These peek messages are from Refrag. Feel free to use my link and code if you're interested in trying it out! in.refrag.gg/cs2tactics Code: cs2tactics for 15% off!
Deathmatch and the Aimbotz map will do wonders. Just spend 10 or 15 minutes before you hop into a game and practice it. Deathmatch is straightforward, it helps you practice your shots against other actual players and see which battles you can win. It also forces you to stay vigilant and check angles because enemies can be quite literally anywhere at any time. The Aimbotz map is great for practicing your crosshair placement and counter strafe timing. You can set up barriers to peak bots behind, you can make the ground uneven so you can practice adjusting your crosshair placement quickly, you can make the bots run side to side or chase you around. There are a bunch of different tools you can use on the map to change up your warmup and get better over time.
@@EternalCaretaker İm sorry im must be not seeing things he never talked about any comment? He just said some people which is so open ended why did u even felt A reason to comment
I saw a video of a guy explaining how this concept happens in literally any fps game, but he used cs as the prime example, and then in the comments there were people saying stuff like "erm I think valve didn't actually add this to the game" This is not some mere game feature, this is FUCKING PHYSICS edit: link of the 2 videos this guy made about this th-cam.com/users/shortsJB4ClW9_Zdk th-cam.com/users/shortsmYNGPn5SGKE
Lol guys spread the way its shown in CS does not exist Bullets travel where the barrel is pointing to up to quite a large distance In fact i dont think a single map in CS even has a spot where you can shoot someone from far enough to have any spread on anything other then a shotgun
Played some 15k players last week that thought I was cheating because of this. Tried to explain. They didn't buy it. Crazy we're still explaining how eyes work.
@@rambcio4199 it's probably dmg. 20k is usually about GE. Also, who the fuck cares? 15k is high enough that you're expected to know the basics of the game. It'd be like not knowing guns have spray patterns or that counterstrafing exists.
i dont even wanna play counterstrike, and appreciated learning about this. straight forward, to the point, useful but niche enough to need to be explained. a rare gem
when i started playing cs over 11 years ago i saw this explained in 15 seconds earlier this year i started playing val and watching some friends stream it, i kept getting flamed over and over again by all of my friends and their viewers because WHEN ASKED i told them how this works, everyone would pull the cope rebuttals like "uh peekers advantage tho" or "thats not how the hitboxes work"
@@sudiptagogoi1431 i quickly realized that when everyone argued how a mouse or keyboard is better than the other when all the time i played cs it was purely personal preference gpro is apparently garbage but the viper v3 that is basically the same shape is s-tier
@@shadeshotTV Tbf, "shape" isn't the only difference in mice. But yea, teaching is difficult when the other party is just trolling or if you don't have visual aid.
@@shadeshotTVtbf, I absolutely love my viper v3, but it is 100% personal preference. You dont need to have an "optimal keyboard" or "best mouse" for each game. Use what's comfy for you.
Literally how physics work. In CQC situations IRLs, you are advised to fall back as much as you can to reveal less of your body while increasing the chance enemy revealing their silhouette.
This is actually a real concept that’s sometimes taught when referring to Urban combat or more commonly CQC/CQB tactics. It’s commonly referred to as “standoff”. You always want standoff on any corner or angle as you are turning it while always prepared to engage a threat at any moment. As everyone in this comment section is saying, it’s literally just how humans are built and where our eyes are. You have the advantage with proper standoff.
This is not “game mechanics” this happens in real life, it’s physics. Why do you think marines,etc…. Are so hesitant to open a door, or why it needs 5 people for a single door, it’s to clear literally almost every angle watching it at the same time, entering is even more dangerous, which is why they have 2 people enter at once, then immediately follow up enters, both looking at different sides, to close that gap. I’m sure many experienced people will tell you that an open field with trees is way safer than going through a small doorway, you never know how many people are holding an angle on a doorway, or even a small hallway. !!!I’m not experienced in real life combat so correct me if i’m wrong.!!!
Open field is still not the greatest place to be. Call those an open danger area. Something like the woods is much better if you have the option, really just any concealment for traversing.
