13:07 About the bomb timer, I don't know about randomness, I did some testing where my intention was NOT to discover for how long the music plays or the new beep plays, but what was the *last point in time* that you could fit a 10 second defuse in. And I consistently got this result: a 10 second defuse fits in the timer if you start it right before the third new beep. The music has been playing for a second or so, but to me that's not the point, I was working it backwards on purpose. In my testing, using slow "host_timescale" to get the start of the defuse just right, I was able to finish one defuse with 0,05 seconds left, right before the end of the long beep. But every time I timed it to finish the defuse after the long beep, the game cuts the defuse off. That's one thing. Since we know exactly when the timer stops, we just have to see what happens 10 seconds before it. In my testing, I was able to consistently get a 10 second defuse if I started it right before the third new beep, but never after it. Since the music starts playing together with the first beep, this data told me it's consistent, not random. If you want to test this, voo, my methodology was using a CT and "game_mode 2" + "give weapon_c4" + "game_mode 0", which let's you plant the bomb as CT and then defuse it yourself. I then used "host_timescale 0.5" (or even 0.25 if you may) to time the 10 second defuse just right. You can consistently get a 10 second defuse if you start anywhere between the second and third new beep (the music always starts together with the first new beep). In fact I could get as close as I wanted to the third beep and it always defused, but I could never get a 10 second defuse if I started it after the third new beep. The game always cuts your defuse off when the long beep stops and the bomb transitions to the very quick beep. So that's how the data tells me it's probably not randomness, and that the small deviations we see could be better explained by just our reaction time... Well, who knows. I'm open to more testing through a scientific approach since Valve will never tell us the "truth" anyway.
yeah it's a bit hard to get 100% perfect findings. what I was doing was I tested 5 or 6 defuses and they all had the same timer between the start of the long beep and the defuse being cancelled (i think 0.825? but can't remember exactly) and then used that to determine the exact length the bomb timer took after the 10 second defuse. I think it definitely is random but the randomness is small and i think we could both be right in that it's a small random window in a specific range that lands right after that 3rd beep that you're saying about i found the same info in CSGO as well btw (though I think I tested it by defusing instantly when the music started and then seeing how much time left it stopped at, which seems like the most consistent way to get the answer) so it wouldn't be a new change (but i could be wrong there as well haha) if i do another myths video i'll return to this
@@vooCSGO without access to debugging and timestamped events we'll always be left to assume hahaha but I think it's pretty safe to say that both the music and new beeps *always* start before the 10 second mark. Meaning, I've played with so many people that SCREAMED at me to cancel the defuse and run away just because "the music/beep was already playing". I started testing because a friend of mine told me the music is random between 12 and 8 seconds left to defuse, which is absurd IMO. This is the type of randomness that I say that does not exist. A little bit of randomness could even be non-intentional, and a symptom of something that went wrong in between ticks or whatever. Code can behave strangely sometimes, and we all know CS can play (or not play) sounds correctly in a myriad of situations. Nevertheless, thanks for the response, for your time, and your content!
In CS2, if you’re a low ping player, peeker’s advantage *against* you will be inconsistent if there’s 1 or 2 high ping players on the other team. How viable an angle is depends on the internet connection of who’s peeking you. It’s dumb.
@@doliniplanini2260no need to hate players for this, I have to play with 90-120 ping, because there are no servers near my area, and it’s not fun either
Yes it's the worst thing, I can feel the difference I have constant 15-30 ping and basically either I get players that have 3-7ping and literally destroy you because of the difference in ping and how they see you and start shooting earlier by 1 nanosecond, or you get weird 80-120 ping that just destroy you everytime they peek it feels like they had time in-between that peek to even eat and take a shit
Nobody is hating the players, they are hating that there are no servers near you and it's 2023 being ran by a company with millions in cash flow.@@TheAngryBiscuitchannel228
11:24 Makes sense that they've since been changed, it's insane to me that it took so long for Dualies to catch on in CSGO, all things considered. Thanks for sharing/mythbusting!
