About reloading to save time: although it's not faster to switch reload, but the reload of the bullets is faster than the animation, so if you want to reload and run somewhere else, you can wait untill bullets reload (before the animation ends when people were trying to switch reload) and go somewhere else and then take out your weapon, it will be reloaded and you saved a little time by running a little bit more distance. For example you reload Negev, after bullets actually reloaded you have to wait untill the animation ends to start shooting, if you want to change position just take out your knife after bullets are reloaded (not when the animation ends) and you save some time by doing that
I think the switching after reloading is a holdover from earlier versions of the game. It USED to be faster in 1.6 and source but in CSGO & now CS2 they fixed that so it's not a thing. It also has the benefit of cutting off the tail end of the reload sound which just gives less noise for the enemies to hear (which is the main reason you still see higher level players doing it even though it doesn't necessarily give an advantage)
@@MythicTF2In 1.6, you actually had to wait for the reload animation to finish almost completely, switching before you return to idle cancelled the reload every time. However, I think shooting with the AWP and then switching weapons twice quickly back to the AWP was the common play. I don't exactly know if it was actually faster, but that's what people preferred, because it didn't re-zoom in after the shot.
@@SyRose901 Yeah, I remember the AWP thing and its still something I do to this day. Ig it's also been a while since I've played 1.6 since I could've sworn that was the reason for the quick switch. At least in CS2 it has a tangible purpose (cutting off the 2nd half of the reload sound)
@@MythicTF2 Lol yeah, the old game doesn't have an option to turn off the zoom after a shot, so people just switched twice instead of clicking twice, which is much slower. Reloading and then switching with an AWP was not a good option, haha, since you return to idle almost immediately after the number goes back up to 10.
For #20, I think I know the reason. The fire starts at the area the molotov hits the ground, and then spreads a small distance. This distance is enough to make a difference between more or less health. So if you want to run through a molotov, do it right after it's thrown for more HP.
nades can collide in the air, happened to me when me and my teammate threw HE at the same time into pit, nades collided mid air and basically went to different directions. id look into that a bit more
@@Aesynius Aesynius renamed his video "video debunked, nades can't collide" tldr: player collision off, both players threw nades while inside each other. On the screen it really looked like nades collided, but they hit the players.
One thing to add though with grenade collision is that I was able to get a molly to collide in midair with an HE grenade. I know that it did because my molly, being thrown at window on mirage was blown out midair as my team’s grenade was thrown parallel. The molly was still well within its extinguish time.
switching before the reload animation is done does have a benefit of making 1 less bit of sound, so just in case if you are snekaing during a clutch, it might be worth it to make as less sound as possible
In number 13, Guns like the Scout, AUG, SSG, and things that DOUBLE tap the magazine can be quickswitched faster because you can quickswitch already at the first tap of the 2 taps in the magazine
You can skip the whole animation, but the time needed to shoot again after reloading is the exact same. The game has set a certain cooldown until a weapon is allowed to shoot again when reloading, so it is still more risky to quickswitch.
What happens if you start defusing the bomb without a kit and someone shoots a kit on the floor onto you? Does the defuse time continue normally at 10sec, restarts at 5sec, the time is decreased by 10 sec or the bomb is instantly defused?
10:40 pretty sure nades are like the bomb in that the only thing that determines damage is proximity. I think that myth persists from the early days of original CS when you could headshot with nades. I dunno what the hitbox is that determines the nade hit, if it's halfway up the model or the torso, but if it's the torso it makes sense that the "head" nade would do more since it's closer than the ground. It's probably that. But... you're the NadeKing.
Very unknown trick with the AUG, quickswitching CAN save a few milliseconds off that millennium of a reload time. You want to quick switch right before when the animation would normally smack the magazine’s bottom
in your body armor during fire clip, the one with armor on took 1 less damage for one tick, the one with armor went from 82 to 77, and without armor they went from 82 to 76, it rounded out at the end but the body armor fella still took less damage for one tick, maybe more testing needed
I always thought the enemies would hear you if you pull out your weapons. Good to know that it's not like that, but what is definitely true is that you can hear their scope, be it from sg 553/aug or a sniper
I think for the removing silencer thing, it's more so for psychological play rather than practical use. S1mpleb does the same with the usps to make the opponents know it was him that they were fighting
So will pros finally use skins now. Seeing as they made a gentleman’s agreement way back in the day when we all found out they have different hitboxes.
