These Things Have No Place in CS:GO!

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Do you know that sometimes the rounds you lose are not your fault at all because CS:GO is messing with you? CS.MONEY Blog breaks down five CS:GO vital elements that need to be changed! Wouldn’t it be great to start the second decade of the game’s life by improving the quality of life in every match? 

Ragdoll Desynchronization

Regular competitive matches have ten players who need to update information about other people’s actions constantly. Unlike For Honor as an example, in CS:GO, players exchange information not with each other but with the server. A separate computer processes the information received and sends it back to all the participants. In general, it’s a good solution for a multiplayer shooter.

The thing is, some of the information never gets sent to the servers and remains only on the client’s side, that is, the player’s computer. For example, the dead player’s ragdoll body position: for each player, they are calculated and displayed differently since the server only transmits information that the character was killed, not what happened to their body, which is calculated by the player’s computer. As a result, sometimes dead bodies can block the view of one of the players but not the other.

There are several solutions to this issue. First, synchronize dead body ragdoll for all players, which isn’t that hard. But there is an even easier and more reliable way: use pre-recorded death animations and body poses. In Family Guy, characters almost always fall identically; what prevents the devs from doing the same in CS:GO?

Shader Settings

Riddle this: which CS:GO setting reveals invisible things and clarifies transparency? If your guess was Shader Settings, you’re right. This setting affects the number of objects on the map, some elements’ visibility, and how smoke from Molotovs and incendiary grenades’ fire is shown.

This is how it works: if your shaders and effects are set to High, for you, smokes and fires will not be so thick at medium and long distances but noticeably thicker at close range. It turns out strange: in each specific situation, what each particular player sees depends on shader settings. That’s definitely not cool! 

Interestingly, ‘High’ shader settings will immediately cost you a few frames per second. The development team can simply remove it from the menu and force all players to have the same settings. Worst case scenario, this will result in a loss of 3-4 frames per second. Not the highest price for equality of all players, right?

One-Sided Smokes

The most controversial point on today’s list. Many players consider one-sided smokes as a feature more than a bug. But, de facto, that’s not true. The way smoke grenades work gives one of the players an unfair advantage. Yes, one-sided smokes need to be memorized and won’t work everywhere. But at the same time, “the ability to see the enemy when they do not see you” is more like a wallhack description, isn’t it?

Other competitive first-person shooters have solved the smoke problem differently. In VALORANT, characters throw spheres with clear edges to block the view. In Rainbow Six: Siege, smoke bombs produce a very dense cloud. Both hold shapes so there won’t be a one-sided smoke bug. In CS:GO, you can still take cover behind the smoke and easily one-tap the enemies who simply cannot see where you are! Disastrous. And in a ten-year-old game, this should be fixed.

Walk & Crouch Accuracy 

The first shot’s accuracy depends on several parameters. The most important are body position, movement speed, and weapon used. Thus, a player running or standing on a ladder will be much less accurate than a player standing still or crouching. This simple and clear logic wants players to choose mobility or the first shot’s accuracy and vice versa.

But there is one unfortunate exception to this logic. If you change position from walking to ducking and vice versa, the accuracy of the first shot drops drastically for a short time. It might seem like useless info, but even the top esports athletes fell into this trap of accuracy reduction. The community representatives have already suggested several solutions to this problem, but the development team has not yet implemented any of them.

Sniper Rifles’ Inaccuracy

Let’s imagine: you are defending A Plant on Dust 2 with an SSG 08 sniper rifle. The attacker jumps into the pit at the other end of Long and tries to shoot you. You zoom in, aim at the enemy’s head in the pit, shoot and… miss. What the hell? Blame the game, of course! And to be specific, the shooting inaccuracy of all its guns.

This kind of random is controversial because ranged guns can be divided not by reducing accuracy but by reducing damage with the distance covered by the bullet. This thing can work for submachine guns, while sniper rifles overshooting from fifty meters is odd.

CS:GO has locations 50+ meters in length on almost every map. Here’s a couple: 

  • Dust 2, Long: stretched for 72 meters
  • Mirage, Plant A’s Box to bricks on Short: nearly 70 meters
  • Overpass, Playground to Plant A Entrance: 55 meters
  • Train, Attack Base to Fence/Pigeons: 50+ meters
  • And more!

SSG 08’s accuracy is definitely not enough for a guaranteed headshot at such distances. Moreover, even an AWP can overshoot. What’s good about AWP is that it can killshot if the bullet hits the body. But neither SSG 08, nor both autosnipers can boast of such.

As a result, all the sniper rifles in the game are bad at… sniping! Absurd. Nothing stops the devs from making all sniper rifles twice as accurate. Except for laziness.

Which thing from the list infuriates you the most? Maybe you even have another one? Comment on it! And don’t forget to check out our interview with Vitality’s coach Zonic who shared the secrets of building a champion roster.

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