leetify.com/voo edit: 9:29 - these sounds are backwards. the B site one is actually lower pitched. 1:55 - for some reason in testing I was only getting 4 distances, but it's actually infinite. sorry for the mistakes, usually they don't slip through but I guess they did this time :( thx to the comments for letting me know!
I don't have high ping but my computer maxes at 60fps. Do you think the angle thing would account for relatively low frames too, especially compared to like 200+ fps players?
1:55 is actually infinite distances, if u hold both clicks and let go of one of the clicks, depending on how much time passes since you let go of that mouse button, you'll throw different
Also, 64 and 128 tick have different damage/hitbox register due faster ticks mean you will deal more damage than slower ticks. If you set at 32 ticks, you will deal even less damage from falling and setting to 256 ticks can cause lethal damage even on low jump. This kind of mechanics were applied to other games way before this game released.
2:50 I remember at some point there was actually a difference between a T Molotov, and a CT Incendiary. I think it was an armour mattering difference, but I *think* it got patched out years ago. But it *was* true for *one* of the grenades a long time back
Wasent patch so much as they were made so that no fire from either grenade had an advantage over the other. Essentially Molotov dealt more direct damage to your health while the Incendiary did more damage to your armor.
By the time your enemy makes sure the reload sound was short enough to be a fake he's too late to peek anyway, so you can catch a dude REALLY willing to push that smoke with your fake reload, since he has to react fast. Seen pros do it successfully. I'd say the thing to make it believable is not the reload itself but more the amount of bullets you spent before "reloading". If you reload after firing 3 bullets, fewer people will fall for it.
Man I super appreciate these, it's like a nice series of very concise back-to-back "things you SHOULD and SHOULDN'T be doing" and even after like 8 years of this game I still learn a lot from these great myth videos
8:00 dropping gun into next round: I managed it once, but it was different: 1) played as a bot 2) press Drop on last tick 3) bot dropped the gun at spawn, when everyone respawned
3:47 I was told 1.6 monitor appears at round 7 or 14 ALSO idk where people keep saying Qing during reload shortens reload speed. its meant to CUT THE RELOAD AUDIO SHORT like the animation of pulling the bolt back for must guns so instead of 3 sound queues (dropping mag, slapping mag in and pulling bolt back) for a realoads its only 2 (dropping mag and slapping mag in)
6:28 there's a youtube video by Kerluck that explains why that's the case. He explains it way better but the jist of it is that 128 tick updates twice as much as 64 tick and fall damage is determined by z-axis velocity. When falling on the sandbags in vertigo for example, the player will be much closer to the sandbag on 128 tick before they land compared to 64, and due to their velocity, they will take damage.
6:12 it's probably because the fall distance is measured by the time you travel to the ground(in ticks) and then it's rounded up to HP. As you could intuitively guess different number of ticks makes different results.
@@cpthrki5852 No, it wouldn't have to be. Imagine 64 ticks meaning one second passed and same 128 tick one second has passed. Whereas it wouldn't be so simple 1 second = 1hp but for example 20. Then if you have more ticks you can more precisely measure the fall damage. And yes it would be dumb.
@@Beeblebr0x Ah I see what you mean, it probably captures slightly more distance than 64 tick in some cases because it's more accurate. That could very well be the reason.
@@cpthrki5852 Yep, it has double the data to make its calculations with, so naturally it makes sense that some would round up and some would round down, resulting in slightly different values between engines even with identical settings.
7:42 About the dropping part in "Gun Into The Next Round"... If you drop your gun VERY early at the start of a round, which I used to think was the very first tick of a round, you will drop your gun right behind yourself instead of throwing it in front of you like a normal person. Could that be related in some way?
@BITCH NIGGA I guess what happened is that because of latency the command only arrived at the server after the round ended, but because it was sent when you still had control of the bot, the game applied it to the bot instead of you.
for tick rate changing fall damage i suspect it has to do with how they calculate falling speed. more samples/ calculations would slightly increase you falling speed up to a limit, and id bet that 64 and 128 are far enough below the limit that going up increases damage taken for some specific fall distances and speeds.
