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In this post, I'll give you some CS: GO commands which allow you to troll your friends/bots or do things that you can't normally do in casual games. Cs 1.6 wall hack headshot games. Code: Changelog v0.90 24/10/2020 - fixed to newest server patch v0.89 03/07/2020 - removed some icons to speed up the loader v0.88 22/03/2020 - minor bugfixes that appeared in Season 6 v0.87 09/02/2020 - fixed vehicle ESP for motor gliders - added c4 to explosives esp - added offsets for Karakin map v0.86 02/01/2020 - fixed.
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[GO] My CSGO Wishlist (also posted to /r/GlobalOffensive)
- Pistol Balance
The pistols right now are way too strong. It seems that eco rounds are won just as often as buy rounds. It almost doesn't seem logical to buy a Famas/Galil or even a shotgun or SMG right now when you can just as easily pick up a $300-500 pistol and do just as well. In my opinion only the Deagle and R8 should be able to 1-tap a helmet, maybe Tec-9 and Five-SeveN at the range the P250 can right now. Running accurace should probably be lower.
- Landing Animation fix
Currently the animation that happens when a player lands in third person puts them (and their hitbox) lower than they actually are. You can be landing and headshot an enemy overtop of a prop on a map where they can't see or shoot you back because of this problem. Example. (not mine)
- "Headshot Boxes" removed
There are plenty of boxes on plenty of maps that are just short enough that you can see over with only the top half of your head being exposed. Think the box in the back of B Platform on Dust 2, or the box on A Platform that faces catwalk. Peeking should require you to show yourself, to take the fight, and expose yourself to tagging.
- 128 Tick Matchmaking
This just really should be a thing by now. The tickrate of a server is the number of times per second that a server and your computer send information back and forth, so the higher the number, the better the hit registry and more accurate the player location is on a server. By default, Valve official servers are set to a tickrate of 64, which is half of what the game and engine are capable of. Third party competitive services like ESEA, Cevo, and FaceIt all use 128 tick to make the servers feel better, but even Valve's new "Prime Matchmaking" uses 64 tick. Personally, I'd even pay a premium subscription to play on Valve official servers that were 128 tick.
- mat_postproccesing_enable 0
Post processing is on by default in CSGO and there isn't a video option to disable it. The only way to turn it off is with this command, but it's sv_cheats protected. Disabling post processing not only stops walls from reflecting light, which can be distracting or sort of "blinding", but it also increases FPS on lower end systems. It really should just be an option in the graphics settings menu. Example. (not mine)
- cl_wpn_sway_scale 0
Another cheat protected command that should be completely optional. This controls how much the weapon model moves when you swipe quickly. Making the weapon static isn't necessarily advantageous, it's just less distracting and cleaner to look at. Shouldn't be any different than adjusting the position of your viewmodel.
- Falling Accuracy tweaked
Currently as long as you counter-strafe when falling, you can have almost perfect accuracy when falling, about as accurate as shooting while crouch-walking, technically. It allows you to very easily land AWP shots while flying out of a window or jumping off a ledge when you should clearly be inaccurate. Example. (obviously not mine)
- Remove "Jump-Scouting"
You can accurately shoot the Scout while falling, so people will position themselves behind a player-height prop and jump up to take potshots at people while they sort of don't have anything to aim at. The jumping hitboxes being fixed a while back made this easier to deal with, but it's still annoying to see and doesn't make sense in a game like Counter Strike.
- Address the doors on Dust 2
So a while back Valve reworked the bullet pentration system and it made wood too penetrable to keep the wooden doors on Dust 2, so they replaced them with thick metal ones. Now, when it comes to AWP's looking down mid trying to pick Counter Terrorists crossing to B-Site, this works very well, but in late-round fights with rifles when the Terrorists are trying to push Catwalk, or get out Mid in general, it causes all sorts of problems with people strafe shooting or spamming with heavy machine guns. There's almost nothing you can do if you're the one further away from the doors. Something needs to be done.
- AWP Balancing
This one is a little open ended, but right now the AWP either needs to be buffed or it needs an economy change. It's in the worst place it's ever been and it still costs $4750 and only gives you $100 per kill. Something needs to be done. Bring back the "no-scope" or "quick-scope" accuracy, bring back the zoom peeks, up the kill reward, something.
- Remove Aimpunch
Does anybody like it? What happened to not having armor just making you take more damage? Not to mention the most obvious problem with it, you can even get aimpunched when you do have armor. It was a terrible idea originally and it's still terrible now. Cut it out!
