It favors being more responsive and looking better for the one shooting and hitting but almost always looks bad for the one getting shot. It's really annoying dying behind walls especially knowing that the new system technically "works," just not in your favor.
@@jaems Thats the first thing i noticed when ppl complain about this. Think about this: Your enemy already shot you before you went behind the wall, but because of this new system, it makes it seem like as if you got shot through the wall.
Subtick fixes you shooting the enemy, not the enemy shooting you. The enemy hitting you behind walls means that for them they hit you normally, this is not subtick, this is not tickrate, this is ping and how the client works. You want valve to fix your ping or otherwise fix server-client lag.
The hitboxes and playermodels are synced. It’s just the way the server operates. Because of ping (even like 5ms) players view slightly different things. The player that was shooting saw the POV player on his screen and shot him, while the POV player was already behind cover on his screen. The server registered the shot and rightfully gave damage. If it were different than from the shooters POV his shots wouldn’t have landed even though on his screen they hit. It all boils down to lag pretty much and this isn’t really great, but there’s no good solution. No matter the approach valve chooses, someone gets unfairly treated and this is what they chose.
I will add however that these “lag problems” seem to be way worse in CS2 for some reason, so it seems like there might be more to this problem. I’m guessing some issues with how the servers are made to function and prioritize certain actions. It feels like they overcompensated on “hitreg issues” that were prevalent in csgo and now TOO many shots are hitting. I dont work at valve so idk but here are my 5 cents.
@@chlopaczekhula3524 thank you for shining some light onto this. imo Valve should have just made all servers to 128 or 256tick instead of this weird subtick thing, its very inconsistent
You can do the rump shaker, huh? The thug shaker, give me the thug shaker, dude Shake your ass Yeah, that’s some thug ass right there Oh yeah, that'll work
I know it's a meme, but there's nothing wrong with the shot in 0:06, it just looks wrong because of perspective. The person was sill in the other one's screen when fired. 0:20 is literally whining since they shot while moving
Valve will do anything but creating 128 tick servers for MM at this point
ikr it would be so much better if they just made it 128
valve servers are shit already how they supposed to run at double speed lmao
@@klzrxnot in the long run
@@2.5k_ping56 how, cause valve would have to spend a little bit of their money
@@2.5k_ping56why
what we wanted: 256tick
what we got: 64 tick sometimes
man i wanted at least 128 tick
even minecraft has better tickrate than cs2
@@automaticpinion minecraft is 20 tick lol
@@Kniggo420 yes, and this shit game has 16 tick
@@automaticpinion cs2 is 64 tick idk what u on about
Valve really pulled out the budget 128 tick servers
This clip is awesome LMAO. They need to fix this game immediately.
True haha
it got fixed now 👍
what you see is what you get.... if you peek first.
tick rate for the server is whatever, but tick rate for client is 64
so the server sees exactly all, and clients lag behind
they wanted to bring 128 tickrate in a cheap way :D
This is cause the game is actually more precise, it just registers hits so well that it could never feel smooth with 64 tic servers
It favors being more responsive and looking better for the one shooting and hitting but almost always looks bad for the one getting shot. It's really annoying dying behind walls especially knowing that the new system technically "works," just not in your favor.
@@jaems yeah fr i get so pissed when i crouch behind a box and the dude still has time to dink my head like im still standing or smth
@@jaems Thats the first thing i noticed when ppl complain about this. Think about this: Your enemy already shot you before you went behind the wall, but because of this new system, it makes it seem like as if you got shot through the wall.
Truly cutting edge stuff
so it's not just me lol
0:29 is yapping hard
the fact that its been 3 weeks and multiple updates yet the game has the exact same problems still
Twerking is the best, what we got
fax
And they delete it
Imagine creating a hole subtick system just to be broken.
it's what the enemy see
you might be behind the wall already but the enemy still sees you in the open
both clips is he moving next to close corners lmao, and we don't even see the ping. He's likely shot before his ping can register it.
It was never this bad in csgo
I'm kinda sad they rushed the game out a bit
Subtick fixes you shooting the enemy, not the enemy shooting you. The enemy hitting you behind walls means that for them they hit you normally, this is not subtick, this is not tickrate, this is ping and how the client works. You want valve to fix your ping or otherwise fix server-client lag.
Even normal 64 tick was infinitely better
Hitboxes and playmodel are not tied together, hitboxes lag behind thats how you get one tapped even when you went behind cover just before
The hitboxes and playermodels are synced. It’s just the way the server operates. Because of ping (even like 5ms) players view slightly different things. The player that was shooting saw the POV player on his screen and shot him, while the POV player was already behind cover on his screen. The server registered the shot and rightfully gave damage. If it were different than from the shooters POV his shots wouldn’t have landed even though on his screen they hit. It all boils down to lag pretty much and this isn’t really great, but there’s no good solution. No matter the approach valve chooses, someone gets unfairly treated and this is what they chose.
I will add however that these “lag problems” seem to be way worse in CS2 for some reason, so it seems like there might be more to this problem. I’m guessing some issues with how the servers are made to function and prioritize certain actions. It feels like they overcompensated on “hitreg issues” that were prevalent in csgo and now TOO many shots are hitting. I dont work at valve so idk but here are my 5 cents.
@@chlopaczekhula3524 thank you for shining some light onto this. imo Valve should have just made all servers to 128 or 256tick instead of this weird subtick thing, its very inconsistent
Yeah that how subtic works, the animation is just delayed
You can do the rump shaker, huh?
The thug shaker, give me the thug shaker, dude
Shake your ass
Yeah, that’s some thug ass right there
Oh yeah, that'll work
This is a tickrate 16 not 128 XDD
Bro just give 128 tik rate
I know it's a meme, but there's nothing wrong with the shot in 0:06, it just looks wrong because of perspective. The person was sill in the other one's screen when fired. 0:20 is literally whining since they shot while moving
He's actually angry cuz he got shot while he was behind a wall
0:20 he did get shot not only while moving,even while he was in cover
@@tarekcat1 incorrect, he was still on the opponent's view when shot.
Why would you expect that to hit? You were moving!
? its not my shot that is bad, ofc it missed cause i was moving... It was the other persons shot that clearly curved around the wall
ты видел как ты попал по голове противника поэтому именно это ты и получил
Thats what you get lmfaoo
Csgo had better net code now it's shit like Valorant
Yeah i think its just the game tick system from csgo nothing has changed
man this game looks so unlike CS
yes,this is CSGO ported to Source 2 engine
I have to say
Ive been having the same issue when running on wifi
Switching to ethernet did fix it
This is not a fix at all. This is not due to your internet its due to server-side issues and also client side issues.
this is just proof that the problem is mostly in your head
its because the animations are still 64 tick for some reason
even less
You literally shot the wall what do you want lol
to not die 10ft behind the wall