The bhop through molotov actually does help. If you bhop right of course. It's actually my favorite thing to do on dust II catwalk as CT. Throw a molo at the bottom of stairs and if you bhop just right you get the jump on the person across from the fire
Another myth that still comes up time to time somehow: Looking towards the explosion when the bomb goes off doesn't reduce damage. That used to be the case many years ago, but it has since been fixed.
Switching weapons to skip the reload animation thinking it'll reload faster has the same energy as not loading at your screen to miss the progress bar loading thinking it'll load faster
so in the high ping vs low ping, what would it look like for someone who gets 5-20 ping instead of the "low" 60 tested in the video? Would holding angles be even stronger? I play on swedish server when almost everyone has ping extreamly low.
the peeker's advantage is always a thing in fps games. No matter how low your ping is, there is always a delay from the server side upd: so it depends on the game optimization. You almost don't feel it in cs; however, in something like eft, it's just stupidly advantage
Not if your ping is the same. However, you're not going to get punished as severely as every other non-swede doing the same thing. I love having 60-80 ms when every fucking smurfing 5 stack Markus, Lars and Nikolai has 5 ping.
man i play eu and every opponent has under 20 ping every match someone on the enemy team has 5 ping and i get 40 - 1000 because sometimes mid game my internet spikes
take this with a grain of salt cuz i just play the game and have seen videos on the topic, so my technical understanding won't be perfect: my understanding is that peeker's advantage isn't that much of a thing (ping wise), since while the high ping peeker may see you sooner, it also takes longer for his bullet to reach the server. what you actually have is more like unpeeker's unadvantage (angle holder disadvantage), where the peeker's advantage you see is mostly determined by how high the ping of the person holding the angle is. 5 = barely any, 200 = a ton. obviously there's the general human benefits of peeking out on someone (crosshair placement, your head could be in different angles, etc) but having high ping shouldn't generally make your peeker's advantage too much better. (though, ping definitely does play *some* factor) that being said, i couldn't find a way to test out it potentially being harder to deal with someone swinging on you with high ping, which wasn't addressed in the video about peeker's advantage i'm referencing. tldr; the lower your ping, the less of a disadvantage you have while holding angles, but you don't lose much of your advantage while peeking into people because it's the ANGLE HOLDER's ping that matters... so far as i understand.
@@vooCSGO this seems close to what I experience on a daily basis, as someone who lives literally 20-30 minutes away from one of Valve's east coast data centers.
on doors that you can't blow up with a 5:48 nade like squeaky on nuke you can do 5:50 damage with maids as if the door wasn't 5:53 even there There's a little structural ambiguity in this sentence
2:44 they changed this in an update. I forget the specifics but the Molotov and Incendiary grenade did different damage based on armor or not but they changed it to make them equal.
There is a very infamous clip of someone in a pro match losing a round because they walked through a molotov thinking the armor would protect them. Valve changed the way fire damage works literally *right* before that match.
bhoping through molly can cause less dmg if you have gathered speed already, plus, jumping when half way through molly if timed right stops the last tick of damage also.
I tested and busted one of my own today- Myth: The slow from tagging doesn't affect your movement precision penalty... Busted. Speed is speed, recommend you move and shoot while being hit.
ONCE in roughly 5,000 games played on CS:GO matchmaking, I can confirm 100% that I was able to drop my gun into the next round and bring TWO guns into the next round. I should have downloaded the match and recorded it. I hit E right as the round was cutting over and brought the gun with me. This was in roughly 2018.
