CS2 will never be the same...
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- Опубликовано: 1 мар 2024
- This is the biggest update CS has gotten in a VERY LONG TIME
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CS2 will never be the same... but is that a bad thing?
Check out Skins Monkey here: skinsmonkey.com/r/AUSTIN
I think it's always cool to add more dynamics or to shift them but i agree it might be to close to the major for a change like that. Wouldnt be too surprised if they use old spawns for the tournament.
Overpass changes make a lot of sense, in pro play, overpass was heavily CT sided and the changes indicate that Valve try to change it.
Damn bro i literally just learned all the instant window smokes like a week ago
Hahaha
switch to valorant
@@thishandleistaken1011 LOL
i learned all insta window smokes a day before :)
@@derangod that blows
for most maps i understand the annoyances with the new spawns and how it could effect the timings and gameplay, but as someone who hates inferno, especially cs2 inferno with the instant bottom mid smoke from ct spawn, it makes the map feel more playable. i like both cs and valorant, but inferno has just become what every cs2 player that hates valorant, says valorant is. utility dump and waiting till its gone. thats what inferno is. I think it will make the maps more fun and less frustrating while playing on t side in general.
I think everyone hates the crutch abilities in val not the util dumps
inferno - best map in cs ever...just you are noob
cs2 inferno is too claustrophobic for me. Banana is just a molly nightmare with a roof now, Mid A now has an arch over it, and T stairs just gets insta smoked
@@godblessusa1111 i think he is talking about instant t smokes from ct due to no skybox
But tell me how in pro play t-side of inferno is better side? If it was so CT-sided it would be seen in pro-play the most, but it's not.
I feel so weird in this inferno-hate situation, because even though I play in quite high premier elo (top5%) it's not really that bad and I enjoy playing it just like I loved the CSGOs version
At the lower levels most people don't know how to leverage their spawn point but for higher level and pro CS I sense an overall shift towards faster game play. I think valve has had a war on passive/slower tactics ever since Cobblestone got ripped out.
this is actually real wtf
Rip to all the dedicated people that actually learned the esoteric instant smoke lineups
I learned 2 on ancient as ct, and was about to learn a couple for every map. Glad i didn’t 😂
Vertigo goes from my favorite map to my least favorite. Fighting for ramp is so much harder because the guy yellow beats all of your utility except the yellow flash (which is trivially dodged).
Vertigo was wayyyy too advantaged for CTs for Premiere matchmaking with random teammates. As a T, you would rush A ramp every single buy round due to the chokepoint at B requiring too much coordination and lineups and being too exposed and lined up on the way up stairs. If you couldn't take stairs, B isn't an option. Meanwhile, you could push up A ramp with utility and you actually have the chance to rotate if you want. With B, if you can't get to stairs, the site just isn't an option on a buy round. The problem with mid is that you feed utility to the CTs on buy rounds, which is how CTs hold mid. B rush eco if you have good spawn, mid rush eco if you have bad spawns, A ramp every fullbuy. That got repetitive extremely fast.
molly and combine with 2 flashes and switch up which on you peek on and combine it with a ramp molly/flash while that guy crosses sandbags
like relax you have options
Maybe the Ts will actually have a chance now instead of just having to sit behind ramps smokes for half the game🙃
As a hold W enjoyer you've just explained why I'm doing so much better on T side, especially on Vertigo. I haven't played Overpass yet but CT A Short rush did need a slight nerf.
didnt you have like close to 4000 subs like a month ago???? time flies
also congrats on close to 30k
What I really like is how they spread out the spawns so its much harder to get blocked going out of spawn on some maps like t vertigo.
Seriously great insights man! I think this ultimately makes CS more complex and exciting, even if the adjustment will be really jarring
Very insightful, thanks Austin
I agree with you that this change is significant and pushes to early duels
love you attention to detail bro, keep it up
Thanks for the vid, I didn't bother to look at spawn changes and now i see how i can abuse it
While I am happy about consistency, it feels off as counter strikes spawns were designed to be random to encourage replayability and variance. I get that having the bad spawns were really bad and not fun to play, but making almost every spawn good might decrease creativity on how to play the spawn situations. I think of CS spawns like I do when I play fishers random on chess (chess 960), where it was designed to be random to test players general knowledge of chess. I personally dont like that randomness is going to be mitigated , as in chess AI would be used to brute force and simulate the best possible strategies on a static field. Chess now is all about memorization of the openings and after x moves understanding of chess.
Yeah, at this pace they could remove the random spread and leave the static spray patterns for consistency.
Love the Chess960 example, because that's exactly how I feel about this change. I kinda think of random spawns as the opposite of something like Valorant (not that I'm a hater), where the timings are fixed since the barriers are always the same. But I guess I also like memorizing specific openings in standard Chess, so either way works - at least when it comes to Chess.