I’ve never played csgo and when I started playing cs2 I thought the only right way to peek is to wide swing every angle and I still can’t get rid of this habit xd. I’m wide swinging even some very tight angles, this way I’m just flying by enemys crosshair and then repeeking from the other side
@@Ncogdpydmyup. That's unfortunately very effective in cs2. In csgo you could get punished for it, but with the way bodys move in cs2 it's so hard to hit someone full running and shooting essentially
I remember WarOwl did a great video on this back in the day and this concept forever changed the way I play the game. I love how we all have the same experience with people not understanding this is basic physics tho
No, there are situations you want to be close to the wall. If you wide swing, you move faster in enemies’ pov. Think of airplanes, they move slow when you look up in the sky, cus you far away. Stand next to a plane taking off, u see up close how fast it really is.
Depends on situation, sometimes you WANT to be close, cause it's faster to run back to cover for instance, but if you're going for this particular kill then yea
any videogame, including this one called real life, that's just how geometry works, on an exxagerated example, that's why you can see a kid hiding behind a thin tree but he can't see you and thinks is well hidden
@@robo-suport_czrobofactory3116 Corner peaking is a literal part of the game, as a mechanic to lean to the side. Not just saying something generic like COD.
@@coolaydan1786 was refering to the geometrical advantage the further you are from a corner compared to your oponent, corner peaking doesnt quite refer to the same thing.
I played semi-pro hockey, i learned about angles and sight lines early on, worked great for paintball and airsoft as well, this type of knowledge works just as well in real life as it does in video games. Just as an example, for sports with goalies, the closer you get to them, the less of a shot you typically have as it cuts down the angle you have to the open net.
Hey that’s really cool! I also played hockey growing up, (definitely not semi-professionally) but yeah that is honestly a super useful concept to understand. :)
This tip is OP. Could apply to other games and even real life, and simple to understand. Advantage goes to whoever is farthest from the point of obstruction.
Former armed security and student of Natural Resources Law Enforcement This concept actually exists in real life! If youre going around a corner in a hostile environment, you want to be as far from that corner as possible, as this will allow you to see further around it. My whole class was made to participate on both sides of several demonstrations each, ourselves, and it was a pretty interesting experience to see a laser pointer dot on your shoulder with nobody in sight! It was never really explained to me why this next part is, but the exception to this rule is if youre in a low or no-light environment, in which case we were instructed to be up against the corner, lean out with weapon and light, flash the light for just a brief second, and fire at the after-image of any threats identified (the after-image will be visible for about 3 seconds). I personally also liked the tactic of holding your light in an outstretched arm away from your body as you flash it, because that flash will also generate an after-image for any threat who was looking your direction, and wherever they see light is where theyre going to aim! I've yet to see an fps employ this next mechanic, but you should stay back away from the corner- and all hard surfaces in general, including compacted ground soil, because most ricochets can travel about six inches perpendicular to the surface over a distance of thirty feet (of course theres a lot of geometry, ballistics and variables, but this is the safest reasonable figure to base your tactics around in the school of thought we were taught) Which coincidentally is also about how far your face will stick out if youre up against the corner. This is also why we were taught to only lay on the ground for concealment rather than for cover, because your face is going to be six inches off the ground and can get hit by someone who misses thirty feet in front of you. I personally think it would be really freaking cool to see an fps actually incorporate ricochet physics when we have the tech to run that! Bear in mind that this is all mostly for short engagements with a small number of threats. If youre planning to assault a fortified enemy position or anything, then you should probably have received more extensive training already, or if not, then perhaps contemplate your tactical- if not your life- choices x'D
In laymen’s terms… if you are holding an angle on a corner, take about ten steps back. don’t hold the corner up close this works in all shooting games like cod and R6
Playing Pavlov in VR before playing CS2 taught me this just because of depth perception, There's almost no downside to staying far away from the corners besides hitting a further away target but it definitely gives you the opportunity to see them first and even back up Further into the corner if you need to retreat. People don't think about it too much but the same thing goes with walls that you peak over
This is actually part of real life CQCB tactics. Peaking angles in games like this is called Slicing the Pie in real life. In game you swing past the angle and shoot, same goes in real life but the swinging is a lot slower. A good General rule of thumb is when you’re holding an angle, back up as far as you physically can without obstructing yourself from it. Due to how perspective works the person closer to the angle will always see the opposition AFTER the person who is farther
I learn this when playing war thunder and world of tank. What i learn from that game is peeking vloser to the edge will always make you got hit no matter how fast you peek. But if you peek at far back your figure will be a lot smaller the hit box become more smaller too. So you can see enemy faster.