@@NadeKing that’s what I mean. Seeing as they are all the same size. That fixes the issue so now there is no need for the gentleman’s agreement. I might be miss understanding you.
@@sonoramic pretty sure they don't use skins because they don't want the other team to know which one is which as proplayers have reputations with certain guns or pushes.
About the quickswitching while reloading while it's technically true there's no time difference but watching the reloading animation feels too slower while quickswitching tricks our brain makes our reaction time faster
I don't get why content creators keep falsely propagating the right eye peeking myth. If you go to the spots on nuke yourself you can tell without much issue that the "Left eye peeker" in this video was standing too far to the right (line up the corners from the CT's position and look at the red sign above the T). If he stands properly he can see the T's head as well but in this example it's just angle disadvantage because he's fighting with "his" corner. (Yes there is some "left eye" disadvantage while crouching but it's because your characters butt sticks out)
5:21 in dust 2 if you sit behind the box type wall at B site or go under CT base at A side the distance is low but you will not get dead So, wall matters.
9:20 also its broken with the upper part of b bombsite on nuke where u can see counter terrorists walking on platforms, especially gives value in wingmsn
i still heard about the suppressor myths a lot. The suppressor is not the responsable of invisible bullet tracers, it ia the weapon. Of you remove the supp, the damage, spread and everything will still unchanged.
Great video all round. But how about the myth where; you quick switch reload so the enemy only hears half the reload or will they hear the full reload? Not talking about fake reloading.
I actually realised something about the A and B bomb sounds. So when you plant the bomb A, then it beeps in A# (or A#1 to be exact) And when you plant it on B it’s down an octave on B# (or B#0)
Right eye / Left eye is indeed a myth! With proper comparisons we can clearly see that the only thing that matters is the distance to the angle. Neither is the player camera or model skewed as a lot of people think. Most videos are just biased.
Did u know that quickswitching while realoading stops the sound of the last part of reload like(shotgun cocking, pistol sliding, assault rifle bolt release) I often use it so if an enemy comes close enough to hear the last part of reload i quickswitch so they wont be able to locate me (if im lucky)
Great video! One of your myths though… I’ve never had a good EU player on my team in my entire life. I got to the point of dodging FACEIT matches depending on the flags
They could NEVER collide. There is another explanation for your play that doesn't involve grenades colliding, because they never had the ability to collide. th-cam.com/video/zdYOU6ila6k/w-d-xo.html
hiding the bomb is impossible because it always blinks. but if you plant the bomb in the water fountain.and the cts go defuse the bomb it will make a noise .and the player can hear water from the fountain.which will the player kill cts easily
So. I can confirm that grenades DO collide in the air. I peaked out CT garage on Nuke to chuck a frag, right as a smoke came in from above. My grenade not only deflected off the smoke, it bounced back and hit me.
Just one thing to make it clear, cause I hear it a lot: CSGO is not "CS 1". CS 1.6 is the "CS 1", cause they renamed it on steam into "Counter-Strike". You don't have CSGO any more, you now have "Counter-Strike 2". Valve don't care about CSS. Nice video man.
Moving backwards from csgo: In CSGO walls blocked bomb radius, items blocked shots, hitboxes were more consistent, hitboxes followed animations, and worst of all, the peaker's advantage wasn't as extreme.
In CS:GO it was STILL just radius; bombs only care about radius, you just are misidentifying the LARGER radius in CS2 as being walls protecting you in CS:GO, when you were farther from the explosion in CS:GO relative to CS2. Hitboxes were LESS consistent, that was literally his point (Consistent means MORE SIMILAR, hitboxes varied based on your skin in CSGO, which is not consistency, you could randomly get good hitboxes in CSGO.). Hitboxes NEVER followed animations; that's literally impossible, and it's impossible to prove with a single sided AWP video inb4. This is because of fundamentally how servers are synced to clients. Peeker's advantage is your only good point, and I'm sure you don't understand why.
