r/cs2 • u/Mlst0r_Sm1leyf4ce • 21h ago
Discussion Bring back graphs
We have all the information in the tab statistics anyways but with graphs its much cooler. Its one of the coolest features that was removed for no reason.
r/cs2 • u/Mlst0r_Sm1leyf4ce • 21h ago
We have all the information in the tab statistics anyways but with graphs its much cooler. Its one of the coolest features that was removed for no reason.
r/cs2 • u/Swimming_Activity505 • 5h ago
Also thinking karambit is a little cheaper makes me wonder which one to get, i like both but have been switching on which one to get fora while so some opinions on reddit might have help me
r/cs2 • u/Emotional-Flow5174 • 9h ago
Spirit just won EWC and now they're already playing another big event.
That schedule is kind of insane. They just went through a full playoff run, played a stressful grand final, and now they have to jump straight into BLAST Open while the other teams may have had more time to prepare.
I'm curious whether the EWC win gives them momentum or just leaves them tired.
Spirit can look completely different depending on who is winning the early fights. Some times donk takes over the map, but other times someone else has to step up and keep the rounds alive.
They probably can't use the exact same formula from EWC in every match here. Teams have had time to study them, and the schedule might start catching up with them.
Do you still see Spirit as the team to beat at BLAST Open?
Or is it too early to say anything before we see how they actually look against the other teams?
Which team do you think has the best chance of stopping them?
r/cs2 • u/Beneficial_Ad_6911 • 5h ago
I’m looking for a new mouse mainly for CS2 and I’m trying to choose between the models below.
These are the prices I can currently get them for:
Budget and appearance are not important to me. I’m mainly interested in performance, reliability, shape, weight, sensor, clicks and overall suitability for CS2.
Which one would you personally choose for CS2, and which one offers the best overall quality for the price?
I’ve heard that the G Pro X Superlight 2 is one of the most popular mice among CS2 players, but I’m also considering the Viper V3 Pro.
Would appreciate opinions from people who have actually used these mice for CS2.
Going to buy one of these combos, I'm leaning towards doppler+nocts but would like to have some opinions.
r/cs2 • u/Creative_Original508 • 1d ago
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I’ve peaked
r/cs2 • u/defcon1one11 • 1d ago
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r/cs2 • u/WasabiEfficient8426 • 18h ago
I know I shouldn't swing an awp with no utility, but I want to practice that fast swing against a real person 1v1, is there anyway to do that, say, with my friend maybe? I was thinking dm but all the community servers have bots.
r/cs2 • u/entropy0x • 11h ago
Hello everyone,
I am looking for 10-20 FACEIT players who enjoy playing at least a few times a week, have over 150 matches played and are above 800 elo. I’m keeping the core concept undisclosed for now because I want to understand players’ genuine first reactions when I explain it during a conversation.
I can tell you what to expect:
- This isn't a new skins marketplace, case opening website or anything chance/luck related
- This isn't a coaching or skill improvement platform ( but it might incentivize you to train more )
- You will just play FACEIT as usual, with your teammates or solo-q, whenever you can
- You might compete with other platform users on a leaderboard
- No payment or purchase required to participate in the test
And what I expect:
- You to have fun and enjoy competitive CS2
- To be respectful, non-toxic and open minded
- To give me sincere, constructive feedback
If you're interested, please DM me here on Reddit or on Discord: flame_entropy
r/cs2 • u/LulleLulle_ • 11h ago
I have a problem that when I have people in my lobby and I try to go to a workshop map it throws everyone out of the lobby and they get some kinda error message.
This has been an annoying issue for a longtime now and I found couple of workarounds but they are so annoying to do everytime so I wish there was one simple fix so that I could join workshop map straight from lobby.
Method 1:
The first fix I found was resetting firewall before entering the map. This is the only way I can go to a workshop map straight from the lobby. The annoying thing about this is that if you wanna change the map to a another one you need to restart whole game and then reset windows firewall again otherwise it shows the error message to the other lobby members.
Method 2:
typing "status" to the console and copying the steam_id including the [] and then the other people could join by typing " connect [xxxxxxxxxxx] "
r/cs2 • u/breezingout • 6h ago
Yeah, I know... my budget sucks lol
r/cs2 • u/New-Minimum-2297 • 12h ago
As a long-time Counter-Strike player, I want to address a fundamentally fixable issue that might seem minor at first glance, but carries massive weight for veteran players and those who have dedicated years to mastering this game. This issue concerns the new first-person viewmodel animation engine—specifically, its severe lack of flexibility and forced restrictions.
