3 Reasons for Ragebot Misshot in cs2
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- Опубликовано: 6 фев 2025
- There are 3 reasons why Ragebot misses shots in cs2
1.Due to fps drop, the shape of aa looks different from the real thing, resulting in a miss shot
-The part where miss occurs: arm, head(especially when you duck)
-if u move miss still occuar
-Operation only when shooter's fps is unstable or server host has fps prob
ems
2.Jitter effect(Usually pitch jitter)
-The part where miss occurs: head,arms(Especially when you're sticking out your arm)
if u move it will not work
-Vulnerable when enemy removing the arm and head from hitbox
3.Multi point issue due to fast aa lotation (It could also be related to animation)
-The part where miss occurs:chest,stomac,arms,legs,foot (But it's a very small range)
-if u move miss still occuar
-Not 100% chance of miss
so what are the best aa setts ?
best AA setts is for you to have multiple binds and know which bind to use in each scenario, same for mindmg and same for hitboxes
Would adding center/offset/random to it make it better?
center
Can we get the anti aim settings for skeet used in the video that your missing to?
First aa is jitter->center [-141] + pitch ->custom[10]
If u want forward yaw->180[180] + jitter ->center[-141] + pitch 4~6
The second aa is yaw->180[180] + pitch->jitter
Depending on the situation, the mouse override changes yaw to show the jittering arm
The third aa is yaw -> spin [180] + pitch jitter
Bros the creator of the cs killer
Compkiller?
@@Skyepoop I don't think hes talking about compkiller.
What about backtrack? if he flicks away ya always can hit that spot or not?
if its a hitbox mismatch, the head was never there, aka theres nothing to bt
hi, is it possible to do this on aimware?
I know there are lua scripts, how to configure them taking into account the updated aimware?
Aimware still supports only spin aa and backward aa
To try the first jitter aa, it is difficult to understand the JITTER logic of NL/SK and make it LUA.
If the second reason is the pitch jitter, you can make it by repeating -89/89 pitch through the lua script. However, it seems that the speed of the pitch jitter in skc is faster than 1 tick, and more experiments are needed to make a perfect pitch jitter
In general, PITCH JITTER repeats 89 and -89 pitches at one tick interval
However in SKC, the speed seems to be faster than 1 tick
In the last experiment I did, when the ptich jitter speed was 1 tick, 89 pitch and -89 pitch looked perfect
Skc's pitch jitter seemed to repeat between pitch without completely moving up to 89 and -89 (this is how it looks even in lua if you set it up faster than 1 tick)
neverlose aa set?
This actually working?
how did you get bullet impact showing?
It was a local server and activated bullet impact using the sv_show impact
Of course, in the case of sk/skc, you can turn it off in the cheat settings.
left ur discord pls
rgta5modding
666