There must be some similarities as I told Anomaly some of the stuff :D but I tried to keep it as fresh as possible.. Here are surely at least some unique info even for potentially same topics.
in CS:GO some pistols (elite, glock and CT starting pistols) did more damage to legs than they did to an armored chest, and the other pistols the exact opposite - i wonder if that's still the case I hope someone tests that in-depth since you mentioned that the exact spot mattered in CS2
xD appreciate the criticism I think I have some banger ones recorded, it has just taken ages to edit them, soon soon :) come back in some time and tell your honest opinion whether u like the ideas or nah
Ok here's a myth or fact idk but fire spread of mollies in CS2 seems much more consistent than CSGO I've been caught by Molly so many times in csgo because the random fire spreading but in CS2 it seems mollies remain confined to the places
Regarding myth 22. Molotovs used to do more damage to armored opponents than incendiaries in CSGO at some point. I don't remember if it was a bug or if it was "fixed" at some point. It is at least good to know they are equal in CS2.
this the most eu content ive seen in 2023
lmfao
its just straight facts (im totally not an european)
eu silver = na global
the most accurate content i’ve seen in 2024
I eat crayons
If you inspect the dual berettas, you tap both pistols together. This is audible to other players who are nearby.
It is not the weapon pullout tho.
Does others hear deagle special inspect. Could swear i have heard it
@@mikoruotsalainenthere's only one way to find out
@@spacemeter3001how?
this is true because the radar flashes when you tap them
The worst thing about the pullout audio is that you can see the pullout sound in the minimap circle around your player but others still cant hear it
no you cant
As long as you know it doesn't matter if you spam
@@talkietoaster4828 pretty sure you can
About reloading to save time: although it's not faster to switch reload, but the reload of the bullets is faster than the animation, so if you want to reload and run somewhere else, you can wait untill bullets reload (before the animation ends when people were trying to switch reload) and go somewhere else and then take out your weapon, it will be reloaded and you saved a little time by running a little bit more distance. For example you reload Negev, after bullets actually reloaded you have to wait untill the animation ends to start shooting, if you want to change position just take out your knife after bullets are reloaded (not when the animation ends) and you save some time by doing that
Nice
I think the switching after reloading is a holdover from earlier versions of the game. It USED to be faster in 1.6 and source but in CSGO & now CS2 they fixed that so it's not a thing. It also has the benefit of cutting off the tail end of the reload sound which just gives less noise for the enemies to hear (which is the main reason you still see higher level players doing it even though it doesn't necessarily give an advantage)
@@MythicTF2In 1.6, you actually had to wait for the reload animation to finish almost completely, switching before you return to idle cancelled the reload every time.
However, I think shooting with the AWP and then switching weapons twice quickly back to the AWP was the common play. I don't exactly know if it was actually faster, but that's what people preferred, because it didn't re-zoom in after the shot.
@@SyRose901 Yeah, I remember the AWP thing and its still something I do to this day.
Ig it's also been a while since I've played 1.6 since I could've sworn that was the reason for the quick switch. At least in CS2 it has a tangible purpose (cutting off the 2nd half of the reload sound)
@@MythicTF2 Lol yeah, the old game doesn't have an option to turn off the zoom after a shot, so people just switched twice instead of clicking twice, which is much slower.
Reloading and then switching with an AWP was not a good option, haha, since you return to idle almost immediately after the number goes back up to 10.
He just bodied NA
What is NA?!
@@anuchitseeyangnok8215exactly
North America. Typically, most of EU pros can beat NA pros.@@anuchitseeyangnok8215
@@anuchitseeyangnok8215NA is still trying to figure out
@@DangOldRegularOld 🤣🤣🤣🤣 this is embarrassing lil bro, I'd delete this if I was you
For #20, I think I know the reason. The fire starts at the area the molotov hits the ground, and then spreads a small distance. This distance is enough to make a difference between more or less health. So if you want to run through a molotov, do it right after it's thrown for more HP.
I love when nadeking bust the myths and busted all over the place
I actually didn't know about number 3 and would get confused why my teammates would make noise by pulling out their ak in a clutch
So we are in silver alright
Making these vids must be so fun
2:25 ,,Now act confused" xD
Your pfp looks stupid asf
nades can collide in the air, happened to me when me and my teammate threw HE at the same time into pit, nades collided mid air and basically went to different directions. id look into that a bit more
show me proof video plz, usually when people send me clips like that nades bounced off from some wall or other object that is part of the map
@@Aesynius Aesynius renamed his video "video debunked, nades can't collide"
tldr: player collision off, both players threw nades while inside each other. On the screen it really looked like nades collided, but they hit the players.