@@BoofPack69 th-cam.com/video/MbDkyndlQGk/w-d-xo.htmlsi=2BG-jObqAP0N2JsR I played back then too and I remember that they did and I'm correct. Idk what you're on about mate.
@14:13 the molly not exploding if you die while having it primed is because it was abused back in the day, people would sit on top of bomb with a primed molly, and just win rounds by doing that as by the time the molly was extinguished, there wouldn’t be time left to defuse.
You are actually more accurate with a m4a1-s without it's silencer WHILE MOVING. you can shift walk and accurately spray down mid range targets without counter strafing. You can even see the crosshair become smaller when removing the silencer if you do it while moving. I have found no mention of this anywhere on the web.
Taht excel spreadsheet? The msot fun fact was crouch deagle being more accurate than m4a1s crouch :D They prob haven't done anything to the guns so it's still accurate? @@fica1137
This is a great video for learning both in-depth mechanics and common misconceptions, I learned some new things. It's too bad that most of the player base right now either has a whole extra computer feeding them info, using injects from some sketchy discord or website, or just can't seem to retain enough info about the game to improve at a rate they would deem acceptable.
Completely off topic, but the song that starts playing when the last 10 seconds of the bomb are counting down is absolutely amazing. It gives you the feeling of tension, pressure and FEAR. It’s simply amazing
Okay another still haven't patched, I wrote emails to valve too. Some of the R8 skins don't have bullets in them, so you also reload air xD. For example the R8 default skin has. Banana Cannon, Inlay, Memento and Crazy 8 don't have. Those are the one that I have, which i tested. R8 default, bullets are there, on others its just black. Check it out ^^
something weird i noticed is that while inspecting the dualies, at one point during the animation if you look at the minimap the circle lights up, indicating it actually makes noise i havent tested if it actually makes noise with other people, but i do find it rather interesting
About the peekers advantage thing: I played 1.6 before GO and even in GO peekers advantage felt so bad. People who now complain about CS2's peekers advantage didn't play 1.6 before GO for sure because there the difference was much more noticable. When I started playing GO I thought at least half of my enemies were cheating because of blatant prefire but it's actually "just" peekers advantage. It's really something which never was discussed enough in the past 12 years.
Because there's revisionist history going on with the release of CS2. There's a lot of problems, but people just seem to think some of these problems didn't exist in CSGO, peeker's advantage being one of them.
@@Nerviniex I thought he meant that it was ok in 1.6 but im also not to sure xD. As a 1.6 player myself (10 years way over 10k hours, top 20 in almost all esl casual ladders), i also cant remember a severe peekers advantage in 1.6. The thing in 1.6 was though, the playability was extremely depended on the server and your ping. With a low ping you were practically a god and the comparison between bad and really good servers was like playing a different game.
@@Nerviniex You speak from my heart man, its insane how many full sprint drive by hs and weird 90 degree insta hs i get in CS2. I mean dont get me wrong this also happened in csgo and its part of the nature of cs but it happens way more often in CS2. Its not like you insta lose a game because of that but it is just annoying. And i havent even started about all the peekers advantage stuff because i think this is also not a simple peekers advantage, that happens in this game, there is way more bullshit going on in the current game.
The thing about doors opening backwards is so annoying when you don’t know about it. I had a play that was almost identical to the clip you showed. I started spamming through the smoke at the door and calling that someone was at the door to my teammates. So stupid
a1s being cheaper, easier to use in most situations, silenced, almost makes it better to play mp9 or a1s, vs a4 or a1s, which is dumb to me and an obvious flaw with how the game is right now. and it is actually about how the servers are too loose and don't provide consistent experience. It's the servers and how the game works that makes shotguns and smg's so much better now. I am glad I didn't get baited into buying a new pc after waiting like 4 years to see if they would make this and going through all the splitting of the community with valorant. Also, get rid of the agent skins in competitive modes, are you stupid?