Keeping your distance from corners can help a lot. Not too far though, if you are slicing. Just far enough that you you can only be hit by what you're aiming at.
As I always say to people who ask for advice: The person who is closest to all corners is the one who has disadvantage. If you want to peak and can, move as far as you can backwards from that corner, then peak, if you cannot do that due to space or other reasons then wide peak if you have to fight, or shoulder peak if you can check. Lastly: Flashes may be your allies worst nightmare, but to you... It could mean the difference between dying quickly, or dying slowly after missing your shot.
yes in theory, but in actuality there is network and hardware latency that will affect who ultimately see's who first. obviously its still a good a good habit form like crosshair placement but angle advantages wont ALWAYS mean you see the person first.
@@yungbroc I've seen some players that use artificialy induced lags to see what is behind the walls. From their perspective it looks like they are going inside the bombsite then they look around and when they stop lagging they are warped back outside the bombsite.
Pretty sure this applies to all games. Which would explain why it seems I die before i even know whats around the corner in a lot of FPS games. I will remember this.
As a former global elite it's mindblowing how little the silvers and gold novas and whatnot know about these little things that are already obvious to me 😊
In this specific example though, when ts push their first check is pit, when no one is pit on a first glance, they start peeking aps and looking into upper pit, so that angle in my opinion is a very good off angle that has worked wonders for me
This goes across all fps games btw. So next time you swing think about backing up from the wall and then swinging for the highest chance of seeing them first
Man I wish I knew this like 10 years ago when I was still playing FPS. Back in the Black Ops 2 days. I know I got some old heads out there on that shit. Best FPS ever made hands down. If I would have known that shit then, with my adderall affected reaction times. I would have been unstoppable.
Wow... This explains why I lost 90% of peaks in Rainbow Six. I never knew this, so I would get against the wall in a belief that I would see them first.
note: this only matters in games where TTK is neutral and few shots are needed to kill. games like halo, destiny, apex, etc; dont care for this, as your TTK is due to abilities, buffs, range, weapon damage, etc. some games (like D2) the best strat is to bot-walk with a shotgun and be obnoxiously open in combat.
Yup you need to control each corner and or intersection Also as a rule never hug walls as it degrades your angle of attack Also in real life bullets for some reason like to move a few inches from the walls, probably has to do with bullet bullet impact and bounce
Also this principle is even more applied when peeking to the right, if you are exactly at the same distance of the corner then the person who peek to the right have a Little advantage
These peek messages are from Refrag. Feel free to use my link and code if you're interested in trying it out! in.refrag.gg/cs2tactics
Code: cs2tactics for 15% off!
Dude I saw this in a tactical shorts, this is the kind of game tutorial I want!
Doesn't matter i won't land any shots either way
Real
Deathmatch and the Aimbotz map will do wonders. Just spend 10 or 15 minutes before you hop into a game and practice it.
Deathmatch is straightforward, it helps you practice your shots against other actual players and see which battles you can win. It also forces you to stay vigilant and check angles because enemies can be quite literally anywhere at any time.
The Aimbotz map is great for practicing your crosshair placement and counter strafe timing. You can set up barriers to peak bots behind, you can make the ground uneven so you can practice adjusting your crosshair placement quickly, you can make the bots run side to side or chase you around. There are a bunch of different tools you can use on the map to change up your warmup and get better over time.
True I practiced in a map called aim tree I or smth yesterday and today I already got from 3k elo to 4.1 elo @@meech2163
@@meech2163they regularly kick me from DM when i try to warm up😢 these noobs think i am cheatinh 😂
@@meech2163 yea let me just waste 10 minutes just for the shit server to not register the headshot anyways lol
I find it hilarious that some people think this is a glitch, and don't understand this is a principle of euclidean geometry.
"position is power"
The only glitch is your comment, I read at least 30 others and not a single mention of it being a glitch
@@EternalCaretaker İm sorry im must be not seeing things he never talked about any comment? He just said some people which is so open ended why did u even felt A reason to comment
@@EternalCaretaker Do you realize this is a bigger topic than just this comment section in the CS community?
