Are CS2 Smokes TOO Good?
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- Опубликовано: 15 июл 2024
- Here are some smokes that will make executes astronomically easier. In CS2 you no longer have to worry about boosts or vantage points due to the spreading nature of smokes. If you place a smoke correctly, you can lock the CTs/Ts out of various positions and sites. In my opinion smokes in CS2 are in a really good place, yet there should be some sort of skybox-like wall to block the last smoke...
#cs2 #csgo #cs #utility #esports #smoke
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Timecodes
0:00 - Intro
0:14 - New CT Smoke
0:40 - HE Clip
0:51 - New Coffins Smoke
1:20 - G2 Mid Smoke
1:50 - BROKEN SMOKE
2:24 - Outro/ What Rank are You? Игры
cs2's smokes are just fundamentally different and there's not much use comparing them. The wasted "smoke" that would travel through walls in CSGO is properly redistributed in CS2, so even if you reduce the size of smokes(which would start causing problems on maps like Nuke) a needlessly small CS2 smoke would still fill the gap that an off-centre CSGO smoke wouldn't. This is also why the grenade Reveal is nice to counter the increased usefulness of smokes
So now you’re not only have less power vs these smokes, but you also need to waste 300$ on HE almost each match.
@@madafakajones6809 Everybody can use smokes. You're not disadvantaged in any way.
@@xhan1167 well everybody knows that. The problem now that using smokes are now giving you way more control than they used to before
@@xhan1167 Yeah true. They will just massively change how the game is being played. Smokes where an important part of util usage before but I feel like these changes really elevated smokes in terms of power to control and steer a round to a completely different level compared to the other pieces of util.
@@madafakajones6809 I can see that argument in other situations but how exactly does it magically give you more power on this particular one? With the old smoke you had no power as a CT, the most you could do is boost directly into being killed by a T who's watching it, or hope to abuse a 1 way (which shouldn't exist anyways).
Now you have vastly more control, the smokes are stronger because they fill the area properly but HE is a gigantic counter AND people spraying through smoke are much more obvious than having to rely on tracers alone.
I find it suprising how no one talks about how long smokes last now. To me it feels like the biggest buff smokes received
yes but the fact that you can HE or shoot through them to reveal players behind the smoke is a huge "nerf" to smokes also; I think it balances out pretty evenly
@@kayj312 shoot through reveal are more of a gimic, mostly to shoot corner TBH. But since smokes are mostly bigger, I think it's more balanced now.
they last 3~4 seconds longer...
in csgo smokes lasted 18 seconds
@@chervilious no on is talking about the fact that you can see almost perfectly when you shoot the smoke on a narrow part. you can trick so many players were they think something is smoked but you can spray them down easily because the smoke is too narrow at the side.
@@SySH78only? It feels like ages. Like I am itching to go but it is still there.
smokes also are harder to push through. The fade out of a smoke is really punishing, so much so I prefer using them over molotovs for countering a rush.
I feel like when I exit a smoke in CS2 it's a one way, except unlike CSGO you are blind while everyone in front of it can see your head or gun stick out.
been thinking about this as well, considering molly is freaking 600 for CT.
@@Bagginsess This comment makes no sense... It was always like that what are you talking about? If you pushed a smoke in CS:GO your gun and parts of your body would stick out before you could see anyone as well.
@@DebasedAnon of course, but now this mechanic is even more punishing, your enemies see you even earlier relative to you seeing them. And your vision is much more dark when exiting the smoke as well.
@@Astoner55 The vision i can agree with but the enemies seeing you earlier is probably just another side effect of the weird interpolation/tickrate issues people are having.
Remeber, csgo had smokes like this too, on inferno for example the G2 Mid and Banana Smokes were OP for a long while (the mid smoke still is very oppressive and thrown every game multiple times) and stuff like the furia car oneway were 'broken' too, but nobody really complained because its a 10 year old game and people are used to broken oneways like the latter one.
Therefore i am not convinced yet that the bottom mid smoke is 'broken'. Well have to see if the ts have counter smokes available from their spawn.