I want a comparison of all guns in CS:GO and CS2 - like how all of their stats changed, I've written down with which gun you should shoot at legs or stomach if the person has armor but I'm not so sure anymore in CS2
It’s only happened to me once but I proceeded to the next round right as I either lit or threw a molotov, and then during the next round my knife had a fire effect on the blade and my AK had flames coming out of the barrel. Was SICK. Haven’t really tried to recreate it but I got screenshots on Steam if anyone is interested in how it looks.
ngl to this day nades still make a noise when they hit people no matter what. I actually have began using this to clear areas without having to peek them. 100% of the time this works. Idk if it's different for everyone, idk if it's a bug, but armor or not it 100% will still make a noise. This is as of right now Jan 16, 9:39 AM CST.
@vooCSGO regarding molly damage. You tested it without armour, but the damage was different with armour back in CSGO. 3kliksphilip shows it here: th-cam.com/video/MbDkyndlQGk/w-d-xo.htmlsi=7N5klXFXPotX6T--&t=33
I find it interesting that in GO you had to deal 41 damage or more to get an assist and now it's 26 (unless they make it change depending on variables)
I understand that the bomb 10 second warning might vary but the real question if the bomb time varies should be asked from the moment the bomb gets planted to the moment it explodes, if this indeed too also varies the statement is true, but if that is concistent then it technically is false even though the 10 second warning varies.
14:30 i dont hear difference its just that smoke bounces more Also cs2 isnt ready for major because of these details like defuse sound and bomb explode music in last 10s . They also need to fix some skins .
One of my friends has the theory that if all 5 characters in the lobby are set to either T or CT on the menu and then you find a MM Match, you will start on the side that you had on your characters on the menu. We tried it out a few times and somehow it kinda works? (only a MM thing since in Premier you choose the side in the voting menu)
It`s placebo. The side that you start on is based on the player that connects first, they along with their team gets placed in CT if i remember correctly.
IMO if you shoot someone holding a grenade (including mollies) it should always go off but it should count as the shooter's grenade instead so they get kill credit and no one gets kicked for bad luck
the bomb ticking sound isn't too bad to connect to a site, but having them compared side by side makes the difference obvious as the B sound is way lower
CS 1.6 was an amazing game for its time and I think it is still the most replayable gama in the world because of insane world player count and the veriety it provided back in the day. It was lika a sandbox in a sandbo. Not many games have such abilities nowadays.
1:08 maybe test on a guy whos moving instead of two players standing still, this could very much change how the bodies are placed for several people. just wanna see
i think people think mollies do more damage is because the Damage on this is bugged all the time. i've done 1 tick doing 70, i've had 12 in 5 and other absurd things
The peekers advantage part is logically untrue for CSGO. The time it takes for what you are doing to reach your opponent is roughly half your roundtrip time to the server, then processing time, then half the opponents round trip time to their PC. Reversing this makes no impact. I will go as far as to doubt clean testing methodology, because its illogical to get a wild difference between the two. CS2 was as expected in terms of symmetry. To add to this: This isn't peekers advantage. Its simply the time your action takes to show up on your opponents screen. This doesn't consider in the slightest where the server sits in this and thats the relevant part. Peekers advantage is a thing because of the defenders connection. What matters is that your firing signal hits the server before your opponents firing signal. For that, the peekers ping doesn't matter, because it will just sequentially send its servers to the input and the first datapoint where your see the enemy will have the same time between it and the firing signal, no matter how high the ping.
15:32 I think I would have rather been held at gunpoint than fall victim to reverse psychology. Now it feels like I should and I don't know why Someone help please!
Programs that tell you if you’ll get the defuse So like, CS2 itself? Didn’t they add that as a feature? A different sound it makes when it’s too late to defuse without a kit.
OMG all small things that take knowledge and skill to execute ingame got removed... Like even just silently dropping a weapon or bomb can make such a difference :/
im getting tired of the fact that youtubers NEVER address the fact that quick switch reloads work for SOME weapons such as the FAMAS. idk the exact time difference but you can easily tell its a major gap.