I saw a video of a guy explaining how this concept happens in literally any fps game, but he used cs as the prime example, and then in the comments there were people saying stuff like "erm I think valve didn't actually add this to the game"
This is not some mere game feature, this is FUCKING PHYSICS
edit: link of the 2 videos this guy made about this
th-cam.com/users/shortsJB4ClW9_Zdk
th-cam.com/users/shortsmYNGPn5SGKE
LOL i remember that video
can u link the video?
Yeah, this is literally how life works. You can just use your hand and cover your face as an example. The internet is undefeated in it's stupidity
it's not physics it's geometry
@@TheFlamoriumoh no it's happening
COD: I'll just break dance my way out of the trouble
also your bullet doesnt have a mind of its own so you can just look at a guy and shoot instead of having to stand still then shoot
@@pole8740 you mean.. spread?
@pole8740 except that happens in CoD too
Lol guys spread the way its shown in CS does not exist
Bullets travel where the barrel is pointing to up to quite a large distance
In fact i dont think a single map in CS even has a spot where you can shoot someone from far enough to have any spread on anything other then a shotgun
@@thatdamncrow9197 True. Most of the gameplay is just crouching behind objects trying to keep your crosshair small lol.
Played some 15k players last week that thought I was cheating because of this. Tried to explain. They didn't buy it. Crazy we're still explaining how eyes work.
NA lobby?
@@biggamer4113 I forget. Could have been EU. Don't pretend like every region doesn't have idiots, though.
Bro 15k is not even high. Its like Gold back then
@@rambcio4199 yeah no one said it was high bud
@@rambcio4199 it's probably dmg. 20k is usually about GE.
Also, who the fuck cares? 15k is high enough that you're expected to know the basics of the game. It'd be like not knowing guns have spray patterns or that counterstrafing exists.
i dont even wanna play counterstrike, and appreciated learning about this. straight forward, to the point, useful but niche enough to need to be explained. a rare gem
Thanks so much! This even applies to real life CQC or pretty much any other FPS game! :D
when i started playing cs over 11 years ago i saw this explained in 15 seconds
earlier this year i started playing val and watching some friends stream it, i kept getting flamed over and over again by all of my friends and their viewers because WHEN ASKED i told them how this works, everyone would pull the cope rebuttals like "uh peekers advantage tho" or "thats not how the hitboxes work"
Why argue with val players? Some people are just wired to be dumb.
@@sudiptagogoi1431 i quickly realized that when everyone argued how a mouse or keyboard is better than the other when all the time i played cs it was purely personal preference
gpro is apparently garbage but the viper v3 that is basically the same shape is s-tier
@@shadeshotTV people just need an excuse to be bad 🤣
@@shadeshotTV Tbf, "shape" isn't the only difference in mice. But yea, teaching is difficult when the other party is just trolling or if you don't have visual aid.
@@shadeshotTVtbf, I absolutely love my viper v3, but it is 100% personal preference. You dont need to have an "optimal keyboard" or "best mouse" for each game. Use what's comfy for you.
at least one cs2 short that doesn't promote gambling and is actually useful, congrats, you won a sub
Literally how physics work. In CQC situations IRLs, you are advised to fall back as much as you can to reveal less of your body while increasing the chance enemy revealing their silhouette.
tried explaining this to friends at one point they just acted like i was making shit up lol
Play pubg you can peek there
Too many people believe “if I can see them they can see me” as a true fact
Give him an airsoft rifle and demonstrate IRL.
Its very simple math, i dont understand why most people dont get this concept
This is actually a real concept that’s sometimes taught when referring to Urban combat or more commonly CQC/CQB tactics. It’s commonly referred to as “standoff”. You always want standoff on any corner or angle as you are turning it while always prepared to engage a threat at any moment. As everyone in this comment section is saying, it’s literally just how humans are built and where our eyes are. You have the advantage with proper standoff.
I work LE and this is covered in academy and practiced throughout your career in ranges.
This is not “game mechanics” this happens in real life, it’s physics.
Why do you think marines,etc…. Are so hesitant to open a door, or why it needs 5 people for a single door, it’s to clear literally almost every angle watching it at the same time, entering is even more dangerous, which is why they have 2 people enter at once, then immediately follow up enters, both looking at different sides, to close that gap.
I’m sure many experienced people will tell you that an open field with trees is way safer than going through a small doorway, you never know how many people are holding an angle on a doorway, or even a small hallway.