If not, and no other counterplay can be found and the timing is in the cts favour, then it will need to be patched.
So yea, i can see this smoke being problematic, but im not conviced its broken.
Same with mollies, the Furia Skybox Molly for car is pretty broken too. I am glad stuff like that needs to be reinvented, and i am very happy to see how fast its happening.
amazing video as usual man! keep it up!
I personally don't think the banana smoke from spawn is as strong as people think. The people who go banana shouldn't have any extra problem taking banana control because they're passed the smoke by the time a CT player is car and if they want mid control they can flash over mid or go alt mid and clear it. It takes about 11 seconds just for that smoke to land once thrown so lets say 13-15 seconds after spawning in the round it will land. The T's can be passed the smoke mid and banana by that point except for the T's with a bad spawn.
two stones one bird
Get two birds stoned at once
I throw the first broken smoke pretty much every round in csgo. If awp wants to peek mid I delay it until 1:51 then the awp gets off 1 shot and then the smoke pops so they are pretty safe if they get swung on.
Well u said it yourself, thats why HE grenades do what they do, the only thing id actually do is make it easier to land it, since its kinda hard to throw it perfectly inside the smoke
there was as CS:S smoke very similar to the inferno spawn smoke to Tstair/bottom banana that would bloom BEFORE terrorists could get there on an average spawn, and BARELY beat it on the best one. wild to see it back with no skyboxes.
Best Cs content creator out there… keep it up Cru$h
The G2 Mid-smoke isn't a new concept, so I don't see any issues there. However, the new smokes are a mixed bag. While they can be overly powerful due to their large area coverage, there's also an argument to be made that the old system-needing two smokes for one spot-was flawed to begin with.
i kinda feel like the no sky box is gonna break the game
Old Overpass and Cobblestone didn't have skyboxes and the game didn't break back then.
My thoughts exactly. I think the last smoke will be patched by adding a very tall building, or something along those lines :)
Mirage on csgo didn't have skybox either
it sometimes feels like the entire site fills up with smoke the way they are now
Hiding in a smoke as a CT goes crazy now ;)
bro's descriptive words range from square to rectangle
Limited vocabulary individual
it used to spawn a fucking sphere ignoring the surroundings but now it is an actual smoke that fills spaces and is noticeably bigger
On one hand I guess it introduces lots of new strategies, but as you say it encourages early aggression to get past long smoke throws, on the other hand I saw someone team wipe from within a smoke grenade thanks to the better edge visibility and bullet holes, so the whole purpose of smoke has changed now.
About the broken smoke, they might add roofs or trees or whatevers to catch high smokes on every problematic area. For the most part I think its fine a single smoke blocks areas that take two smokes in csgo. (Blocking mirage connector without precise lineups makes the map better for example)
Agreed. IMO super precise 1 pixel type smokes do raise the skill ceiling, but in an artificial way that is not mentally rewarding to the player.
@@Haywood-Jablomi And if it takes two smokes to block areas its just an annoying hassle for professionals and downright impossible to organize in pug play.
@@timo6762 plus the bigger smoke radius is balanced by the manipulation from nades and bullets. It’s overall better for gameplay, except the duration is a bit too long.
you can throw smoke on balcony with wine barrels above library door on A without hardcore lineup and after that see legs of retakers from ct spawn (I don't know how it can be handy in any other scenario) so yeah that's basic one way
That sounds interesting I'll try this out
my favourite cs channel for years man
Thanks! means a lot seriously :)
That last smoke is really, really strong wtf. And I placed 10k as an LE and haven’t played much since I placed. I feel like that’s low for my rank but I’m not sure
It's not low, no
This game loves to pair you with guys 2K + elo below especially at 10K and lower. You will need to be able to carry games and can't really expect people to hold down sites.