Some busted myths then lead to you having a wrong conclusion, like with the knife backstabs in vent, it was always backstabs only, never just from below
left ey and right eye peeking isa myth , you see from the center of the player model in cs. That exemple you used in conector is explainable through perspective advantage. The farther you are from the obstacle the sooner youll see
leetify.com/voo
u had to be a little behind to knife from underneath in csgo ☝🤓
just another brick in the wall
the twists clip at 9 minutes looks more like back tracking than lag compensation
stfu , nobody can hate my childhood for no reason
*0:25
You have to change the nickname
You buttered me up and I let my guard down. I won't forget this
skill issue
8:06 you can still backstab people in the vent consistently, you just need to align your body so you are facing in the same direction as them
Yeah, but the point of the segment is saying that before, you *didn’t* need to align anything
@@T0NI_the clip he showed was all backstabs, not trying to be toxic but it’s the same as csgo
@@Drhop you mean the simple clip? Cause that was on GO, not CS2
thats what i mean, those are back stabs pre sure, i get alot of funnies @@T0NI_
13:07 About the bomb timer, I don't know about randomness, I did some testing where my intention was NOT to discover for how long the music plays or the new beep plays, but what was the *last point in time* that you could fit a 10 second defuse in. And I consistently got this result: a 10 second defuse fits in the timer if you start it right before the third new beep. The music has been playing for a second or so, but to me that's not the point, I was working it backwards on purpose.
In my testing, using slow "host_timescale" to get the start of the defuse just right, I was able to finish one defuse with 0,05 seconds left, right before the end of the long beep. But every time I timed it to finish the defuse after the long beep, the game cuts the defuse off. That's one thing. Since we know exactly when the timer stops, we just have to see what happens 10 seconds before it.
In my testing, I was able to consistently get a 10 second defuse if I started it right before the third new beep, but never after it. Since the music starts playing together with the first beep, this data told me it's consistent, not random.
If you want to test this, voo, my methodology was using a CT and "game_mode 2" + "give weapon_c4" + "game_mode 0", which let's you plant the bomb as CT and then defuse it yourself. I then used "host_timescale 0.5" (or even 0.25 if you may) to time the 10 second defuse just right.
You can consistently get a 10 second defuse if you start anywhere between the second and third new beep (the music always starts together with the first new beep). In fact I could get as close as I wanted to the third beep and it always defused, but I could never get a 10 second defuse if I started it after the third new beep. The game always cuts your defuse off when the long beep stops and the bomb transitions to the very quick beep.
So that's how the data tells me it's probably not randomness, and that the small deviations we see could be better explained by just our reaction time... Well, who knows. I'm open to more testing through a scientific approach since Valve will never tell us the "truth" anyway.
i aint readin allat
you're a hero, thank you
@@roxinim6479 thank you, I really appreciate your comment :)
yeah it's a bit hard to get 100% perfect findings. what I was doing was I tested 5 or 6 defuses and they all had the same timer between the start of the long beep and the defuse being cancelled (i think 0.825? but can't remember exactly) and then used that to determine the exact length the bomb timer took after the 10 second defuse. I think it definitely is random but the randomness is small and i think we could both be right in that it's a small random window in a specific range that lands right after that 3rd beep that you're saying about
i found the same info in CSGO as well btw (though I think I tested it by defusing instantly when the music started and then seeing how much time left it stopped at, which seems like the most consistent way to get the answer) so it wouldn't be a new change (but i could be wrong there as well haha)
if i do another myths video i'll return to this
@@vooCSGO without access to debugging and timestamped events we'll always be left to assume hahaha but I think it's pretty safe to say that both the music and new beeps *always* start before the 10 second mark. Meaning, I've played with so many people that SCREAMED at me to cancel the defuse and run away just because "the music/beep was already playing". I started testing because a friend of mine told me the music is random between 12 and 8 seconds left to defuse, which is absurd IMO. This is the type of randomness that I say that does not exist. A little bit of randomness could even be non-intentional, and a symptom of something that went wrong in between ticks or whatever. Code can behave strangely sometimes, and we all know CS can play (or not play) sounds correctly in a myriad of situations. Nevertheless, thanks for the response, for your time, and your content!