@@VADemon correct
One thing to add though with grenade collision is that I was able to get a molly to collide in midair with an HE grenade. I know that it did because my molly, being thrown at window on mirage was blown out midair as my team’s grenade was thrown parallel. The molly was still well within its extinguish time.
switching before the reload animation is done does have a benefit of making 1 less bit of sound, so just in case if you are snekaing during a clutch, it might be worth it to make as less sound as possible
In number 13, Guns like the Scout, AUG, SSG, and things that DOUBLE tap the magazine can be quickswitched faster because you can quickswitch already at the first tap of the 2 taps in the magazine
You can skip the whole animation, but the time needed to shoot again after reloading is the exact same. The game has set a certain cooldown until a weapon is allowed to shoot again when reloading, so it is still more risky to quickswitch.
@@bonesvivi Nah it doesnt apply to those guns ive tried it before and it doesnt cooldown
show proof video or I will throw a fish in your house@@ritLoe4222
What happens if you start defusing the bomb without a kit and someone shoots a kit on the floor onto you? Does the defuse time continue normally at 10sec, restarts at 5sec, the time is decreased by 10 sec or the bomb is instantly defused?
I don't think you can shoot a def kit around.
It probably stays the same time because the defuse script is triggered when you dind't have a kit.
if u start without kit its 10 sec, u have to start again to get 5 sec defuse
@@NeverStopGivingUp you can shoot them to move them, I saw a guy shooting them off the map on vertigo, haha
Nice #5, that was necessary!
10:40 pretty sure nades are like the bomb in that the only thing that determines damage is proximity. I think that myth persists from the early days of original CS when you could headshot with nades. I dunno what the hitbox is that determines the nade hit, if it's halfway up the model or the torso, but if it's the torso it makes sense that the "head" nade would do more since it's closer than the ground. It's probably that. But... you're the NadeKing.
Very unknown trick with the AUG, quickswitching CAN save a few milliseconds off that millennium of a reload time. You want to quick switch right before when the animation would normally smack the magazine’s bottom
in your body armor during fire clip, the one with armor on took 1 less damage for one tick, the one with armor went from 82 to 77, and without armor they went from 82 to 76, it rounded out at the end but the body armor fella still took less damage for one tick, maybe more testing needed
NadeKing back at it again🔥🔥🔥
I always thought the enemies would hear you if you pull out your weapons. Good to know that it's not like that, but what is definitely true is that you can hear their scope, be it from sg 553/aug or a sniper
Its always a happy day when NadeKing uploads!!!🔥🔥🔥🔥
amazing to hear that manas!
8:00 bad news lads they buffed the mollie i think it does more damage, bigger radius and lasts longer
I think for the removing silencer thing, it's more so for psychological play rather than practical use. S1mpleb does the same with the usps to make the opponents know it was him that they were fighting
You actually gave us 42 myths! You used #11 twice! 🤫
You over-delivered even MORE than you thought! haha
Uhh 5.?
So will pros finally use skins now. Seeing as they made a gentleman’s agreement way back in the day when we all found out they have different hitboxes.
did you watch the video? :)
heads are ~20% bigger in CS2 than they were in CS:GO, but models head sizes inside the game are kinda the same
@@NadeKing that’s what I mean. Seeing as they are all the same size. That fixes the issue so now there is no need for the gentleman’s agreement. I might be miss understanding you.
@@sonoramic pretty sure they don't use skins because they don't want the other team to know which one is which as proplayers have reputations with certain guns or pushes.
About the quickswitching while reloading while it's technically true there's no time difference but watching the reloading animation feels too slower while quickswitching tricks our brain makes our reaction time faster
I don't get why content creators keep falsely propagating the right eye peeking myth. If you go to the spots on nuke yourself you can tell without much issue that the "Left eye peeker" in this video was standing too far to the right (line up the corners from the CT's position and look at the red sign above the T). If he stands properly he can see the T's head as well but in this example it's just angle disadvantage because he's fighting with "his" corner.