At the moment I'm LE and have only 9k, teammates suck, mostly FACEIT L3 and MGs (based on Leetify) with no comms. So I thought 9k was low, at minimum I thought I should be 15k at least. I also encountered the bottom mid/banana one way, it's quite a bit late easily beaten by the best spawns not really much of a problem unless you have incompetent teammates. Mid seems to be a bit harder to take early as a T now, and Alt a bit easier, due to harder alt-mid flashes.
@@Tritone_b5im DMG/LE on csgo and i got 5.6k xd
as always great video.
my starting rank is 10,600 :3
daaamn that ct smoke is goated
Tell me it’s not satisfying
that first smoke is sick
The last smoke is way sicker
so i found you can smoke ct, front site cof and dark with one smoke and 2nd oranges with a 3rd lets you have a spot that you can plant near first oranges.
I’m interested!
I found that last smoke by myself
I was trying to get one to land on the short wall (also possible)
Funny I found the exact same smoke
I actually love how different and refreshing utility in this game will be, in csgo after so many years the utility was kinda getting repetitive and dry (even though there was still constant new util strats) but now with no sky boxes and changes to molotovs and smokes etc, i think it allows for so many brand new new sick plays in upcoming tourneys
Can you molly the first smoke (CT boost) to mess it up, similar to old mirage window smokes? Missed the CS2 access unfortunately.
This is a super interest question. Actually, if you Molotov a smoke it actually becomes taller slightly. (I have no idea why that is) so if you Molotov the smoke on the ground of CT, the smoke actually extends a little below head level on the boost.
So, an immediate thought I had for T's, if in that context, would be to "counter smoke" meaning to block view from either top car or top mid somehow then push where needed or wanted. Though, it's been mentioned around the comments that smokes are harder to push through in any regard, which would certainly damper this kind of strat. I honestly REALLY like this change for the game it's making me think of it more like chess than ever before. and by that I'm meaning there's like more of a "theory" that plays out in matches than I've thought of, not that there wasn't before, but it just seems more tangible, or obviously present, now.
the last smoke can be fixed with another roof where it landed or by elevading a building near ct spawn that lets the nade bounce against it. but imo the smokes last too long and are way too big
Ya I thought the same thing. I believe they are going to add a wall to stop this overpowered smoke..
The question then is, when do we stop, no skybox means, the only other limit is how far or goofy anyone can throw a smoke
there's an alternative line up (or, rather, multiple alternative lineups) that are run-thrown from where you spawn and they bounce from the building that is behind stairs, so even if they added a wall or something to fix the smoke shown in this video, the alternative ones might still work. Seems like no skyboxes is just inviting valve into a game of cat and mouse where they have to keep patching in buildings to stop people from using some game breaking nades.
they keep the same maps with pretty much the same proportions while changing the smoke dynamics. ofc things are going to break... it is going to take time for things to be balanced again and i'm sure many game breaking meta's are going to appear.
Not to mention but it be feeling like these smokes last forever I swear
I used to play 1.6 then source. Hardly played real games in CSGO.
The news smokes in CS2.. Did they last that long in previous games?
I was playing Italy and Office last night, and all T did was throw smoke and throwables non-stop. Is that people a normal game in CS?
CT boost smoke can be countered by standing in the right spot. So the smoke bounces against player model and drops down instead of landing on the edge.
Still a CT smoke then + you have to drop regardless since they now have info on you
Totally! Although the Ts will know you are there
Still take this over one ways. But also I think inferno was destined to have this issue from the beginning
Hey how do you do that binocular zoom in? Is it in post or in game??! Thanks
It’s in post :)
Yep, it makes that lots of pc start to Smoke
blue square 💀
my man, i think that square kinda thicc or something
I thought it was a trapezoid
@@CrusheryCS it's a circle!!111!!
"it's going to break the meta"
Metas were meant to be broken, friend.
So it works as intended, good.
I kinda wish Valve didn't nerf HE effect on smoke. Also, for them to reduce the smoke and round duration instead of going for MR12. No rank yet. Won 1/3 all with decent score on my part.
is there anywhere you can stand in ct to body block the smoke and atleast keep it from blocking boost?