In CS2, if you’re a low ping player, peeker’s advantage *against* you will be inconsistent if there’s 1 or 2 high ping players on the other team. How viable an angle is depends on the internet connection of who’s peeking you. It’s dumb.
you get penalized when playing against 200ping pakistanis with potato pc's
great balancing by valve.
@@doliniplanini2260no need to hate players for this, I have to play with 90-120 ping, because there are no servers near my area, and it’s not fun either
Yes it's the worst thing, I can feel the difference I have constant 15-30 ping and basically either I get players that have 3-7ping and literally destroy you because of the difference in ping and how they see you and start shooting earlier by 1 nanosecond, or you get weird 80-120 ping that just destroy you everytime they peek it feels like they had time in-between that peek to even eat and take a shit
Nobody is hating the players, they are hating that there are no servers near you and it's 2023 being ran by a company with millions in cash flow.@@TheAngryBiscuitchannel228
it sucks to play against 5 ms with 20+
11:24 Makes sense that they've since been changed, it's insane to me that it took so long for Dualies to catch on in CSGO, all things considered. Thanks for sharing/mythbusting!
The T molly actually used to deal more damage than the CT one to people with armor way back in CS:GO. They changed it at some point to deal the same.
@@BoofPack69I remember 3kliksphillip debunking it almost a decade ago
@@BoofPack69 th-cam.com/video/MbDkyndlQGk/w-d-xo.htmlsi=2BG-jObqAP0N2JsR
I played back then too and I remember that they did and I'm correct. Idk what you're on about mate.
@@fica1137 Yeah mate you're suffering from the Mandela effect.
@@BoofPack69 It's funny how confidently wrong you are lol, th-cam.com/video/MbDkyndlQGk/w-d-xo.html
@@fica1137 Yeah blud you may be misremembering, th-cam.com/video/MbDkyndlQGk/w-d-xo.html
@14:13 the molly not exploding if you die while having it primed is because it was abused back in the day, people would sit on top of bomb with a primed molly, and just win rounds by doing that as by the time the molly was extinguished, there wouldn’t be time left to defuse.
Seems like a chicken clucking on the other bombsite is enough to mask a defuse
You are actually more accurate with a m4a1-s without it's silencer WHILE MOVING. you can shift walk and accurately spray down mid range targets without counter strafing. You can even see the crosshair become smaller when removing the silencer if you do it while moving. I have found no mention of this anywhere on the web.
I knew that from Slothsquadron's spreadsheet
Taht excel spreadsheet? The msot fun fact was crouch deagle being more accurate than m4a1s crouch :D They prob haven't done anything to the guns so it's still accurate? @@fica1137
Fun Fact: 14:12 you won't get kicked if you kill your teammates using molotov
This is a great video for learning both in-depth mechanics and common misconceptions, I learned some new things. It's too bad that most of the player base right now either has a whole extra computer feeding them info, using injects from some sketchy discord or website, or just can't seem to retain enough info about the game to improve at a rate they would deem acceptable.
Completely off topic, but the song that starts playing when the last 10 seconds of the bomb are counting down is absolutely amazing. It gives you the feeling of tension, pressure and FEAR. It’s simply amazing
the valorant bomb trick was WILD
Okay another still haven't patched, I wrote emails to valve too. Some of the R8 skins don't have bullets in them, so you also reload air xD.
For example the R8 default skin has. Banana Cannon, Inlay, Memento and Crazy 8 don't have. Those are the one that I have, which i tested.
R8 default, bullets are there, on others its just black. Check it out ^^
i have a crazy 8 and will check it out
I’m glad they fixed certain little bugs like the door reverse opening, but bums me out it’s the end of an era
7:40 this has now changed, ct mollys do less damage and spread less
something weird i noticed is that while inspecting the dualies, at one point during the animation if you look at the minimap the circle lights up, indicating it actually makes noise
i havent tested if it actually makes noise with other people, but i do find it rather interesting
6:19 GOTTEM with the valorant bomb 😂🤣😂
Maybe the randomness in bomb timer is because of game somehow compensating for player pings with subtick.