Funnily enough, the nade caused server crash at the end was actually something you could do with just 2 people in competitive back when zeus cost only 200 and wasn't limited to only like five per person. Don't ask me how I know that, we did report it at least 👀
1:43 that’s always been a thing.. not necessarily a bug, the player model flinched after the first dink. So from some angles in theory the flinch is like a duck out of the way almost lol
3:37 at the start of every match there is a chance the monitor is on. Every round there is a chance the monitor is off. Once the monitor turns off, it won't turn on again.
You used to take armor damage from molotovs and incendiary grenades in a much earlier version of CS They changed it for some reason, maybe because it doesn't entirely make sense when your legs are unarmored
I remember it was super bugged and inconsistent. Eventually they gave up trying to fix the bug after a few attempts and now its a feature. If i remember correctly having armor halved the damage taken, but only worked like half the time too.
Another way to drop down without making sound is to crouch as u walk off the edge, and then let go of crouch as you are falling (this only works if the height is low enough for u to crouch jump up it)
I cannot believe I could hear the differences between a smoke and a flash, but not bombsite A and B sounding different, that would have been so helpful.
idk what you did, maybe it's the music, maybe it's the voice, maybe the script. but this shit suddenly looks like a high quality video. Congrats. keep it up
i remember seeing some sort of smoke bug where you have two smoke close mists and you kind of see enemies like some type of ghost, is not too obvious but enough to spam some bullets through it. Or it was a HE exploding behind smoke, i don't remember exactly. Something like that and i suppose just in certain places. The place i remember was on dust2 mid doors and was able to spot t's walking through the smoke.
Similarly, one that he missed is looking at/away from the bomb. It used to do less damage if you looked away from the bomb while exploding, but it doesn't work that way anymore.
The CS 1.1 Easter Egg only has a chance of showing up when you load onto the map and will stay in that condition until the match is over, also if the easter egg is appearing and someone shoots the PC the Menu wont show up for the rest of the game
1:50 i mean if you get hit in your helmet irl i don't think your head will be perfectly still to give him a second headshot so i believe the head flinch is justifiable
I swear fake reloading used to work like 3-4 years ago. I remember that I noticed that it doesn't work like 2 years ago but I am sure it worked beforehand, but patch notes didn't say anything
at 2:38 you didnt even come close to bhoping properly, doing it properly at 300 speed (which is the max you can get in mm) you take around 36~ damage going the full length of the fire with armor.
The smoke under map you did at ct on B was not caused by the food but for some reason there is something weord woth the floor there where smokes can roll down under
Actually when you throw nades with doubleclick, letting go leftclick will make throw shorter overtime towards rightclick distance and letting go rightclick will make throw longer overtime towards leftclick distance. So it's: - Left click - Right click - Double click - Gradient between double click and left click - Gradient between double click and right click Fool around with these (press double click, let go left click, double click again, let go right click, repeat) and you'll see even model of hand will move a little bit forward and backward modifying throw distance. This also works with leftclick and then followed by rightclick or rightclick followed by leftclick. Not sure about smoke, but here's some effects of my consistency research (AFAIR valve fixed that, but haven't tried that long time so I may be wrong): - It doesn't work on every ground. There are parts of maps it doesn't work - Make someone stand in a way to see side of his foot - Left click throw in such way it lands right before the foot - (my hypothesis) smoke gets between two colliders: foot and ground and is thrown underground (worked with everything except molly)
Thanks alot for the last tip, will make sure my team buy enough nades to prevent enemy team from saving this awp that we have dropped from losing the round
useless fact: switching does reset your accuracy, so it used to be faster to quick switch after jumping with a deagle than wait for the accuracy to return
That bhop one is funny bc I can literally legit hop like 300 speed above the 350 cap, swtg I can reach 650 (ttakes a lot more hops than would be effective in game, I can only make like 450 in a real game effectively)
I've literally seen the old CS menu on that computer twice in my like 7000 hours of playing (maybe 2000 of those on inferno because I love that map). It CAN happen, the chance is just really low. You didn't bust anything with this myth, it's actually there, even if you had bad luck or smth... Idk, I don't always rush aps, but I've seen it twice.