You can! But its much harder than you think to successfully pull it off in game :)
If you're playing CT, can't you body block the CT smoke that bounces?
My thought exactly but that would require you to stay boosted in that specific spot which wouldn't be smart to do every round. Maybe if you notice the Ts frequently throwing it you could aim to counter it though
There are multiple lineups for it. Also of you do body block it, it gives the Ts info that you were there. A win win either case for the Ts
whats your in game graphic settings here? would like to know
1280x960 stretched with mostly low settings, although I have high shadows and textures
the smokes are good my biggest issue is just the size, it feels too big, they just need to lower the radius by maybe 20-25% and lower the highest it can fill in by maybe 5-10%
i'm glad i passed kindergarten so i know what to line up against in this tutorial
I like squares and shapes
Seems fair to me considering you get the option of HE nades blowing them away for peaking.
Although I agree, HEs don't blow away the smoke for very long
@CrusheryCS that is very true. Tho I do like the idea of something big changed. If there wasn't change it would just feel like csgo.
But also to be fair I haven't played cs2, so I'm solely judging off watching videos, my opinion may change alot once I get to play and get a feel of this all
I've been buying smokes every round now in the new game. Silver 4 to 4800 ELO, bottom half of the team every placement and 40% winrate
I mean, in csgo you have one ways, i dont see how smokes doing what theyre supposed to is a bad thing, its just different, but also this is a new game, thats the point
I wonder if these smokes would have been fine if they had kept the original HE effect duration on them.
he's early
how do you import your config from csgo into csgo2?
I just moved all my stuff over one by one. It was pretty annoying tbh
im at a comfy, but bad 8500ish rating where i get queued with people who are 12000 on the other team consistently :/
im 12.6k as faceit lvl 5/lem. no idea how to judge the rating system. i dont know whats good or whats really bad
What res do you use
1280x960 stretched with low-medium settings
I see your side of things but man we can’t make a new game and keep everything the same, we’ve had the same util and gunfights for literally over a decade now. Gotta be willing to change things at some point to move the game foreword before it dies out entirely !
I’m very willing to change everything, but keeping the same maps changes how they are exploited. I actually really like the new smokes, but I think the last smoke should not be possible.
@@CrusheryCS they also added a counter measure for things like this with grenades now blowing smokes away tho, 300$ for 300$ trade. It adds some tactical depth bro
For sure! The only problem is that many players overestimate how long the smoke is cleared for. Its actually pretty difficult to pull off with a high level of effectiveness :) @@whomadethis616
My starting rank was ~12,6
I just wish smokes had shadows.
what res is this
1280x960
asiimov too clean
Never getting rid of it 💪
Wonder what will happen in the future. Do you think skyboxes will come back just because of this?
Or rather make the smokes smaller, because they are truly too big.
The nade is just a situational and very temporal counter.
I'd make the smokes a bit smaller and the fill a bit slower.
I agree that smokes are a bit too powerful.
I'll also wait to see Tier-1 tournaments before making any changes.
theyre most likely just going to make map adjustments to patch lineups which may be too op
I don't think smokes are too big, it simply fixes the number of issues with smokes. They now serves the intended purpose, rather than in csgo half of the plays involving smoke grenades revolves around exploiting their poor mechanics. And them being more powerful comes along with the new ways to see through them.
No skybox, new meta! I am excited for all of the new possibilities!
@@pRopaaNS The smokes are 100% too much. They don't take any sort of skill to use now where you used to have to know how it was going to land or you'd leave a gap. Now you can just throw a bad smoke and its miraculously good. Thats not a good change to lower the skill gap of the game. Getting rid of one ways is fine but lowering skill gap nah.
@@rawbmar1166 A tiny retraction from skill in face of fact that there are way more nades now to find and learn. The skill ceiling for nades have now been lifted, with the increased freedom and tons of more opportunities to throw them.
@@pRopaaNS That is all because of skybox and not because of what the smokes do. If the smokes were smaller there would be even more skill involved because the lineups would have less leniency.