!!!I’m not experienced in real life combat so correct me if i’m wrong.!!!
thats a horrendous example lol
@@Axel-tt6ndthat's an amazing example
Open field is still not the greatest place to be. Call those an open danger area.
Something like the woods is much better if you have the option, really just any concealment for traversing.
Just swing.....everything......
I’ve never played csgo and when I started playing cs2 I thought the only right way to peek is to wide swing every angle and I still can’t get rid of this habit xd. I’m wide swinging even some very tight angles, this way I’m just flying by enemys crosshair and then repeeking from the other side
xantares style
@@Ncogdpydmyup. That's unfortunately very effective in cs2. In csgo you could get punished for it, but with the way bodys move in cs2 it's so hard to hit someone full running and shooting essentially
law of the big numbers say that 60% of my fights are favorable (i pulled that number up my ass)
@@Ncogdpydm you sound like a natural born entry fragger my guy embrace it and never change godspeed
I remember WarOwl did a great video on this back in the day and this concept forever changed the way I play the game. I love how we all have the same experience with people not understanding this is basic physics tho
So basically, me close wall and enemy far = bad, me far and enemy close wall = good
lmao good one
Yes
No, there are situations you want to be close to the wall. If you wide swing, you move faster in enemies’ pov. Think of airplanes, they move slow when you look up in the sky, cus you far away. Stand next to a plane taking off, u see up close how fast it really is.
Depends on situation, sometimes you WANT to be close, cause it's faster to run back to cover for instance, but if you're going for this particular kill then yea
A great explanation of such an integral concept for these types of shooters
It's insane how many high elo people don't know basics like this
Very similar thing in Rainbow Siclx Siege I've heard and learned. So keep your distance is surprisingly the play to wins.
Real life works like this too 😅. It's just geometry, you can do this at home just ask your friend or sibling to help you with it.
any videogame, including this one called real life, that's just how geometry works, on an exxagerated example, that's why you can see a kid hiding behind a thin tree but he can't see you and thinks is well hidden
"very similar thing"
you are saying it as if this wasnt present in literarly every single FPS
@@robo-suport_czrobofactory3116 Corner peaking is a literal part of the game, as a mechanic to lean to the side. Not just saying something generic like COD.
@@coolaydan1786
was refering to the geometrical advantage the further you are from a corner compared to your oponent, corner peaking doesnt quite refer to the same thing.
This is actually very useful info, as a new player. It made sense and I understood it pretty clearly. Thanks!
I played semi-pro hockey, i learned about angles and sight lines early on, worked great for paintball and airsoft as well, this type of knowledge works just as well in real life as it does in video games.
Just as an example, for sports with goalies, the closer you get to them, the less of a shot you typically have as it cuts down the angle you have to the open net.
Hey that’s really cool! I also played hockey growing up, (definitely not semi-professionally) but yeah that is honestly a super useful concept to understand. :)
The number of people who don't know this hurts. Playing Spectre Divide someone legit called me out for hacking because of exactly this.
Trash game
@@deniskretz1182gameplay is fun but cosmetics and everything else is disappointing
This tip is OP. Could apply to other games and even real life, and simple to understand. Advantage goes to whoever is farthest from the point of obstruction.
Former armed security and student of Natural Resources Law Enforcement
This concept actually exists in real life! If youre going around a corner in a hostile environment, you want to be as far from that corner as possible, as this will allow you to see further around it. My whole class was made to participate on both sides of several demonstrations each, ourselves, and it was a pretty interesting experience to see a laser pointer dot on your shoulder with nobody in sight!
It was never really explained to me why this next part is, but the exception to this rule is if youre in a low or no-light environment, in which case we were instructed to be up against the corner, lean out with weapon and light, flash the light for just a brief second, and fire at the after-image of any threats identified (the after-image will be visible for about 3 seconds). I personally also liked the tactic of holding your light in an outstretched arm away from your body as you flash it, because that flash will also generate an after-image for any threat who was looking your direction, and wherever they see light is where theyre going to aim!