Not 4 distances on nade throws, its 3, 2 of them had the exact same trajectory. So it is left click, right click, then left click and right after, for the half throw
leetify.com/voo
edit: 9:29 - these sounds are backwards. the B site one is actually lower pitched.
1:55 - for some reason in testing I was only getting 4 distances, but it's actually infinite.
sorry for the mistakes, usually they don't slip through but I guess they did this time :(
thx to the comments for letting me know!
ratio
sup baby's
I don't have high ping but my computer maxes at 60fps. Do you think the angle thing would account for relatively low frames too, especially compared to like 200+ fps players?
@@thericepotato5847 yes if a player has 400 fps or 300 fps he can see u faster
Voo is it true CS Go Source 2 was delayed, and Will not be ready Next week?
Do you know anything about that? are you under an NDA?
1:55 is actually infinite distances, if u hold both clicks and let go of one of the clicks, depending on how much time passes since you let go of that mouse button, you'll throw different
i tested that and it continually only threw it at 4 distances. maybe i just ended up in a glitch? lol
@@vooCSGO I think it's a glitch, because I've tested it on my own and I got a huge variety of distances.
@@phantomstranger1125 yeah just tested you're 100% right, idk what happened in my initial testing lol
@@vooCSGO yeah i just knew that off the top of my head cause i had a somewhat decent HE lineup with one of those throws
@@vooCSGO Also, isn't it 5 ways to throw? depending on whether you let go of left or right click first
"Bunnyhopping through molotovs doesn't let you take any less damage" - proceeds to literally fail every bhop
lmao yeah, he should've shown the actual damage output of doing it correctly if he wanted to prove a point
think the point of it was to show that you probably wont be consistent enough to do it every time and should factor that in
there even is a command you can put in the console that allows you to just hold spacebar and bunnyhop automatically. lmfao
"You probably aren't going to do it correctly"
@@Daniel-ko3zp disabled in mm
I enjoy cbt
Lmao same
What do you think is worse? A trans person having intercourse with you knowing that you put your d inside someone's d or cbt?
Phenomenal, simply delightful
same
Yessss
Fall damage difference happens for the same reason as the jumpthrow difference: air acceleration is calculated at different intervals (1/64 vs 1/128).
Also, 64 and 128 tick have different damage/hitbox register due faster ticks mean you will deal more damage than slower ticks. If you set at 32 ticks, you will deal even less damage from falling and setting to 256 ticks can cause lethal damage even on low jump.
This kind of mechanics were applied to other games way before this game released.
2:50 I remember at some point there was actually a difference between a T Molotov, and a CT Incendiary. I think it was an armour mattering difference, but I *think* it got patched out years ago. But it *was* true for *one* of the grenades a long time back
idk if its fixed but incendiary used to deal less damage if they had armor
Wasent patch so much as they were made so that no fire from either grenade had an advantage over the other.
Essentially Molotov dealt more direct damage to your health while the Incendiary did more damage to your armor.
By the time your enemy makes sure the reload sound was short enough to be a fake he's too late to peek anyway, so you can catch a dude REALLY willing to push that smoke with your fake reload, since he has to react fast. Seen pros do it successfully. I'd say the thing to make it believable is not the reload itself but more the amount of bullets you spent before "reloading". If you reload after firing 3 bullets, fewer people will fall for it.
Man I super appreciate these, it's like a nice series of very concise back-to-back "things you SHOULD and SHOULDN'T be doing" and even after like 8 years of this game I still learn a lot from these great myth videos
8 YEARS? SHEESH
@@nativenugget I'm playing for 10 years...
Aww... People thinking 8 or 10 years is a long time to be playing CS... lol. I played the beta of 1.0... In 1999.
@@benhaney9629 You are newbie and we are talking about Cs:Go...