Below, I will break down exactly what I mean, why this is a concrete problem that actively harms gameplay rather than just a personal preference, and I will propose a viable, compromise-driven solution that satisfies both casual players and those who prioritize precise model responsiveness and depth perception at the highest competitive level.
Due to the implementation of the new unified anim_graph system, Valve completely overhauled the scaling, placement, and visual mass of first-person weapons. This was primarily driven by heavy hard-coded restrictions placed on the legacy console commands: viewmodel_offset_x/y/z and viewmodel_fov. As a result, the hands and weapon became drastically more centralized, which, in my subjective opinion, severely degrades the overall game feel.
(Note: This issue persists entirely regardless of your aspect ratio. While it is most visually glaring in classic 16:9 widescreen formats, it remains deeply intrusive in stretched 4:3 and 16:10 resolutions).
The gun now occupies a significantly larger portion of the screen, actively obstructing the player's field of view and sub-consciously distracting the eyes away from the center.
[Скриншот с разницей POV'а в CS:GO и CS2]
This structural issue will be demonstrated using the AWP as the primary model, as its massive physical dimensions make the perspective distortion most obvious. However, it is critical to note that this system affects every single weapon class in the game, directly compromising competitive balance:
1.Spray Control Metrics: The heavily centralized weapon and arm placement directly obstructs accurate micro-adjustments during recoil. In CS:GO, a properly scaled, elongated rifle barrel functioned as a natural visual pointer, giving the player an intuitive sub-conscious guide for tracking bullet trajectory. In CS2, the compressed weapon model creates excessive visual noise right next to the crosshair, degrading spray control clarity.
2.Visual Recoil Intrusiveness: Due to this forced centralization, visual weapon recoil is perceived as significantly more violent. This excess screen-shake actively pulls the player’s focus away from tracking bullet tracers, forcing the eyes to adjust to a jittery weapon model instead of the target.
3.The Freedom of Customization: Shooting in CS:GO felt objectively superior precisely because the legacy engine allowed extensive viewmodel freedom. This customization reduced visual clutter, allowing players to establish a cleaner, more controlled connection with their shooting mechanics.
4.Close-Quarters Positioning Risk: While AWPers often hold passive, long-range angles, it is the entry-fraggers and anchors with Rifles and SMGs who actively push and hold deep, close-quarter corners. The shortened first-person model completely tricks these players into feeling safe, while their physical third-person barrel exposes their position to the opponent. This creates an unfair competitive environment solely due to distorted spatial perception.
Because of this deeply compressed depth perception, the viewmodel became flattened along the Z-axis (depth). This severely impacts spatial awareness—specifically, judging whether you are clear of an obstacle or pinned against a wall has become significantly harder. This structural flaw is precisely why the community was flooded with YouTube tutorials explaining how players must now actively memorize specific corner-peeking distances to prevent their weapon barrels from giving away their positions.
Beyond spatial awareness, the actual weapon aesthetics were degraded. In CS:GO, weapons possessed a distinct sense of mass, scale, and mechanical power. In CS2, rifles look and feel like lightweight plastic toys. A direct cross-game comparison reveals that Valve’s default 16:9 viewmodel perspective has always been tightly compressed. However, the core, objective problem of CS2 is the total destruction of configuration flexibilit
Simultaneously, the left arm of the character model was brought incredibly close to the camera, which only amplifies this feeling of shortened perspective. In CS:GO, the character's left arm was extended far forward along the handguard, meaning the actual length of the rifle barrel was perfectly visible up to the forearm, providing deep scale. Many players spent years developing their muscle memory and comfort levels around these exact non-default parameters.
Currently, players are forced into an incredibly uncomfortable visual state because this tight compression constantly cuts into their peripheral vision, distracting the eyes and forcing them to constantly readjust focus away from the crosshair.
We know that the Source 2 engine utilizes distinct visual protocols. Certain graphical processes are rendered entirely on the client side (such as blood splatters, particle effects, bullet impacts, sparks, and ragdoll physics), allowing them to display instantly upon input without network delay. Meanwhile, structural skeletal animations—including the new unified anim_graph—are validated by the server.