(Yes there is some "left eye" disadvantage while crouching but it's because your characters butt sticks out)
5:21 in dust 2 if you sit behind the box type wall at B site or go under CT base at A side the distance is low but you will not get dead So, wall matters.
9:20 also its broken with the upper part of b bombsite on nuke where u can see counter terrorists walking on platforms, especially gives value in wingmsn
As an NA player, it was nice to see some conclusive evidence on EU being better. Great video as always!
Myth 32. Sometimes CS2 does not register hits, and even when I hit the head from a short distance, the enemy does not die
If you look down and inspect the incendiary the grenade will explode earlier
you remind me of Mythbusters - great job, man :)
i still heard about the suppressor myths a lot. The suppressor is not the responsable of invisible bullet tracers, it ia the weapon. Of you remove the supp, the damage, spread and everything will still unchanged.
tip! if you crouch right after you jumped you can jump up higher (mirage triple is so much easier then)
Great video all round.
But how about the myth where; you quick switch reload so the enemy only hears half the reload or will they hear the full reload? Not talking about fake reloading.
watch the whole video
@@yes-69 I did
@@sonoramic then you should know the answer to your question
@@splinte111 i must have missed it. time stamp?
@@sonoramic 12:55
Now in csgo you could reload nova xm and sawed off silently is this still the case?
Now in CS2 Dual Berretas make noise when you inspect it, you can see it on map.
Fun fact:When you reload any weapon, there is a reloading sound but, when you reload the R8 Revolver, there is no reloading sound.
I actually realised something about the A and B bomb sounds.
So when you plant the bomb A, then it beeps in A# (or A#1 to be exact)
And when you plant it on B it’s down an octave on B# (or B#0)
I somehow never noticed the difference between the wire colors, but I did notice the bomb numbers going faster.
bro did you ai your voice
Heeey nice video NadeKing! Your videos are awesome keep it up!! 🔥🔥🔥
That 20% larger head hitbox figure is misleading because that refers to the volume of the hitbox. In practice, only the area matters.
Right eye / Left eye is indeed a myth! With proper comparisons we can clearly see that the only thing that matters is the distance to the angle. Neither is the player camera or model skewed as a lot of people think. Most videos are just biased.
love all your vids and just wanted to say keep up the good work. Greetings from Australia
Thanks, cheers to AUS :) will do!
Did u know that quickswitching while realoading stops the sound of the last part of reload like(shotgun cocking, pistol sliding, assault rifle bolt release)
I often use it so if an enemy comes close enough to hear the last part of reload i quickswitch so they wont be able to locate me (if im lucky)
thanks for all the testings to find number 5 - finally truth has been spoken
Cleanest NA ROAST ever! I kneel before you, my King.
Myth: Saying afk when teammate isn’t afk wins round
Great video! One of your myths though… I’ve never had a good EU player on my team in my entire life. I got to the point of dodging FACEIT matches depending on the flags
NA globals are EU gn2
@@KrzychuYea other way around IiI bro
If you look at the spray shoot pattern of MAG-7 and effective distance, damage. It's way worse.
13:11 Myth busted! I already watched it ;)
number 5 got me off guard, love it
Grenades used to collide, i once collided he with my teammate flash. That was quite burning combo.
They could NEVER collide. There is another explanation for your play that doesn't involve grenades colliding, because they never had the ability to collide.
th-cam.com/video/zdYOU6ila6k/w-d-xo.html
hiding the bomb is impossible because it always blinks. but if you plant the bomb in the water fountain.and the cts go defuse the bomb it will make a noise .and the player can hear water from the fountain.which will the player kill cts easily
So. I can confirm that grenades DO collide in the air. I peaked out CT garage on Nuke to chuck a frag, right as a smoke came in from above. My grenade not only deflected off the smoke, it bounced back and hit me.
Just one thing to make it clear, cause I hear it a lot:
CSGO is not "CS 1".
CS 1.6 is the "CS 1", cause they renamed it on steam into "Counter-Strike".
You don't have CSGO any more, you now have "Counter-Strike 2".
Valve don't care about CSS.
Nice video man.
Fun fact: Dual berettas make a sound when you inspect them.
Moving backwards from csgo: In CSGO walls blocked bomb radius, items blocked shots, hitboxes were more consistent, hitboxes followed animations, and worst of all, the peaker's advantage wasn't as extreme.