8:00 dropping gun into next round: I managed it once, but it was different:
1) played as a bot
2) press Drop on last tick
3) bot dropped the gun at spawn, when everyone respawned
thats actually super cool thanks for sharing!
3:47 I was told 1.6 monitor appears at round 7 or 14
ALSO idk where people keep saying Qing during reload shortens reload speed. its meant to CUT THE RELOAD AUDIO SHORT like the animation of pulling the bolt back for must guns so instead of 3 sound queues (dropping mag, slapping mag in and pulling bolt back) for a realoads its only 2 (dropping mag and slapping mag in)
9:33 It’s the other way around, A has a higher pitch than B :)
I hear the opposite o.O Plus A plays two sounds simultaneously I believe.
you're right. somehow i got the audio lines backwards in the timeline cuz the bombsite is labeled correctly lol
I was just about to comment this, A site plays the C note, while B site plays the A note. Its confusing, but also very useful in maps like Nuke xD
6:28 there's a youtube video by Kerluck that explains why that's the case. He explains it way better but the jist of it is that 128 tick updates twice as much as 64 tick and fall damage is determined by z-axis velocity. When falling on the sandbags in vertigo for example, the player will be much closer to the sandbag on 128 tick before they land compared to 64, and due to their velocity, they will take damage.
I have taught you well.
@@Kerluck Lmao
6:12 it's probably because the fall distance is measured by the time you travel to the ground(in ticks) and then it's rounded up to HP. As you could intuitively guess different number of ticks makes different results.
It would be an extremely amateur error not to use delta time for this, plus if this were the case, the damage would be doubled.
@@cpthrki5852 No, it wouldn't have to be. Imagine 64 ticks meaning one second passed and same 128 tick one second has passed. Whereas it wouldn't be so simple 1 second = 1hp but for example 20. Then if you have more ticks you can more precisely measure the fall damage. And yes it would be dumb.
@@Beeblebr0x Ah I see what you mean, it probably captures slightly more distance than 64 tick in some cases because it's more accurate. That could very well be the reason.
@@cpthrki5852 Yep, it has double the data to make its calculations with, so naturally it makes sense that some would round up and some would round down, resulting in slightly different values between engines even with identical settings.
@@Beeblebr0x that makes a lot of sense
7:42 About the dropping part in "Gun Into The Next Round"... If you drop your gun VERY early at the start of a round, which I used to think was the very first tick of a round, you will drop your gun right behind yourself instead of throwing it in front of you like a normal person. Could that be related in some way?
Probably a ping related thing with the server not updating the way you are facing in time for the first tick. That's my guess
@BITCH NIGGA I guess what happened is that because of latency the command only arrived at the server after the round ended, but because it was sent when you still had control of the bot, the game applied it to the bot instead of you.
“pros dont fake” is the line i use when the bottom fragger has to clutch and his only hope is defusing the bomb kekw
9:05 moments before disaster
2:08 thats a dog?! This whole time I thought it was like a motorcycle in the distance
Bruh how
You need better headphones, my friend
for tick rate changing fall damage i suspect it has to do with how they calculate falling speed. more samples/ calculations would slightly increase you falling speed up to a limit, and id bet that 64 and 128 are far enough below the limit that going up increases damage taken for some specific fall distances and speeds.
Yeah that seems plausible
The bhop through molotov actually does help. If you bhop right of course. It's actually my favorite thing to do on dust II catwalk as CT. Throw a molo at the bottom of stairs and if you bhop just right you get the jump on the person across from the fire
5:48 "Doors that can not break with nades like squaky on Nuke"
Showing a clip of squaky on Cache that cannot break but squaky on Nuke can
I was just thinking that voo has not uploaded in a while and BAM!
Thank You VOO
Another myth that still comes up time to time somehow:
Looking towards the explosion when the bomb goes off doesn't reduce damage. That used to be the case many years ago, but it has since been fixed.