This came to my mind too
such good content, honestly a breath of fresh air when comparing to some other cs2 informative content (not trying to thorw shade here)
appreciate that you made the flashbang screen gray since I've got a headache
About the peekers advantage thing: I played 1.6 before GO and even in GO peekers advantage felt so bad. People who now complain about CS2's peekers advantage didn't play 1.6 before GO for sure because there the difference was much more noticable. When I started playing GO I thought at least half of my enemies were cheating because of blatant prefire but it's actually "just" peekers advantage. It's really something which never was discussed enough in the past 12 years.
Because there's revisionist history going on with the release of CS2. There's a lot of problems, but people just seem to think some of these problems didn't exist in CSGO, peeker's advantage being one of them.
Maybe u played 1.6 on 100 ping? Cuz i dont remeber having those problems on 1.6. Actually from what i recall it was good to hold angles on 1.6
@@Nerviniex I thought he meant that it was ok in 1.6 but im also not to sure xD. As a 1.6 player myself (10 years way over 10k hours, top 20 in almost all esl casual ladders), i also cant remember a severe peekers advantage in 1.6. The thing in 1.6 was though, the playability was extremely depended on the server and your ping. With a low ping you were practically a god and the comparison between bad and really good servers was like playing a different game.
@@emger4275 Yeah, i think people just like to defend CS2 cuz they were trash before and this new game closes the gap quite a bit.
@@Nerviniex You speak from my heart man, its insane how many full sprint drive by hs and weird 90 degree insta hs i get in CS2. I mean dont get me wrong this also happened in csgo and its part of the nature of cs but it happens way more often in CS2. Its not like you insta lose a game because of that but it is just annoying. And i havent even started about all the peekers advantage stuff because i think this is also not a simple peekers advantage, that happens in this game, there is way more bullshit going on in the current game.
i think weapon switching in bugged. Sometimes i hear enemies switching their weapons but it not that permanent most of it random
The thing about doors opening backwards is so annoying when you don’t know about it. I had a play that was almost identical to the clip you showed. I started spamming through the smoke at the door and calling that someone was at the door to my teammates. So stupid
Voo: "I have bad aim"
Also Voo: 9:41
Nah, only one myth left. The myth of CS2 having any anti-cheat.
6 months later, seems to be true lol
a1s being cheaper, easier to use in most situations, silenced, almost makes it better to play mp9 or a1s, vs a4 or a1s, which is dumb to me and an obvious flaw with how the game is right now. and it is actually about how the servers are too loose and don't provide consistent experience. It's the servers and how the game works that makes shotguns and smg's so much better now. I am glad I didn't get baited into buying a new pc after waiting like 4 years to see if they would make this and going through all the splitting of the community with valorant. Also, get rid of the agent skins in competitive modes, are you stupid?
Dude posts a video on a workday morning and I'm here for it
unsubbed for saying 1.6 sucks
Where did he say that?
@@samserious1337 in the sponsor segment
they hate me because i speak the truth
Maybe hes too young for 1.6, can't blame him
It’s kinda boring to be honest
Here is a myth i want u to test out, "CS2 has more cheaters than CS:GO"
Related with doors and enemies behind it, depending on their position, it will jam the door sometimes and that's when you can spray the shit out of it
14:00 the molly not going off is so the Ts dont stand on bomb with molly primed when there is little time left
I want a comparison of all guns in CS:GO and CS2 - like how all of their stats changed, I've written down with which gun you should shoot at legs or stomach if the person has armor but I'm not so sure anymore in CS2
I had no clue about random bomb time... rng on bomb timer when learning bomb timing is so important
The curvature of damage with molly is different in CS2, it clearly deals less damage until it winds up.