My premiere rank is 4.6k 💀 it tanked in the first days of the beta due to low hour accounts and griefing non cs players. After ranking in today with mates that are 10k -15k i still got so low while i played around mge-LE level lately.
Bro I'm near DMG in CSGO, been playin since 2004 and it took me so long to rank that I ended up placing 1.5k. Even my friend who I almost always outfrag by a fair margin hit 4.5k. The system is a joke. Nonstop being queued with idiots without mics or dudes who just straight up leave. Broken system, then again I have felt this way since they introduced the trust factor as I have always had bad trust just because I report so many people and end up in matches with dudes who block or team flash and it turns into an endless cycle of losing more trust trying to get out of it.
@@TriWaZe I agree matchmaking feels very bad lately the past few months and I think it didnt help that I got like a negative winrate in this beta due to unlucky games and all. It is what it is afterall.
Oh it's a big part. It legit took me 10 matches to win my last 2. You can top frag, hit multiple 3 or 4ks but if you still lose the game it means nothing. Without a full queue it's near impossible. @@etaxo2059
dont forget the new he mechanic
The more you test HEs, the more you realize how little time you actually have to see
yes theyre massive bull. the whole bigger size and what not is already bad but lasting even longer ? its impossible to push and the nade clear is unreliable at best.
this stuff completely fumigates Aps on mirage i try to shift walk through it but it just doesnt freaking end !
How do you remove the hud and only get the Crosshair?
cl_draw_only_deathnotices 1
@@etienneunai ty
i was mge and am now 5900 😔
i hate the smoke sound like when it does the pop sound, it waits like 1 second before the smoke comes out, its frustrating
It took a bit for me to get used to it
I got problem to jumpthrow bind in cs2
I'll make a community post on how to make one
So far I'm not a fan of the smokes, they are too big. When I want to smoke something it spreads and there is nothing you can do really, it's just the way they are. It's like 2 smokes in 1.
my premier rank is like 10.800
can you explain why a smoke grendade doing it's job is problematic please i don't get it
Same tbh. Think it’s just different than what people are used to. The fact that they’re consistent between everyone’s view is so nice too, compared to csgos shitty massive particles
That statement was aimed at the last smoke. Without skyboxes, these smokes do such a fantastic job that they might be a little TOO good. I have no real issues with the current state of smokes (size and duration) because they were way worse during the early beta :)
I think it's fair to say being able to block out the one and only path a team has to hit a very important choke point is beyond broken. Especially when it blocks off both mid and banana. The other smokes are also a bit more OP than they probably should be but aint the end of the world. @@Galacticbraindentist
@@CrusheryCS I see. I do expect to see crossmap smokes soon lol
@@TriWaZe you know you can just walk through them right?
that T ramp smoke should be removed.. its basically making Inferno a CT map.. they force T's to defend or push banana and second mid... taking control of all 3 places will become too difficult... The whole point of CT is to defend bomb sites not hunt for bomb.
The T ramp smoke will be removed for balancing issues. I was right about them reducing the smoke size so I hope I'm correct on this too :)
no, they are perfect
Dude you sound exactly like futives lmao
This is the fourth time I’ve seen this. I have to go look who this is
Smokes is so good in CS2, but as the spray is so bad, i'll stay in CSGO until they fix that.
I think the biggest problem is the lack of skybox, when I saw that they were removing skyboxes for CS2 I instantly though of the old CS:GO inferno where ther was no skybox between A/B.
And how in pro games you saw that the meta was that CTs would literally throw 4 smokes on banana entrance to B, 2 from the B players and 2 from the A players and how that was toxic for the meta since it made B pushes pretty impossible as the entrance was smoked for like 90% of the round. And they literally added a skybox between A/B in inferno in old CS:GO PRECISELY because of this type of meta so I found it puzzling how they just pretty much walked back this change they specifically did for balance purposes before.