4:50
Another fun fact: you don't even need to press "s", just let go of "w"
The bomb sounds being different for each site blew my mind.
Switching weapons to skip the reload animation thinking it'll reload faster has the same energy as not loading at your screen to miss the progress bar loading thinking it'll load faster
Here is one for u man
U Can get a knife headshot if u go into arms race and get a collap kill with the last gun before the Golden knife
7:50 does anyone know if this works when u switch sides
The smoke trick on 5:30 was shown by monesy, either way very good job showing this trick. Nice video man.
It's truly astounding how easy the internet makes learning these days. Thanks for the tutorial, my guy.
so in the high ping vs low ping, what would it look like for someone who gets 5-20 ping instead of the "low" 60 tested in the video? Would holding angles be even stronger? I play on swedish server when almost everyone has ping extreamly low.
the peeker's advantage is always a thing in fps games. No matter how low your ping is, there is always a delay from the server side
upd: so it depends on the game optimization. You almost don't feel it in cs; however, in something like eft, it's just stupidly advantage
Not if your ping is the same. However, you're not going to get punished as severely as every other non-swede doing the same thing. I love having 60-80 ms when every fucking smurfing 5 stack Markus, Lars and Nikolai has 5 ping.
man i play eu and every opponent has under 20 ping every match someone on the enemy team has 5 ping and i get 40 - 1000 because sometimes mid game my internet spikes
take this with a grain of salt cuz i just play the game and have seen videos on the topic, so my technical understanding won't be perfect:
my understanding is that peeker's advantage isn't that much of a thing (ping wise), since while the high ping peeker may see you sooner, it also takes longer for his bullet to reach the server. what you actually have is more like unpeeker's unadvantage (angle holder disadvantage), where the peeker's advantage you see is mostly determined by how high the ping of the person holding the angle is. 5 = barely any, 200 = a ton.
obviously there's the general human benefits of peeking out on someone (crosshair placement, your head could be in different angles, etc) but having high ping shouldn't generally make your peeker's advantage too much better. (though, ping definitely does play *some* factor)
that being said, i couldn't find a way to test out it potentially being harder to deal with someone swinging on you with high ping, which wasn't addressed in the video about peeker's advantage i'm referencing.
tldr; the lower your ping, the less of a disadvantage you have while holding angles, but you don't lose much of your advantage while peeking into people because it's the ANGLE HOLDER's ping that matters... so far as i understand.
@@vooCSGO this seems close to what I experience on a daily basis, as someone who lives literally 20-30 minutes away from one of Valve's east coast data centers.
fake reloading actually works though it's not a myth, it's a great way of getting your opponent to over-commit while you are just waiting for him
This guy with even anhotter banger, New csgo coach! Love your vids man
5:49
but... you CAN blow up squeaky on nuke
on doors that you can't blow up with a
5:48
nade like squeaky on nuke you can do
5:50
damage with maids as if the door wasn't
5:53
even there
There's a little structural ambiguity in this sentence
yeah i was using squeeky as an example of a door that blows up. i can see how the wording is a bit confusing
If i remember correctly quick switching made the reload faster back in the day. But since then valve has patched it.
1:57 that chicken thought it was playing fetch
2:44 they changed this in an update. I forget the specifics but the Molotov and Incendiary grenade did different damage based on armor or not but they changed it to make them equal.
Reload don't makes ur reload faster,but makes ur movement faster to leave ur last position
There is a very infamous clip of someone in a pro match losing a round because they walked through a molotov thinking the armor would protect them. Valve changed the way fire damage works literally *right* before that match.
No he was dumb and didnt look at his monitor . He was high fiving while running with red hp
@@YOUNGSLIMELIFE you must be talking about a different clip because I remember very clearly this is not what happened
bhoping through molly can cause less dmg if you have gathered speed already, plus, jumping when half way through molly if timed right stops the last tick of damage also.