It’s only happened to me once but I proceeded to the next round right as I either lit or threw a molotov, and then during the next round my knife had a fire effect on the blade and my AK had flames coming out of the barrel. Was SICK. Haven’t really tried to recreate it but I got screenshots on Steam if anyone is interested in how it looks.
I can hear people quickswitching, scoping and reloading all the time, thats why I peek them. Some people say this doesnt exist but it does.
omg
the door opening backwards in a smoke has got me so many time and on that exact spot as well.
good to know.
ngl to this day nades still make a noise when they hit people no matter what. I actually have began using this to clear areas without having to peek them. 100% of the time this works. Idk if it's different for everyone, idk if it's a bug, but armor or not it 100% will still make a noise. This is as of right now Jan 16, 9:39 AM CST.
Grenade sound cue is actually insane in CS2
@vooCSGO regarding molly damage. You tested it without armour, but the damage was different with armour back in CSGO. 3kliksphilip shows it here: th-cam.com/video/MbDkyndlQGk/w-d-xo.htmlsi=7N5klXFXPotX6T--&t=33
I find it interesting that in GO you had to deal 41 damage or more to get an assist and now it's 26 (unless they make it change depending on variables)
CS 1.6 DOES NOT SUCK.
Yes it does
I understand that the bomb 10 second warning might vary but the real question if the bomb time varies should be asked from the moment the bomb gets planted to the moment it explodes, if this indeed too also varies the statement is true, but if that is concistent then it technically is false even though the 10 second warning varies.
14:30 i dont hear difference its just that smoke bounces more
Also cs2 isnt ready for major because of these details like defuse sound and bomb explode music in last 10s . They also need to fix some skins .
DID HE JUST SAY 1.6 SUCKS???
One of my friends has the theory that if all 5 characters in the lobby are set to either T or CT on the menu and then you find a MM Match, you will start on the side that you had on your characters on the menu. We tried it out a few times and somehow it kinda works? (only a MM thing since in Premier you choose the side in the voting menu)
It`s placebo. The side that you start on is based on the player that connects first, they along with their team gets placed in CT if i remember correctly.
IMO if you shoot someone holding a grenade (including mollies) it should always go off but it should count as the shooter's grenade instead so they get kill credit and no one gets kicked for bad luck
13:52 this is true, lua scripts in cheats can show how much time you have left to defuse, there are also scripts to defuse in the last moment
the bomb ticking sound isn't too bad to connect to a site, but having them compared side by side makes the difference obvious as the B sound is way lower
you're doing gods work voo
Every CS pro’s nightmare, “which bombsite is this?”
M4a1s without silencer sounds and looks in killfeed nice
Myth: The game will let me play a single ranked match without crashing (false)
CS 1.6 was an amazing game for its time and I think it is still the most replayable gama in the world because of insane world player count and the veriety it provided back in the day. It was lika a sandbox in a sandbo. Not many games have such abilities nowadays.
1:08 maybe test on a guy whos moving instead of two players standing still, this could very much change how the bodies are placed for several people. just wanna see
About the molly one, I think at least it does more damage to teammates. Like from 82 in csgo and full hp in cs2.
Not sure if you were able to hear it in CSGO but in CS2 you can hear the special inspect for the Deagle
I think the knifing had to be from behind in CS:GO as well - didn't matter if you're below them but it had to be behind them
Another myth: when the bomb blows, do you take less/ same amount of damage while looking towards the bomb? Or while facing your back?
Its the same
@@YunTaeGoO awesome! Ty
They changed that in csgo many years ago. Used to be clutch running away from bomb while looking at it to take less damage but now it doesnt matter
i think people think mollies do more damage is because the Damage on this is bugged all the time. i've done 1 tick doing 70, i've had 12 in 5 and other absurd things
I've always wanted to see if un-scoping an sniper rifle by switching weapons instead of right-clicking makes any sound for the enemy
It doesnt. I always unscope like that to make sure i make zero sound
The "T-side molotov does more damage than the ct-side molotov" myth used to be true back in 2016-17 in csgo
The peekers advantage part is logically untrue for CSGO.