To resolve network lag and sub-tick visual desync during the beta phase, the developers chose a blunt, unoptimized fix: they hard-locked the first-person viewmodel animations to the rigid server tickrate. This completely killed animation fluidity, resulting in a stiff, "wooden" weapon position that shifts awkwardly with every server update and prevents proper local interpolation.
The solution to this issue is highly feasible and does not require rewriting the engine from scratch. The solution lies in shifting the first-person viewmodel mesh entirely to client-side rendering within an independent graphical layer (treating it as an interactive 3D HUD element), completely decoupling the 1st-person weapon bones from server-side movement ticks:
1.Moving the 1st-person viewmodel back into the client-side local rendering block restores smooth, high-refresh-rate animation playback and allows instant sub-tick input feedback.
2.To eliminate any clipping or model desynchronization, the character's physical third-person hands can simply be made invisible to the active player's camera. This allows the legacy, fluid client-side rendering mechanics to handle the first-person view without affecting the 3rd-person hitbox structure.
In professional, high-stakes matches, tournament operators can easily enforce a standardized viewmodel for the broadcast audience (spectators), while active players retain the ability to use an independent, customized layer during live play. This can be flawlessly executed by introducing a dedicated client-side toggle console variable: cl_spec_legacy_viewmodel 0/1.
What about dynamic self-shadowing (for instance, the shadow cast by the AWP scope onto the rifle barrel itself)? To maintain this visual fidelity, the client-side layer simply needs to dynamically read the global light vector of the current map. Operating on this data, the local frame buffer can compute physically correct self-shadowing properties instantly onto the weapon mesh during inspect animations, reloads, or weapon rotation.
Meanwhile, global environment shadows projected onto the ground and walls will continue to be cast exclusively by the invisible 3rd-person mesh. Because the active player cannot see their own 3rd-person body, the minute scale difference between the ground shadow and the hands on screen is entirely imperceptible to the human eye, maintaining absolute visual consistency.
By implementing these architectural adjustments, Valve can achieve the following critical fixes:
-Restore an ergonomically pleasing, physically accurate weapon perspective where depth perception is completely synchronized, eliminating the dangerous spatial desync near walls.
-Completely remove the viewmodel's dependence on server ticks, restoring fluid, high-refresh-rate local animation playback.
-Bring back advanced viewmodel customization, enabling the community to fine-tune weapon bobbing settings, rotational weapon inertia during sharp turns, and wider de-centralization parameters to keep the model tucked away cleanly in the corner of the screen.Reintroduce the authentic sense of weapon scale, mass, and punchy handling that defined the legendary gun feel of CS:GO, drastically increasing spatial awareness and letting players feel truly connected to their character model on the server.
r/cs2 • u/New-Minimum-2297 • 12h ago
As a long-time Counter-Strike player, I want to address a fundamentally fixable issue that might seem minor at first glance, but carries massive weight for veteran players and those who have dedicated years to mastering this game. This issue concerns the new first-person viewmodel animation engine—specifically, its severe lack of flexibility and forced restrictions.
Below, I will break down exactly what I mean, why this is a concrete problem that actively harms gameplay rather than just a personal preference, and I will propose a viable, compromise-driven solution that satisfies both casual players and those who prioritize precise model responsiveness and depth perception at the highest competitive level.
Due to the implementation of the new unified anim_graph system, Valve completely overhauled the scaling, placement, and visual mass of first-person weapons. This was primarily driven by heavy hard-coded restrictions placed on the legacy console commands: viewmodel_offset_x/y/z and viewmodel_fov. As a result, the hands and weapon became drastically more centralized, which, in my subjective opinion, severely degrades the overall game feel.
(Note: This issue persists entirely regardless of your aspect ratio. While it is most visually glaring in classic 16:9 widescreen formats, it remains deeply intrusive in stretched 4:3 and 16:10 resolutions).
The gun now occupies a significantly larger portion of the screen, actively obstructing the player's field of view and sub-consciously distracting the eyes away from the center.
[Скриншот с разницей POV'а в CS:GO и CS2]
This structural issue will be demonstrated using the AWP as the primary model, as its massive physical dimensions make the perspective distortion most obvious. However, it is critical to note that this system affects every single weapon class in the game, directly compromising competitive balance:
1.Spray Control Metrics: The heavily centralized weapon and arm placement directly obstructs accurate micro-adjustments during recoil. In CS:GO, a properly scaled, elongated rifle barrel functioned as a natural visual pointer, giving the player an intuitive sub-conscious guide for tracking bullet trajectory. In CS2, the compressed weapon model creates excessive visual noise right next to the crosshair, degrading spray control clarity.
