How many more examples of this problem do we need before we get a fix? There is no reason for the head and its hitbox to be flinching when tagging arms/shoulders in a competitive shooter. Looks terrible and only affects the game negatively.
And that’s on LAN, in best possible conditions, meanwhile we have players with pings from 5 to 100+ in most faceit matches (EU)
Ferrari peek + these weird animations + aim punch even with full armor = RNG fest in half the duels.
alsomaxw
Valve pls fix
WhatAwasteOf7Years
List of everything I feel makes modern CS RNG ridden and visually confusing.
1. Small amounts of variation in acceleration/deceleration/Inertia caused by sub tick. Sub tick has to make up for that unprocessed initial movement event that occurred during the last tick somehow. It has to add variation to movement, it can’t not.
2. Seemingly a lack of an effective latency implementation giving players with unstable connections with regular jitter, packet loss, ping spikes an advantage from delayed movement and shots that make it to the server before movement is properly handled.
3. High outgoing loss being compensated for with retransmission. Even with very high loss, seemingly all packets still make it to the server but with extreme variation in latency. Loss gets translated to high jitter and every shot will still get to the server and never be dropped.
4. All of the above coupled with an uncompensated aim punch (applied instantly on the server hit with no delay). Whenever someone peeks you, you get less time to react because their movement is delayed and heavily Interpolated to catch up, but their shots made when ping is low during Instability can get through quickly, while movement has to be buffered and simulated over time. Lack of effective latency and uncompensated aim punch greatly rewards unstable connections when peeking and moving erratically and breaks mechanical consistency.
5. Way too much visual noise on recoil. For example, your view angle even just on the second shot can go wide left or right even though the second shot sat directly above the first. You can visualize this by extracting the view angles on each shot and comparing it to the shot distribution and see that it goes well beyond the realm of spread. This when you’re trying to track an enemy is absolute nonsense and to the eye looks like you’re screwing up your inputs which you obviously feel the need to correct for.
6. More RNG and more and Inconsistent visual noise from aim punch. Old aim punch used to just punch your view upwards. Modern aim punch seems to just apply heavy random spread to your shots ruining visibility and breaking spray. It also feels like each aim punch application lasts longer than the old aim punch, but I could be wrong about that. That’s just a feeling.
7. flinching animations. Body folding, limbs throwing shapes, head flicks. This is all technically just another layer of random spread. It’s just moving hit boxes around randomly rather than your shots.
8. Inconsistent tagging. Enemies that can just swing a full body width to the side and back from being stationary at full speed with the initial movement well beyond the client tagging delay, even though you just tagged them multiple times in a row and they should be a stationary target concreted to the ground.
9. Single frame transition to the next point in the recoil pattern makes enemies appear to bounce around. This has always been the case, but with higher frame rates and refresh rates the worse it gets. This isn’t related to the tick based recoil decay that was recently patched.
10. Muzzle flash has random particle effects that look exactly like a tracer going into the void.
11. Incredibly inconsistent blood effects when hitting the target.
12. Tracers that for some reason just randomly don’t show when you’re shooting an enemy.
TLDR: Average gun fight even before networking problems = Random spread + visual noise not aligned to recoil and spread + Harsh single frame screen bounce every 100ish ms + hit boxes moving around randomly adding a second layer of random spread + inconsistent target acceleration and deceleration + aim punch adding a third layer of random spread.
Now add what is essentially more RNG from all the inconsistent and unpredictable mechanical timings.
5 Comments
I’d flinch if you shot my arm 😂
And that’s on LAN, in best possible conditions, meanwhile we have players with pings from 5 to 100+ in most faceit matches (EU)
Ferrari peek + these weird animations + aim punch even with full armor = RNG fest in half the duels.
Valve pls fix
List of everything I feel makes modern CS RNG ridden and visually confusing.
1. Small amounts of variation in acceleration/deceleration/Inertia caused by sub tick. Sub tick has to make up for that unprocessed initial movement event that occurred during the last tick somehow. It has to add variation to movement, it can’t not.
2. Seemingly a lack of an effective latency implementation giving players with unstable connections with regular jitter, packet loss, ping spikes an advantage from delayed movement and shots that make it to the server before movement is properly handled.
3. High outgoing loss being compensated for with retransmission. Even with very high loss, seemingly all packets still make it to the server but with extreme variation in latency. Loss gets translated to high jitter and every shot will still get to the server and never be dropped.
4. All of the above coupled with an uncompensated aim punch (applied instantly on the server hit with no delay). Whenever someone peeks you, you get less time to react because their movement is delayed and heavily Interpolated to catch up, but their shots made when ping is low during Instability can get through quickly, while movement has to be buffered and simulated over time. Lack of effective latency and uncompensated aim punch greatly rewards unstable connections when peeking and moving erratically and breaks mechanical consistency.
5. Way too much visual noise on recoil. For example, your view angle even just on the second shot can go wide left or right even though the second shot sat directly above the first. You can visualize this by extracting the view angles on each shot and comparing it to the shot distribution and see that it goes well beyond the realm of spread. This when you’re trying to track an enemy is absolute nonsense and to the eye looks like you’re screwing up your inputs which you obviously feel the need to correct for.
6. More RNG and more and Inconsistent visual noise from aim punch. Old aim punch used to just punch your view upwards. Modern aim punch seems to just apply heavy random spread to your shots ruining visibility and breaking spray. It also feels like each aim punch application lasts longer than the old aim punch, but I could be wrong about that. That’s just a feeling.
7. flinching animations. Body folding, limbs throwing shapes, head flicks. This is all technically just another layer of random spread. It’s just moving hit boxes around randomly rather than your shots.
8. Inconsistent tagging. Enemies that can just swing a full body width to the side and back from being stationary at full speed with the initial movement well beyond the client tagging delay, even though you just tagged them multiple times in a row and they should be a stationary target concreted to the ground.
9. Single frame transition to the next point in the recoil pattern makes enemies appear to bounce around. This has always been the case, but with higher frame rates and refresh rates the worse it gets. This isn’t related to the tick based recoil decay that was recently patched.
10. Muzzle flash has random particle effects that look exactly like a tracer going into the void.
11. Incredibly inconsistent blood effects when hitting the target.
12. Tracers that for some reason just randomly don’t show when you’re shooting an enemy.
TLDR: Average gun fight even before networking problems = Random spread + visual noise not aligned to recoil and spread + Harsh single frame screen bounce every 100ish ms + hit boxes moving around randomly adding a second layer of random spread + inconsistent target acceleration and deceleration + aim punch adding a third layer of random spread.
Now add what is essentially more RNG from all the inconsistent and unpredictable mechanical timings.
Bring back csgo