
This is a follow-up to my previous post below:
RE: Delayed CS2 hitsounds and why it might be one of the reasons that spraying "feels off"
by u/xKrasheR in GlobalOffensive
In my previous post, I have made a writeup about how certain SFX are playing with a delay and how it might be impacting the overall feeling of the game. I made a mod that removed such delay and changed the kevlar hit sounds slightly.
After that I went ahead and tweaked the "blood impact" particles (made them "punchier" and added a "hit glow" effect that enhances visual feedback quite alot) and posted the result as an edit to my original post, although me and several other people came to a conclusion that many people who saw the original post probably wont see the new video (which shows the difference very clearly), so I decided to make another standalone post for better visiblity.
If you want to try this out by yourself, I have made a simple graybox workshop map that loads tweaks mentioned above, however once you disconnect from the map the custom sounds and particles will unload so you are not able to play with those on eg. Valve official servers. https://steamcommunity.com/sharedfiles/filedetails/?id=3472082269
12 Comments
Good stuff.
It makes sense to have a bright red impact dot on the body, similar to how there’s white ones on the walls when shooting. It was already there in [csgo](https://imgur.com/a/q3FsEUB), but for whatever reason valve decided to remove it for cs2 (https://imgur.com/a/TR7oOzK). They similarly had removed the white dot in cs2, but added it very recently after the video from 1bird. (https://youtu.be/zXEsaU94iUg)
Devs work on the casino side and community out of desperation fixxes this scramble game…GENIUSES !
Just as a note, part of the reason why the video will feel highly responsive (besides the effect delay reduction) is because it is played vs. bots at 0 ping (basically LAN).
CS2 close to 0 ping is considerably more responsive as opposed to when it is played at, say, 50 or higher.
That said, I can see how this change could improve responsiveness in regular CS2 play.
really good work dude
Very great work! Hopefully, the devs will see it and consider implementing it because it looks much more satisfying. I also think this is the kind of feedback the devs need to make the game better.
There are a lot of soft factors involved, as we often blame subtick issues, but things like this also matter.
You can enable health Regen in the config so you can just test by shooting a bot.
I also wonder if this is why sometimes when I start shooting it feels like my first bullet takes a 100ms to actually make the shoot sound, or a gush / hs happens way after the bullet was shot. I always just assumed it was my crap internet.
like the devs will do anything with this. Atleast a “major patch” in about 6 months time.
its a good post, and is indead a problem…but thats not the only reason, not even the main one why the spray feels bad compare to csgo…any decent player can spot the different in feeling if they play on dm with 0 ingame sound…like most of the good players that i know do….its a problem???.. what you showed??? and would improve responsiveness??? yes and i want to see that implemented…that said iam working on something that could be the actual main reason of the spraying feels off…btw iam the guy that showed with results that the movement is inconsistence, and then someone bellow showed with my experiment that the more fps the more inconsistence, meaning that the accel of movement was framerate dependent.
Either way really good quality post mate keep it up
Valve, hire him.
It’s incredible how players themselves have to do extensive research to point out that there’s a problem in the game related to the impact on gameplay. The saddest thing is that despite this, Valve will not take it into consideration and it will be ignored. But hey… What can you expect from a small indie company like Valve that has only been on the market for a few years?
next fix we need to reduce shake and muzzle flash… than models not tweaking like its made fully of jelly when one bullet hits.
[https://x.com/yesbercs/status/1916831548646580533](https://x.com/yesbercs/status/1916831548646580533)
[https://x.com/yesbercs/status/1916833792943104352](https://x.com/yesbercs/status/1916833792943104352)
Thanks for the effort. However, I feel quite conflicted with this. Shouldn’t this be a part of the game since the beginning? Why did we have to wait 2 years for a proper visual/audio feedback that is crucial to online competitive play?