Yeah and now go even more backwards all the way to the state of CS GO 6 weeks after release...
In CS:GO it was STILL just radius; bombs only care about radius, you just are misidentifying the LARGER radius in CS2 as being walls protecting you in CS:GO, when you were farther from the explosion in CS:GO relative to CS2. Hitboxes were LESS consistent, that was literally his point (Consistent means MORE SIMILAR, hitboxes varied based on your skin in CSGO, which is not consistency, you could randomly get good hitboxes in CSGO.). Hitboxes NEVER followed animations; that's literally impossible, and it's impossible to prove with a single sided AWP video inb4. This is because of fundamentally how servers are synced to clients.
Peeker's advantage is your only good point, and I'm sure you don't understand why.
God tier content never stops!
2:22 the traffic cone has been planted 👽
when you fake reload you want the opponent to starting rushing you as soon as reloading sound starts, so its too late when they realize it
Myth : Only women find NadeKing attractive.
Myth busted by me.
The best is when wall hackers say "I heard you pull your gun out"
I have over 700 hours and i never knew there was a third option when nading (middle click)
Myth: Zeus makes less damage if the enemy is further away and doesnt onehit
Myth 41 busted; Nadeking cannot upload a bad video
this is just a old anomaly video for csgo and not cs2
There must be some similarities as I told Anomaly some of the stuff :D but I tried to keep it as fresh as possible.. Here are surely at least some unique info even for potentially same topics.
hmm@@NadeKing
might aswell just shoot the legs from now on pistol rounds,great video 😅
i love u man keep it up !
Great video NadeKing. Keep up the great work and much love from Ukraine
@@NadeKing
@@NadeKingdaym 😅
@@NadeKingcringe
@@justaboy9481cope
the only reason when i quick reload is when im in a fight or when i have to rotate, pulling a pistol is faster than reloading
why in 5:51 is man so shaky with the awp, look at the viewmodel when he pulls it out
Nadeking the Mythbuster
They fixed the knife combo btw. Now right right left always kill.
in CS:GO some pistols (elite, glock and CT starting pistols) did more damage to legs than they did to an armored chest, and the other pistols the exact opposite - i wonder if that's still the case
I hope someone tests that in-depth since you mentioned that the exact spot mattered in CS2
I have seen a crazy amount of golds from cases in CS2. Think 6 out of maybe 150 cases.
Shooting enemies in abdomen does the most damage it counts as a body shot but the armour doesn’t cover the abdomen
The first one wasn't a myth, the devs just "fixed" it lol
callouts are good! a myth new players should learn about
very useful for all players keep it up 👍
Nadeking really scraping the bottom of the barrel for ideas now
xD appreciate the criticism
I think I have some banger ones recorded, it has just taken ages to edit them, soon soon :)
come back in some time and tell your honest opinion whether u like the ideas or nah
lmao you can only get the grenade to do about 60 damage, but i take over 90 damage from it every day
hey, whats that usp skin that nadeking showed many times throughout the video? I loved it
when planting and they fake and get off, does it continue to make the sound or can you clearly hear them get off of the device?
I still have one question: Can chicken still block shots?
Ok here's a myth or fact idk but fire spread of mollies in CS2 seems much more consistent than CSGO
I've been caught by Molly so many times in csgo because the random fire spreading but in CS2 it seems mollies remain confined to the places
Thanks for all the info
What was the AWP doing at Myth 15💀
Myth: nadeking can flash you from T spawn on mirage if you're on A site inferno? Is this true?
Dropping bomb to your team makes no sound fyi, so you can pass it around without audio cues
you should still be able to drop bomb directly to a teammate without making sound
Regarding myth 22. Molotovs used to do more damage to armored opponents than incendiaries in CSGO at some point. I don't remember if it was a bug or if it was "fixed" at some point. It is at least good to know they are equal in CS2.
Shotguns need a bit of nerf, that shot is too op
How to use the bomb radius? Is there any command?
I figured the last one out by flashing my self as i jump off of vertigo
bombradius: you can survive the bomb in front of the altar on inferno...
Is the Zeus Recharge audible to others or only when dropped?
3 day's ago I save myself blocking an AWP shot with a flash bang ( first and last time in life luck xD ) so yes it's still possible to block damages