I tested and busted one of my own today- Myth: The slow from tagging doesn't affect your movement precision penalty... Busted. Speed is speed, recommend you move and shoot while being hit.
It's a good day when voo uploads
ONCE in roughly 5,000 games played on CS:GO matchmaking, I can confirm 100% that I was able to drop my gun into the next round and bring TWO guns into the next round. I should have downloaded the match and recorded it. I hit E right as the round was cutting over and brought the gun with me. This was in roughly 2018.
2:00 if you push right click or left click when you push all in the same time, your flashbang or granade is released at a different distance
Funnily enough, the nade caused server crash at the end was actually something you could do with just 2 people in competitive back when zeus cost only 200 and wasn't limited to only like five per person. Don't ask me how I know that, we did report it at least 👀
2:50 t-side molotovs also deal more damage to armor than ct-side molotovs
2:44 You tried with molotov? It does more damage against armored enemys than incendiary
9:29 Actualy A has the higher tone.
it actually doesn't do more dmg vs armored enemies (tested it in the 1st myths video!), but I didn't test molotov vs unarmored, i'll go check it now
@@vooCSGO does it?
@@nativenugget couldn't find that comment to edit it later, no the dmg is all regularized
1:43 that’s always been a thing.. not necessarily a bug, the player model flinched after the first dink. So from some angles in theory the flinch is like a duck out of the way almost lol
3:37 at the start of every match there is a chance the monitor is on. Every round there is a chance the monitor is off. Once the monitor turns off, it won't turn on again.
props to this guy making me know what to do in high ping
It's 3:39 here good time to watch this video
2:00 I have 3k+ hours in CS and never knew you could double click nades to throw them further.
9:05 The bhop peek lmaooo
You used to take armor damage from molotovs and incendiary grenades in a much earlier version of CS
They changed it for some reason, maybe because it doesn't entirely make sense when your legs are unarmored
I remember it was super bugged and inconsistent. Eventually they gave up trying to fix the bug after a few attempts and now its a feature. If i remember correctly having armor halved the damage taken, but only worked like half the time too.
That's not a myth. R sound when you press R is enough to convince an enemy to peek.
Another way to drop down without making sound is to crouch as u walk off the edge, and then let go of crouch as you are falling (this only works if the height is low enough for u to crouch jump up it)
1:36 *Team Fortress 2 trickstab flashbacks*
5:48 “On door that’s you can’t blow up with a nade like squeaky on Nuke…” Cache*
Pro's don't fake isn't a myth. It's a burn you will be told once and never forget.
4:10 you can smoke in the ground by first mollying someone then smoking him by hitting him with the smoke
The last round gun drop is actually brought back in cs2, I had it happen to me 2 days ago
The nuke vent thing tripped me out
I cannot believe I could hear the differences between a smoke and a flash, but not bombsite A and B sounding different, that would have been so helpful.
idk what you did, maybe it's the music, maybe it's the voice, maybe the script.
but this shit suddenly looks like a high quality video. Congrats. keep it up
i remember seeing some sort of smoke bug where you have two smoke close mists and you kind of see enemies like some type of ghost, is not too obvious but enough to spam some bullets through it. Or it was a HE exploding behind smoke, i don't remember exactly. Something like that and i suppose just in certain places. The place i remember was on dust2 mid doors and was able to spot t's walking through the smoke.
“It’ll crash your server” yeah it also used to crash all those idle for stattrak/drops servers… trust me
I found this weird occurrence when throwing a frag behind a smoke. It causes a silhouette to appear of anyone in the smoke.
The growling dog behind the door when people walk past - is from earlier versions of counter strike.
A few of the myths are basically old ways of how the game worked. Such as the quick reloaded but got patched.
Similarly, one that he missed is looking at/away from the bomb. It used to do less damage if you looked away from the bomb while exploding, but it doesn't work that way anymore.
