
While map and agent visibility is greatly improved in CS2, there are many cases/locations where there is a distinct lack of visual feedback of your shots hitting the enemies.
It looks like this inconsistent and weak feedback is due to a few things:
- Minimal blood spurts in the front: In CS2, there's more "realistic" blood spurts but the blood sprays out from the sides or the back of the agent onto the ground/wall and minimally from the front so it's hard to visually see your bullets impacts in fast engagements (as shown in the clip too). Unable to upload it here but you can also see some blood spray visuals in the "HI-DEF VFX" section of the CS2 website: https://www.counter-strike.net/cs2
- Missing "hit glow" effect: CSGO had a pinkish "hit glow" effect that showed up for each time a bullet impacted onto an enemy (see 2nd image here). This is similar to the white hit glow effect onto walls when spraying. CS2 had both missing for a very long time until a while ago bird posted this video (timestamp), and Valve soon after added the missing white hit glow effect in CS2. But the pink hit glow effect on the body is still missing. Instead, there's only a small wound like effect in CS2 that's only visible up close. See this post from u/xKrasheR where he tweaked the blood impact and also added the hit glow effect. While his example is a bit exaggerated for demonstration purposes, I believe CS2 should have a similar effect.
- Inconsistent coloring of the blood spurts: As shown in the last clip of the video, the blood sprays interact with the light sources in the environment, so basically your location in the map affects how visible the blood spurts are (see for example mirage CT spawn in my old post where the blood spray is well-lit; ancient A main where the blood spray is very dark; and ancient A-main near light source where the blood spray is the brightest).
- (minor) Distance of the agent from the walls: Since there's a lot more blood spurting out behind the agent, you could see the blood impacts better if the agent is standing in front of a wall (as opposed to standing out in the open). (Note that this was similar in CSGO as well (hence the popular clear decal command), but in CSGO you also had blood feedback in the front as well. Blood sprays on the walls are obviously considered to negative impact agent visibility. So, it would be nice if we had frontal blood feedback and maybe weaker/faster fading bloods from behind.)
By comparing with CSGO, I'm not saying we should have it exactly like that. CSGO wasn't perfect… and I wouldn't wanna go back. But that doesn't mean we cannot take what's good from CSGO and bring it to CS2. In CSGO, long range blood impacts weren't as clear as close/medium range, map/agent visibility was obviously shit. But there were some things that CSGO did better in terms of visual feedback…. things I've discussed here already. One more minor point: it felt to me that the blood impacts and the headshot sparks would stand out a bit more in CSGO due to everything being darker, hence the gunplay didn't seem to suffer much from any weak visual feedback.
Thanks for reading.
This is a follow-up post to my 8 month-old post:
'Blood impact' feedback comparison between CSGO and CS2: : r/GlobalOffensive
Other related posts:
CS2 and Its Visual and Auditory Feedback – Part 2 : r/GlobalOffensive
CS2's visual feedback for headshots and bodyshots is confusingly similar. : r/GlobalOffensive