I've noticed this in my gameplay too. Makes the awp opening duels much harder on vertigo on CT for sure.
This perfectly explains why I was having such an amazing time taking Top Banana Control early on Inferno because i kept beating most of the nade timings
Makes Inferno a tiny bit more playable now.
3:45 I feel like you answered your own question, but i'll keep watching c: haha
I definitely agree that doing both the CT and T changes feels like a little too much and it's a weird to do it so close before a major. But I kinda welcome the change for Overpass, I always felt like CTs getting early fountain control was a little too much and significantly limited what the Ts could do early on.
Great video talking about an aspect of the game that a lot of people overlook
idk how you don’t have more subs. most underrated cs channel
bro, i love cs. i play since 2004. first it took me time to get warm
with cs2. and still im very critical and skeptical with it. but some things
like removing rounds has more effect on the game than talked about.
the economy was never adapted. valve said they remove rounds to
make games shorter ergo better for players and viewers, and to en-
courage more retake scenarios. every tournament ive watched so far
had even less retake attempts. holding onto your guns is even more
important, since you have that much less gun rounds. and we are
not even getting into the design of some of the old maps, with very
narrow choke points, single entries, wide and long smokes. keeping
the maps the same in design while removing rounds and keeping
the same economy is something that makes no idea in my head
from a logical standpoint.
Hi austin, would you make a video showing the timing and meeting points with the new spawns?
Thanks.
I really feel like they changed those spawns to change the T/CT strong side in each maps without touching anything else. With new smokes some dynamics of iconic maps have changed, vertigo was heavily ct sided on go with over 63% ct wr, dropped down to 52% ct wr in cs2. My guess is that these spawn changes aim to balance that. Doing it right before the major tho, not sure why
Now I totally get why I got crushed in mid on Overpass last night😭
I think this was an interesting update. This may change completely how players will play their positions on the map, on pro and also lower levels (just like it was on dust II).
Pro teams separate who plays which position on the map and now it might be interesting to always play based on your spawn, which may lead people to practice more positions and reward who has more flexibility.
Flashback to Berlin 2019 major when vertigo timings where changed and Astralis destroyed Liquid on it. Not just cuz of the timings but it certainly played a role
Great video! Love the content. Keep it up :D
Just played vertigo and the new spawns have made the map sooooooo fast paced, it’s definitely effected a ramp more than it has b stairs when playing default
So that's the thing people were complaining about I guess, that we had 2 smokes at ramp, random spams and that's the gameplay, now vertigo should be more exciting to watch.
Great video again! Can you tell the command to see those spawns?
i think valve just wants T side to be swing and don't stop running
Does Austin have a Strafing, Counter-Strafing video by chance?
Im gonna miss the spawns in the back of CT on mirage.. I used to jump onto my teammate's head if they spawned there XD
Sorry but am I being stupid here? I swear the patch notes said that your position only saves when you reconnect and not every time? Or is this one of those hidden changes again?
great video, what's the cvar to show spawnpoints ingame?
Pro play: before game starts seat change 😂
Sounds like a very experimental set of changes.
Thank you for the update, I had no idea this changed!!
Wow I never realized they changed the spawns. Will definitely be trying to be more aggressive on t side
inferno finally may become enjoyable after 25 years
Idk why every map doesn't have 6 spawns for both sides, having only five might make the timing stale and rushes obsolete,but both teams having a chance at a god spawn would be fun, adding randomness for the sake of randomness is weird,will make the game faster which is maybe the direction that valve wanna take for cs2 , utility will be more important for CT sides
6 spawns with one god spawn could work for Inferno or Overpass but it doesn't really work for Mirage or Anubis. If T side Mirage had six spawns where would you put the god spawn? Toward mid/b or toward A? where would you put the god spawn on Anubis? toward A or B? this is why both of these maps have more than 6 spawns on T side.
gotta cater to the brainrot tiktok kids, god forbid anything just stays slow
Imo this is only a good thing, it shifts the meta of util usage that has become stale on most of the maps changed and forces a rethink.
It lets both sides actually fight for spots instead of having sit back and wait out the instant nades, hopefully making rounds more complex, as uou cant just instant deny latge parts of the map due to spawns.
Very interesting. I wonder if any teams are digging in (or have time) on this before the major, and if someone can take advantage of this already. Will be interesting to see.
They are all studying the new timings what do you think
@@Paultato Obviously, just wondered if they have enough time to actually make something useful out of it. We'll see.
I just wonder why its such a big deal for some players to always play the same site. Part of the info an enemy team gets is which player they killed, so switching up and adapting to a different site can throw them off.
So for example you have a very bad spawn to B, why dont you just switch with someone who has the best spawn for only that round? That player would be prepared for the rush and if the enemy team is not paying too much attention they wont notice the name being the A player for example and need to keep guessing the opponents tactics when it comes to rotations when the B player arrives or even if they notice, they might play more careful and slow since they didnt kill the "B player" yet. Just my two cents.