4:50 , EVERYTHING I HAVE KNOWN IS A LIE! 😔
i knew next to nothing about csgo. and now i know even less
8:34 finally ct can bring the ball home
The CS 1.1 Easter Egg only has a chance of showing up when you load onto the map and will stay in that condition until the match is over, also if the easter egg is appearing and someone shoots the PC the Menu wont show up for the rest of the game
The opening and closing of the vents flaps is first time for me even after a thousand hours with this shitty addicting game.
i still think starting the reload audio could be used to encourage an enemy to swing right when they heard it start
9:05 dude was flyin
I have played this since 2013. And I never knew you could close the vents on nuke
This feels like a pro friend giving me tips and advice
I'm so confident, yeah, I'm unstoppable today
voo is a joy to watch
You'll hear from my lawyers.
Fake reload is something that worked in old CS, but not CS:GO, it just stuck around like 400 dpi and 1024x768 resolution.
1:50 i mean if you get hit in your helmet irl i don't think your head will be perfectly still to give him a second headshot so i believe the head flinch is justifiable
I said 16 seconds. I can die in piece now.
I swear fake reloading used to work like 3-4 years ago. I remember that I noticed that it doesn't work like 2 years ago but I am sure it worked beforehand, but patch notes didn't say anything
yea it used to work back in the day, it was so good I really did it all the time :D
5:50 its cache not nuke
I dropped my gun at the last frame on warmup and it was a pistol and then entered the match with no pistol. Only happened once.
Fake reloading still gets your enemies to push you 9 out of 10 times.
at 2:38 you didnt even come close to bhoping properly, doing it properly at 300 speed (which is the max you can get in mm) you take around 36~ damage going the full length of the fire with armor.
As a HS enjoyer I hate it when you can’t double sink kill someone. The head should tilt to the exact opposite side you are getting shot from.
The smoke under map you did at ct on B was not caused by the food but for some reason there is something weord woth the floor there where smokes can roll down under
Actually when you throw nades with doubleclick, letting go leftclick will make throw shorter overtime towards rightclick distance and letting go rightclick will make throw longer overtime towards leftclick distance. So it's:
- Left click
- Right click
- Double click
- Gradient between double click and left click
- Gradient between double click and right click
Fool around with these (press double click, let go left click, double click again, let go right click, repeat) and you'll see even model of hand will move a little bit forward and backward modifying throw distance. This also works with leftclick and then followed by rightclick or rightclick followed by leftclick.
Not sure about smoke, but here's some effects of my consistency research (AFAIR valve fixed that, but haven't tried that long time so I may be wrong):
- It doesn't work on every ground. There are parts of maps it doesn't work
- Make someone stand in a way to see side of his foot
- Left click throw in such way it lands right before the foot
- (my hypothesis) smoke gets between two colliders: foot and ground and is thrown underground (worked with everything except molly)
2:31 you didn't even perf of course you will take more damage if you travel slower?
Thanks alot for the last tip, will make sure my team buy enough nades to prevent enemy team from saving this awp that we have dropped from losing the round
fake reloading does work if you know when to switch the guns at the right time depending on how you're trying to feign someone.
useless fact: switching does reset your accuracy, so it used to be faster to quick switch after jumping with a deagle than wait for the accuracy to return
9:05 what was that second peek?!?
That bhop one is funny bc I can literally legit hop like 300 speed above the 350 cap, swtg I can reach 650 (ttakes a lot more hops than would be effective in game, I can only make like 450 in a real game effectively)
5:24 WHAT I never knew that with 3000 hours
I've literally seen the old CS menu on that computer twice in my like 7000 hours of playing (maybe 2000 of those on inferno because I love that map). It CAN happen, the chance is just really low. You didn't bust anything with this myth, it's actually there, even if you had bad luck or smth... Idk, I don't always rush aps, but I've seen it twice.
Not 4 distances on nade throws, its 3, 2 of them had the exact same trajectory. So it is left click, right click, then left click and right after, for the half throw