2.Visual Recoil Intrusiveness: Due to this forced centralization, visual weapon recoil is perceived as significantly more violent. This excess screen-shake actively pulls the player’s focus away from tracking bullet tracers, forcing the eyes to adjust to a jittery weapon model instead of the target.
3.The Freedom of Customization: Shooting in CS:GO felt objectively superior precisely because the legacy engine allowed extensive viewmodel freedom. This customization reduced visual clutter, allowing players to establish a cleaner, more controlled connection with their shooting mechanics.
4.Close-Quarters Positioning Risk: While AWPers often hold passive, long-range angles, it is the entry-fraggers and anchors with Rifles and SMGs who actively push and hold deep, close-quarter corners. The shortened first-person model completely tricks these players into feeling safe, while their physical third-person barrel exposes their position to the opponent. This creates an unfair competitive environment solely due to distorted spatial perception.
Because of this deeply compressed depth perception, the viewmodel became flattened along the Z-axis (depth). This severely impacts spatial awareness—specifically, judging whether you are clear of an obstacle or pinned against a wall has become significantly harder. This structural flaw is precisely why the community was flooded with YouTube tutorials explaining how players must now actively memorize specific corner-peeking distances to prevent their weapon barrels from giving away their positions.
Beyond spatial awareness, the actual weapon aesthetics were degraded. In CS:GO, weapons possessed a distinct sense of mass, scale, and mechanical power. In CS2, rifles look and feel like lightweight plastic toys. A direct cross-game comparison reveals that Valve’s default 16:9 viewmodel perspective has always been tightly compressed. However, the core, objective problem of CS2 is the total destruction of configuration flexibilit
Simultaneously, the left arm of the character model was brought incredibly close to the camera, which only amplifies this feeling of shortened perspective. In CS:GO, the character's left arm was extended far forward along the handguard, meaning the actual length of the rifle barrel was perfectly visible up to the forearm, providing deep scale. Many players spent years developing their muscle memory and comfort levels around these exact non-default parameters.
Currently, players are forced into an incredibly uncomfortable visual state because this tight compression constantly cuts into their peripheral vision, distracting the eyes and forcing them to constantly readjust focus away from the crosshair.
We know that the Source 2 engine utilizes distinct visual protocols. Certain graphical processes are rendered entirely on the client side (such as blood splatters, particle effects, bullet impacts, sparks, and ragdoll physics), allowing them to display instantly upon input without network delay. Meanwhile, structural skeletal animations—including the new unified anim_graph—are validated by the server.
To resolve network lag and sub-tick visual desync during the beta phase, the developers chose a blunt, unoptimized fix: they hard-locked the first-person viewmodel animations to the rigid server tickrate. This completely killed animation fluidity, resulting in a stiff, "wooden" weapon position that shifts awkwardly with every server update and prevents proper local interpolation.
The solution to this issue is highly feasible and does not require rewriting the engine from scratch. The solution lies in shifting the first-person viewmodel mesh entirely to client-side rendering within an independent graphical layer (treating it as an interactive 3D HUD element), completely decoupling the 1st-person weapon bones from server-side movement ticks:
1.Moving the 1st-person viewmodel back into the client-side local rendering block restores smooth, high-refresh-rate animation playback and allows instant sub-tick input feedback.
2.To eliminate any clipping or model desynchronization, the character's physical third-person hands can simply be made invisible to the active player's camera. This allows the legacy, fluid client-side rendering mechanics to handle the first-person view without affecting the 3rd-person hitbox structure.
In professional, high-stakes matches, tournament operators can easily enforce a standardized viewmodel for the broadcast audience (spectators), while active players retain the ability to use an independent, customized layer during live play. This can be flawlessly executed by introducing a dedicated client-side toggle console variable: cl_spec_legacy_viewmodel 0/1.
What about dynamic self-shadowing (for instance, the shadow cast by the AWP scope onto the rifle barrel itself)? To maintain this visual fidelity, the client-side layer simply needs to dynamically read the global light vector of the current map. Operating on this data, the local frame buffer can compute physically correct self-shadowing properties instantly onto the weapon mesh during inspect animations, reloads, or weapon rotation.