The time it takes for what you are doing to reach your opponent is roughly half your roundtrip time to the server, then processing time, then half the opponents round trip time to their PC.
Reversing this makes no impact.
I will go as far as to doubt clean testing methodology, because its illogical to get a wild difference between the two. CS2 was as expected in terms of symmetry.
To add to this: This isn't peekers advantage. Its simply the time your action takes to show up on your opponents screen. This doesn't consider in the slightest where the server sits in this and thats the relevant part. Peekers advantage is a thing because of the defenders connection. What matters is that your firing signal hits the server before your opponents firing signal. For that, the peekers ping doesn't matter, because it will just sequentially send its servers to the input and the first datapoint where your see the enemy will have the same time between it and the firing signal, no matter how high the ping.
CS:GO definitely felt more consistent than CS2.
15:32 I think I would have rather been held at gunpoint than fall victim to reverse psychology. Now it feels like I should and I don't know why Someone help please!
Programs that tell you if you’ll get the defuse
So like, CS2 itself? Didn’t they add that as a feature? A different sound it makes when it’s too late to defuse without a kit.
I think valve wants to give a hint while at the same time keep the suspense from not 100% knowing if you'll get it
4:50 bro took 1 damage from that last bullet while at 6 hp lmao
For the m4 with silencer taken off, you are actually more accurate with it WHILE running, than with the silencer on. So myth half confirmed? :D
did blud just say that cs version 1.6 sucks ?!
He did
next on voobusters: how right are pro's about the game being broken?
Another myth: does the sound circle inside of map is true to game’s actual sounds
8:32 You forgot to mention that CT autosniper reloads faster.
I imagine if ping is unified visually, then things like bomb planting time and diffusal/explosion will vary.
didn't know there's different zooms for awp and scout
bomb timer being random is probably related to ticks in some way
Can quick switching to your knife once the gun is reloaded(and remaining on your knife) help you reach rotations faster?
OMG all small things that take knowledge and skill to execute ingame got removed... Like even just silently dropping a weapon or bomb can make such a difference :/
everyone hates cs2 but it made me like the game so much more, it feels so much more chill now
THE LAST ONE BLEW MY MIND, SO THATS WHY I NEVER FULL SCOPE WITH THE AWP, I CANT HIT FLICKS ANDD DALWAYS USE THE SMALLER RETICLE
14:45 if silvers wants to explain me the game… Don’t switch your weapons! They can hear you!
Left side peeking is always a disadvantage. You didn't align the same way in both screenshots. Look a the team logo alignment at the bottom.
I FUCKING KNEW THE defuse sound has been sketchy and random
If Valve bothered to give multiplayer physics to bodies it wouldn't be an issue for subticks...
im getting tired of the fact that youtubers NEVER address the fact that quick switch reloads work for SOME weapons such as the FAMAS.
idk the exact time difference but you can easily tell its a major gap.
the max distance for hit sounds is not entirely true, you will ALWAYS hear if you hit someone's head
Here is another one: all shotguns that you reaload shell by shell & I think the revolver didnt make a reload sound for the enemy what about in cs2?
voo mythbuster
Bodies seem to be different pretty frequently for me, but idk
I have over 5k hours in CS and just realized that double molotov does extra damage, damn
About 2:55
set footage frame rate into 100
( not the timeline frame rate)
Sounds like Valve has their work cut out for them
I will continue to remove my silencers because I prefer it.
Very informative, thank you
Scout and awp have different scope sounds
god I'm so glad that d2 is not in the map pool anymore
6:56 ????????? this command hasn't worked for me in ages, what am i missing?
13:55 Molotov doesnt count as friendly dmg somehow so you cannot be kick with this.
Some busted myths then lead to you having a wrong conclusion, like with the knife backstabs in vent, it was always backstabs only, never just from below
left ey and right eye peeking isa myth , you see from the center of the player model in cs. That exemple you used in conector is explainable through perspective advantage. The farther you are from the obstacle the sooner youll see