I've yet to see an fps employ this next mechanic, but you should stay back away from the corner- and all hard surfaces in general, including compacted ground soil, because most ricochets can travel about six inches perpendicular to the surface over a distance of thirty feet (of course theres a lot of geometry, ballistics and variables, but this is the safest reasonable figure to base your tactics around in the school of thought we were taught) Which coincidentally is also about how far your face will stick out if youre up against the corner. This is also why we were taught to only lay on the ground for concealment rather than for cover, because your face is going to be six inches off the ground and can get hit by someone who misses thirty feet in front of you.
I personally think it would be really freaking cool to see an fps actually incorporate ricochet physics when we have the tech to run that!
Bear in mind that this is all mostly for short engagements with a small number of threats. If youre planning to assault a fortified enemy position or anything, then you should probably have received more extensive training already, or if not, then perhaps contemplate your tactical- if not your life- choices x'D
shhut uup furrie weirdo.
In laymen’s terms… if you are holding an angle on a corner, take about ten steps back. don’t hold the corner up close this works in all shooting games like cod and R6
Damn this is a good video for any shooter
Playing Pavlov in VR before playing CS2 taught me this just because of depth perception,
There's almost no downside to staying far away from the corners besides hitting a further away target but it definitely gives you the opportunity to see them first and even back up Further into the corner if you need to retreat.
People don't think about it too much but the same thing goes with walls that you peak over
Bruh, you just enhanced combat tactics in EVERY game now. What a champ!
This is actually part of real life CQCB tactics. Peaking angles in games like this is called Slicing the Pie in real life. In game you swing past the angle and shoot, same goes in real life but the swinging is a lot slower.
A good General rule of thumb is when you’re holding an angle, back up as far as you physically can without obstructing yourself from it. Due to how perspective works the person closer to the angle will always see the opposition AFTER the person who is farther
This isn’t just a game thing, this translate to real life when soldiers are clearing out a room
I don't even play cs or csgo anymore but subbed because of how intellectual and simple you presented this. Amazing.
Proper corner peaking/spacing can be (and should be) used in almost all FPS games. Thanks for the refresher fam.
Very good explanation. I taught this mechanic to countless clients when I used to coach !
This makes soooo much sense. So many times I've asked myself, "HOW!?!?!?" after a death, all answered in 30 seconds.
So glad someone has finally explained this
And this is why you should pay attention in geometry and physics.
I didn't know it worked like this. Thanks for the explanation.
Really nice recaps of those older video
yours get to the point fast and clear ez to share thanks
I saw a video on this the other day, but this does so much more justice to visually understanding what is going on.
I learn this when playing war thunder and world of tank. What i learn from that game is peeking vloser to the edge will always make you got hit no matter how fast you peek. But if you peek at far back your figure will be a lot smaller the hit box become more smaller too. So you can see enemy faster.
This made me remember I learned it from the tank minigane in "2-3-4 player game"
I think that was what the mobile game was called anyway
Insanely informative wtf. Subbed mate. keep posting👋
Holy shit, you litteraly just helped me out so much
Keeping your distance from corners can help a lot. Not too far though, if you are slicing. Just far enough that you you can only be hit by what you're aiming at.
Insanely helpful advice for any fps game
Thanks for explaining the basics,,, again.
This has gotta be the 100th video about angle distances today
"that's it! you are pre-fired!"
Whys it so interesting to watch tips about games ill never play
As I always say to people who ask for advice: The person who is closest to all corners is the one who has disadvantage. If you want to peak and can, move as far as you can backwards from that corner, then peak, if you cannot do that due to space or other reasons then wide peak if you have to fight, or shoulder peak if you can check.
Lastly: Flashes may be your allies worst nightmare, but to you... It could mean the difference between dying quickly, or dying slowly after missing your shot.
Whoever is closer to the angle of the wall is who is seen first
yes in theory, but in actuality there is network and hardware latency that will affect who ultimately see's who first. obviously its still a good a good habit form like crosshair placement but angle advantages wont ALWAYS mean you see the person first.
@@yungbroc nope, youre wrong. Enemies will pull the michael jackson stand that solves the latency and angle problem all together
@@yungbroc I've seen some players that use artificialy induced lags to see what is behind the walls. From their perspective it looks like they are going inside the bombsite then they look around and when they stop lagging they are warped back outside the bombsite.
This is a prime example of hearing and not listening.
The further you are from the angle to your enemy on the same angle determines who sees who first
@@michno4473 thats a problem quite literally everywhere
This kind of thing applies to most if not all shooting games keep it in mind
Very informative. Subbed.