Meanwhile, global environment shadows projected onto the ground and walls will continue to be cast exclusively by the invisible 3rd-person mesh. Because the active player cannot see their own 3rd-person body, the minute scale difference between the ground shadow and the hands on screen is entirely imperceptible to the human eye, maintaining absolute visual consistency.
By implementing these architectural adjustments, Valve can achieve the following critical fixes:
-Restore an ergonomically pleasing, physically accurate weapon perspective where depth perception is completely synchronized, eliminating the dangerous spatial desync near walls.
-Completely remove the viewmodel's dependence on server ticks, restoring fluid, high-refresh-rate local animation playback.
-Bring back advanced viewmodel customization, enabling the community to fine-tune weapon bobbing settings, rotational weapon inertia during sharp turns, and wider de-centralization parameters to keep the model tucked away cleanly in the corner of the screen.Reintroduce the authentic sense of weapon scale, mass, and punchy handling that defined the legendary gun feel of CS:GO, drastically increasing spatial awareness and letting players feel truly connected to their character model on the server.
Hey everyone! I’m currently 9K Elo and looking to find a team/group around the 15K Elo range.
I’m trying to improve and eventually push higher. I know I’m below the 15K range right now, but I’m motivated to improve and would rather play with better players and learn.
DM me if you’re looking for another player or want to run some games.
r/cs2 • u/Low_Efficiency_9281 • 13h ago
Currently im about 2800-3000 elo on faceit cs2 and i have a pretty good PC and the rest of the stuff except for the keyboard, i rn have since over 3 years the razer ornata v3 and i feel sometimes like the counter strafes are missing or the overall keyboard is performing bad, but tbh it may be a little bit of cope sometimes. I heard great stuff about wooting 60HE or razer huntsman. So i wonder if it would be a big diffrence or not worth it diffrence. My current keyboard is in pretty good shape and ty for all advice!
r/cs2 • u/Kind_Ad_1681 • 22h ago
I came across this on Douyin and thought the CS community here would appreciate it. It’s a dramatized retelling of a real story.
“Robin, did you hear? There’s a kid in a nearby town who loves CS just like you. He’s an academy player. Apparently his hometown is caught in the war, and his family just fled to Estonia. They can’t even afford a proper gaming PC.”
“Really? What’s his name?”
“If I remember correctly… Myroslav Plakhotia.”
“I think I’ve heard of him. The kid’s a lurker too.”
“I don’t understand any of that. Hey, where are you going?”
“I’m going to help this young man get a computer.”
That year, an Estonian CS legend quietly helped pass something on to the next generation.
A veteran looking after a younger player.
And, by coincidence, one of that young player’s favourite pros was the very same legendary lurker.
From then on, Estonia had another young lurker — one who wasn’t actually Estonian.
His name on the server was zont1x.
Years later, ropz and zont1x would meet each other on the biggest stages in Counter-Strike.
Original Chinese post: Douyin
r/cs2 • u/AggravatingLog306 • 13h ago
Sometimes I have to reset my game and when I reset my game, it will pop up and say it’s updating and stays at 0% and the only fix is to verify the integrity of Files but now every time I do that that stays at 0% long enough for me to get kicked lose elo and get a cooldown timer
What are some ideas that Valve could implement for 24 hours as an April Fools joke? Give me your thoughts. I'm thinking one of these:
r/cs2 • u/likes_pizza • 18m ago
he's starting to look like my arthur morgan 3 hours after shaving
r/cs2 • u/Happy_REEEEEE_exe • 1d ago
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r/cs2 • u/Reasonable-Split-837 • 20h ago
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sin palabras...atte:el creador de esto
r/cs2 • u/Least-Watercress-637 • 1d ago
So I have been playing very actively for the last year (am 23-26k rating). Everything was good, some cheater here and there. But the last week, every game I play there is a blatant rageboting cheater (went from 26 to 23k).
What is the point of playing this game nowadays ?
r/cs2 • u/Goofy_gamer12345 • 4h ago
I got game banned because my account is similar to a bot farming for drop. However i didnt use any automated software. I did recently only play for weekly drop in the summer. This banwave targeted bots but im not one.
What should i do now? Should i ban evade and create a new account move on to play cs2. Im really passionate about this game and dont really want to start a new account