 that's why I play 1024x768
Really, we just need an FOV slider all-around. The main complaint is that this is problematic because CS has many long-range shots and lowering the FOV would give people an advantage, which is fair, but that problem already exists because the 4:3 stretch. The solution? Make it so that FOV can't be changed mid-game (to prevent people treating it like a scope) and put reasonable limits on it (such as bottoming-out the FOV slider at the FOV 4:3 already provides). I actually play other games at 110 FOV because it's what I find the most comfortable, so it took some getting used to in order for me to come back to CS. If Valve is attempting to increase accessibility, I would argue a comfort feature like this is very important, even if they keep 4:3.
What I hope for (among other things) is clear distinction between Defuse and Hostage maps in both the Workshop and the game. It would honestly be great to have a new Hostage Mode. I've wanted one for a long time but we never got it. A new Assassination mode might be nice as well.
I can guess it doesn't look too humane in front of investors, if not, why there's no game with hostage rescuing?
Siege??
@@MangaGamified It's still in the game, even if it's not a separate mode. Besides, killing and bombing is humane?
Unless you're being sarcastic in which case,😂
@@shockwave5663 I don't have the game so I asked, I was also a bit bored and it would be a missed opportunity so I commented something.
It's a cooler and more consistent mode, too many games have Bomb defuse that it's getting stale you know? also, in other games you can throw the C4 off the map or in unreachable places. 🤣
@@MangaGamifiedI love Defusal as much as the next person, but the lack of variety in CSGO does tend get to stale.
I've been playing CS since the days of 1.5, and still love the old days of non-competitive servers where you could just have fun on maps that weren't that mainstream.
And Hostage maps were insanely fun, even if my own suggestions would have a different vibe. Who knows, maybe it will turn out for the better.
my high ass has rewinded the video 20+ times at this point trying not to miss anything while constantly distracted
CSGO was the game that I always wanted to take seriously but the wall that you needed to get over was so high that I never got that itch that I personally need before I can go all in on a game. R6 was a game that I got into early in its life so it was really easy to keep up with, funnily enough R6 now has the same issue with its difficulty curve as CSGO. All this to say that I’m really excited for CS2 and hope I get the same itch for it like I did with R6
A lot of the contextual information that CS2 adds allows for initial improvement to be made in the game itself, instead of through external tutorials and readings. This alone will make the game significantly more fun for the new players, and raise the "skill floor" while not really touching the ceiling. I know a ton of CS players hate the valorant comparisons but I truly think that valve looked at some of the things that valorant did right in terms of contextual feedback (the walking ring is an amazing example) and applied it to CS2.
I kinda hope Valve doesn't abandon the casual mode CS:GO had and not just, abandon it entirely
messing around with more players at once in a less strict environment without worrying about rank or having to go through community servers with tons of plugins is _pretty good_
@@simplysmiley4670 What, you don't like joining a community server that has a dozen obnoxious voice lines and sound effects playing every 5 seconds and constant pop-ups?
(I will never understand why people do that. I remember playing the Killing Floor mod before it went retail and the only servers with decent ping had loads of terrible custom maps, obnoxious sound effects, overpowered custom weapons and a quad jump mod that totally broke most maps)
@@qu1253 worse it takes 30mins in loading screen to download all the custom assets
@@simplysmiley4670 do people really care about casual playlist? Why not just play ranked?
@@runek100 Because sometimes you just want to play the game and not have to stress over a rank.
Personally, I dont see these changes compromising the competitive nature of the game. I think they are more "quality of life" changes that should have been implemented years ago.
Mechanically CS2 is still almost identical to CSGO, and in terms of strategy/gamesense wise not much has been changed, so the skill cieling/gap remains. None of these changes changes the skill gap in terms of awareness, positioning, utility usage and team coordination. Things like one ways etc, although u can say raises the skill cieling, realistically speaking are really arent designed to be in the game anyways and Im glad they removed it.
Overall, I see these changes as CS getting more polished rather than devolving, and I think on many points warowl is completely correct.
If they decide to remove 4:3 from settings, the new solution could be an FOV slider where you can decrease the FOV. The benefit of using 4:3 is the decreased FOV anyway, so you could customize it without uglying the game.
can i still able to select low res without 4:3? i see many player use 4:3 since it allow them to use low res like 1024x768, 800x600, 640x480 for performance
@@mccraftingtablelmao6204 the performance gain doesn't exist on any modern system unless you're playing on integrated graphics or a laptop, csgo at least is almost entirely single thread cpu performance bound.
it wouldn't help at all though, the whole point of 4:3 is the stretch effect of the enemy models not the small fov necessarily, at a smaller fov all that happens is that the screen captures less, the enemy models would still proportionately be the same size unlike with 4:3 stretched
The point is the stretch, not the FOV so a slider wouldn't actually be a solution
@@MontySlython 4:3 reduces the FOV horizontally, this would just reduce the FOV vertically as well, so it would still be stretched, but on both axes instead of just one
the correct solution to the "stretched resolution" problem is called **independently adjustable **_vertical_** and **_horizontal field of view_**** . As you might guess, the reason you might never have seen this is because it is probably extremely difficult to implement bug-free for all but the most powerful developers, but games do exist with this feature.
I don't think i'm ever coming back to CS, but man seeing warowl is sure entertaining
What happend with cs to you?
@@MikeG.F.L. I started playing seriously as an adult after playing more modern games, i don't really have the time not the will to train myself on recoil patterns and specially the movement required to play cs seriously, and i don't really get a lot of fun out of casual play from it so i just quit.