Like you said, on the CT smoke from banana, they added a way to counter smokes completely now for a split second that can give you an easy pick, so really, smokes do have some counterplay now. But there's no counterplay to insane smokes that cover such vital and important chokepoints in the map like the last one you showed. You are cut off from any and all information, CTs could be pushing up banana, they could be aggressive down mid, they could be aggressive down 2nd mid, you know nothing. And since 2nd mid push is so easy and possible Ts cannot simply go up apps/2nd mid to do some counter aggression. It completely breaks the flow of the movement that Ts should be allowed to have at the beginning of the round
i don't think it's a problem, it makes much more sense for there to be no skybox
They are better than their anticheat
I feel like they annoyingly stick out in certain areas making the game cluttered at times. And although it's probably unchanged it feels like they stay on the map for an eternity 😂
definitely plenty of old CSGO smokes spread wider in CS2. Like on Mirage the stairs smoke easily spreads into sandwhich (which can be abused by CT's), and the Jungle smoke spreads pretty wide towards site and bench. Same goes for the common CT smoke people throw on inferno B, which makes it spread towards pit and giving CT's cover if they push through the smoke.
This is simply a problem because people are still throwing the nades they learned in CSGO. they have to adjust where their nades land and throw their nades a lot deeper.
@@Masiyooo 100%
Anyone else get super disoriented when flashed or in a smoke?
YUUP. Smokes feel so difficult to navigate now
my premier rank is 16k
i placed 10,500 as an MGE, climbed to 11,800, then fell back to 10,000 because all i play with are global elites and high level faceit players :(
wth is that resolution lol 36x36?
1280x960 stretched :)
Sounds like they might want to add back in some kind of sky box blocking again. At least for some parts of the map. Idk
They have to. The power of this smoke is very problematic in my opinion
my premier rank is 8500
Nice! Let’s get to 10k ;)
I think its time to improve shotguns by making them more useful
Try the mag-7 and tell me what you think
I think they might reduce the duration of the cs2 smokes next. And maybe some specific map changes for the really broken smokes.
my rank is 7,5k
10k inbound 🙏
Honestly don't care for the new smokes too much. They seem harder to play around, beyond using the HE thing, and I find that pretty boring. They're too big and sometimes they blind you when like 99% of your body is hanging out of the smoke (including your head)
Faceit 2.5k elo cs2 12k score 🤷♂️
Rather have them be good then bad bro cuz I been playing 10 years and the last 5 I never buy smokes.... in csgo they're useless.. Rather buy 2 flash 1 molly and 1 he... but in cs2 I'd be happy to replace the moly with a smoke
They last longer and they are fucking wide, its not even close to be playable.
Right now I'm 16k but tbh the system is very unfair against solo players.
Ya solo is definitely rough in premier
Yeah, idk why you're using the word problematic. I'll take this over 1 ways any day of the week.
We could always cross mid with a smoke if we wanted, and you could always smoke deep banana?
Smokes not needing to be centered is just cool, and we'll always find ways to abuse the game systems, the meta will adapt.
Those first two smoke you shared are killer lineups though, tyty
I mainly used the word problematic due to the last smoke. To be fair its more of a map problem
what's with the timing, i feel like you shouldn't be able to effectively HE the smoke for yourself. the same way you can't really flash for yourself in most situations.
Agreed. I think pros will have a teammate, with a set HE, nade the smoke for them
Smokes in cs2 are so fun, actually got me motivated to learn lineups unlike in csgo.
Im 13.4k elo (lem/sup in csgo)
yo im early
csgo players when they realise that CS2 is not csgo:
no more one way smokes is a greater win than any of these "problems" you presented in this video.
The only problem presented was a smoke that travels to T ramp and banana from spawn. It is a serious issue for map balancing
They need to nerf the smoke duration
Il tell you one thing. I’ve been playing this game like Valorant and I am absolutely smoking and I hate it. Currently at 16k solo Que and it’s so unsatisfying. Csgo makes you feel like you’re either good or bad completely dependant on your skill level. Cs2 feels like valorant in the sense you always question wether the game is manipulated or not. Hate it so far. Btw run and gun is massively op
Valve simply made it so you kind of have to respect the smokes now.