Thx 4 the info!
this is actually huge
i remember you calling out for this change in your podcast with voo.
I think all of the changes make perfect sense, eg. Overpass fountain utility being nerfed because everyone played them every single round, better T-spawns Inferno to give Ts other options than to wait for 1 full minute of nade spawn, adding randomness to Ancient T spawn to make the map less T-sided, or forcing people to think a bit more about possible Mirage tactics than just instasmoking mid and working from there, even if it's only a second or two.
I just learned the Anubis instant smokes...and then I wake up to a bunch of new spawns 🤯🤯
what's the maps you're using to show this, with the util and stuff?
It's good, and to make a similar but not really close comparison I guess LoL already made this over the years with patches that makes the game feel fresh. I would argue its important to change things up and force players / teams to adapt which also makes it hopefully more fun to watch when its more dynamic / randomness
almost positive the change to T mirage spawns was to elim a lot of the instant window smokes on purpose
Thank you for the breakdown sir
What server/map is this that you play on? Flying nades standing in the air and stuff :D
may be im crazy and i didnt watch full video yet but i feel like when you lose a lot of rounds in a row on T side, sometimes all 5 dude can get a good spawn for like a B rush
Nice video man, very useful
Finally, MR12 won't be boring.
i think it'll be cool to see how the pros perform when they're less certain about everything. in a new environment yk
not that i'll be able to see the difference - i suck. but the concept of pulling the rug out from under the pros i think is cool. obv tough for them, but it'll definitely add another dimension of who are the best players, who's adaptable and such
Really good input, thank you
What's the command that you used for showing spawnpoints?
why is there floating utility throughout this video??
I think inferno is the most effected by the change and probably worse. The whole point was to fight for Banana control. Now the fight is shifted past banana into site.
The Inferno, Overpass and Vertigo changes all make sense to me, getting bad T spawns on those maps was rough, but the Mirage and Anubis T side changes I genuinely don't get at all. Maybe they don't want Ts to throw insta window smokes as much on Mirage and maybe they want T side Anubis to be more chaotic for some reason??? I have no idea.
seems weird for a map to have 5 set CT spawns but like 10 T spawns that can just randomly be better, rng spawns in general
guys, how to enable those spawn xD, i really need it
How did you get the spawn preview boxes?
refrag server
pretty cool changes imo. Takes out the radomness of a few maps such as CT Overpass and T-side Inferno.
Can‘t wait to fight B-Stairs Vertigo with these crazy spawns 😂
if there is no bad spawns wouldnt that mean they are all just kinda the same now?
this is gonna make for a really fun major at least :D
a legend who doesn't get sponsored by gambling sites
I think we will see much more gamble bets on CT side when it comes to defending, on inferno imho we will see 3 cts going banana/B at beginning of round or even 4, because it's much easier imho to retake A on it. And I think we might see similar stuff on few other maps.
Since few updates, we got slow server frames all the time, wheeey.
there will be major implications at this major. ;)
They just balanced T and CT sides of each map by just changing spawns or removing some...thats genius although idk about nuke changes
Im a case study as I always get great spawns!
Is this gonna buff donk since he wants to take as many possible duels?
Rip instant window and top mid from ct mirage lineups
Removing insta window smoke on mirage means saving 1 molotov at the beggining of the round, it actually means a lot
Mollying the insta window smokes is not really effective in cs2 anymore. Due to the volumetric aspects and the increased smoke size the window still just gets smoked of perfect with most insta smokes.
Great change for after the major. Before - not so much
How to highlight spawns like that?
thanks for the video, and your break down on timings. -confirmedanimal
So if the timing are new it will break every map
So taking luck out of the equation is bad? I havent finished the video but it seems like a good change
Intrestink analys.
Wait, Valve really hasn't patched the smoke seam exploit before the Major??
Typical Volvo having no clue whats going on just hiting checklists
What is the purpose of random spawns?
Thats Valve nerfing donk's timings
Nerfing? He will have even better timings now :D
How? He's incredibly aggressive even with bad spawns. If anything this change was made for aggressive players like him.
Did you and Voo talk on a podcast or something?
Did you call "Playground" on Overpass "Party"? "Party" is where the picnic tables are, hence the balloons
Wish every map just had 5 spawns
the spawn should be balanced
rush b don't stop
Feels as though they're trying to turn cs2 into cs source or early csgo
I think most changes were fine but personally I'd remove the best T spawn on vertigo and move CT banana spawns slightly forward to compensate for the new timings. I wonder if valve is thinking of this as a way to punish CT agression in mid and they want CTs to start 3B more often due to the risk of a rush.
glad didnt learn instant lineups lol
inferno changes are definitely good, CTs used to perma-OWN banana with the new mollys
Not really
does someone have a link to those workshop maps?