"Geometry and line of sight is a glitch"
- Sun Tzu the art of CS
This is such a crucial concept to understand in warthunder
Thanks for the C.O.D tip bro
Casually explaining deadly CQC tactics through a game
Pretty sure this applies to all games. Which would explain why it seems I die before i even know whats around the corner in a lot of FPS games.
I will remember this.
Very well explained. Well done.
You have very elequent analysis skills. Comes in handy for reaction videks aswell
This is good advice for any game
This is obvious and if you have a lot of hours you already know, but every good for new players! Great video
As a former global elite it's mindblowing how little the silvers and gold novas and whatnot know about these little things that are already obvious to me 😊
One of the reasons why people always die first when hugging the wall while peaking
He trusted you not to shoot, you told him it was just a demonstration.
This guy gave us tips for every fps games
Dis vid gonna help me get better at brawling in warthunder thanks man
Shout out to brawls honestly, it’s the only way my friends can convince me to hop on anymore. Nothing is more fun as a German BB player haha
In this specific example though, when ts push their first check is pit, when no one is pit on a first glance, they start peeking aps and looking into upper pit, so that angle in my opinion is a very good off angle that has worked wonders for me
bro casually explaining what i think all the time during matches
Same when youre driving behind a truck, stay away so you can look further and see when its save to overtake
So many ppl need to see this
Holy fuck i knew this was a thing but visualizing it was game changing
The fact people still don’t know this is wild, and the fact others thing it’s a bug is even crazier.
I’m always surprised when I come across a CSGO video and it looks all pretty and new Gen instead of the old engine
was not expecting to see gonzo on my shorts feed o_o
Funny how all of a sudden, 30 years after the invention of the FPS, people suddenly need corners explained to them
Way to make cs2 rocket science.
This can also help you in an actual IRL shooting in case you need to peek for some reason. Though you should probably just stay down and hide.
thats just how angels works since forever
Ive never thought about it like that before
Bros skin game is ✨clean✨ love blue💙🙈
having to teach people basic geometry with cs gameplay is crazy
No way its so much fun to have to practice peeking a corner!!!! i love slow ass gameplay and dying instantly after showing 1 pixel of my hitbox
This goes across all fps games btw. So next time you swing think about backing up from the wall and then swinging for the highest chance of seeing them first
Man I wish I knew this like 10 years ago when I was still playing FPS. Back in the Black Ops 2 days. I know I got some old heads out there on that shit. Best FPS ever made hands down.
If I would have known that shit then, with my adderall affected reaction times. I would have been unstoppable.
For some reason, this feels so fucking smart.
Nice! Love this!
"If I can't see them, they can't see me"
-The damn fool i was 1 minute ago
next short: let me know how to see by opening my eyes. and how to walk by using my brain to control my legs.
I like breakdowns like this
Wow... This explains why I lost 90% of peaks in Rainbow Six. I never knew this, so I would get against the wall in a belief that I would see them first.
note: this only matters in games where TTK is neutral and few shots are needed to kill.
games like halo, destiny, apex, etc; dont care for this, as your TTK is due to abilities, buffs, range, weapon damage, etc.
some games (like D2) the best strat is to bot-walk with a shotgun and be obnoxiously open in combat.
Don't play the game, but this is a good demonstration of a geometrical problem
Congratulations, you know angle advantage now
Yup you need to control each corner and or intersection
Also as a rule never hug walls as it degrades your angle of attack
Also in real life bullets for some reason like to move a few inches from the walls, probably has to do with bullet bullet impact and bounce
Dude that bot thing needs to be in more games like Siege as well, would be good for training to learn angles on maps
after 1500 hours in CSGO 1 I learned, right side peaks first EVERYTIME
Also this principle is even more applied when peeking to the right, if you are exactly at the same distance of the corner then the person who peek to the right have a Little advantage
You deserve a subscribe❤
Thank you! :)
Adaptive map generation would be interesting, rotate the truck some arbitrary angle, open doors and close others. Half walls to walls and so on.
Basic geometry, and also just a reminder for people to ditch that ostrich thing where if you think you can't see people, people can't see you
This has to be one of THE MOST informative tutorials I’ve seen on counterstrike EVER