- Address Decoy Grenades
Another open ended one, I don't know exactly what should happen with Decoy Grenades, but they're basically useless at the moment. When GO was in beta it was a neat thing, even on release it was still sort of useful, but by this point people can recognize the pattern immediately and are smart enough to realize that if nobody on your team is looking at an area and there's a red dot on it, it's a decoy. Honestly, my vote would be on removing it. It's utterly useless outisde of super specific situations and just ends up clogging your inventory stopping you from picking up a Smoke or something on the ground after the round ends. The obvious short term answer would be only making it show up on the radar when somebody is looking at it, preferably with a different icon.
- Sound Rework
CSGO has had very confusing audio problems forever, and it's still not in a good place. Valve have literally changed floor materials on multiple maps just to make footsteps sound differently on different levels of Nuke for example, because it's so hard to tell when somebody is above or below you. Something needs to happen here.
- Tweak Bhop/Stamina System
This one is easily up for debate, but as it is now bhopping is so inconsistent it's unbelievable. Most of the time it just ends up slowing you down overall, but then every now and then you seemingly get lucky and break timings by too much. For anybody who doesn't know, the current stamina system will slow you down to below run speed once you pass 300 velocity. My proposal would be that instead of slowing you, it just capped you, and putting the cap a bit low (so as not to break timings too much) to something like 275. Again, this one will take a good amount of debate and testing to come up with a good system that makes bhopping a little more consistent but not as strong as it was in the older games.
- Lower the screen shake when firing
I know, I know. Valve? I know. We all complained back in beta because coming from 1.6 the screen didn't shake enough to let the player "feel" the recoil, and it made it difficult to learn. Well, we've come a long way since then and it seems like less than a quarter of the current CSGO community has even ever played CS 1.6, so I think it's safe to lower it slightly. The command for this is 'weapon_recoil_view_punch_extra' and it defaults to 0.055, I'm suggesting it lowers to 0.040. You can test this out offline with sv_cheats enabled, let me know what you think in the comments below.
- Simplified Net Graph
So there was a Source mod around for a few years called CSPromod, which was sort of a knee-jerk reaction to the release of Counter Strike: Source that was aimed at bringing a 1:1 clone of the CS 1.6 gameplay to the Source engine (which is what CSS was supposed to be, but they cocked it up). Why bring this up? Well, they had an extra option for the net graph that was absolutley incredible. The command for it was 'net_graph 5', and it game a single line, with icons, that only showed loss, choke, ping, and fps. I think CSGO would benefit hugely from this. Now, Dota 2 Reborn got a similar feature with the Source 2 port, so maybe this is already planned. Who knows. Example. (look above radar)
- Better death animations
It's a small thing, but when you're spraying down multiple players that are rushing through a small doorway, sometimes it's hard to see which ones are dying and which ones are still alive. Something 1.6 still has over CSGO is that the death animations would be different depending on where you shot when you killed them, a clean headshot would knock their head back and sort of throw them into the air, made it very obvious.
- Built In Tournament System
This one would probably be the most work out of anything else on this list, but it's something I'd love to see, and something I think this game really deserves. Build in a bracket system with map vetos, all of it. The ability to use it for both 5v5 competitive matches as well as just 1v1 for fun would be awesome. You'd preferably have the ability to enable/disable overtimes or sudden death, be able to put skins on it with an automated system for rewarding the winner, stuff like that. Not only do I think this would add a lot of options for just groups of friends to have fun trying to get into the higher level competitive play with scrims and such, but I think it would also lower the barrier to entry for people wanting to get into hosting tournaments on stream.
Long post about wallbanging: How to improve it by looking at 1.6 and adding consequences to bad plays.
You can skip this part but I thought it was important to include.
This post is about my thoughts on wallbanging and why I think it should be changed in CS:GO. I made a big post about the movement in GO when the AWP was nerfed (https://www.reddit.com/GlobalOffensive/comments/311ef6/there_is_an_underlying_problem_in_csgo_that_needs/) and there was a lot of great feedback. It should be said that I'm a huge 1.6 which some of you already know from my posts on this subreddit.
What I learned from the post is that this community is pretty much divided into to groups. The first group thinks that CS:GO should implement more of the 1.6/CSS aspects to make the game better. The second group thinks that CS:GO is a completely new game and shouldn't be like 1.6/CSS. I realize that in my previous post my attitude towards the second group was hostile and I will try to change that in this post.
As much as I want it to be, CS:GO will never be like 1.6. Therefore, I've decided to make a post about an aspect, wallbanging, and how it can improve CS:GO while not being exactly how it was in 1.6.
I understand a lot of people think that 1.6 fanboys are just nostalgic about 1.6 and want CS:GO to be 1.6, which is true to an extent, but some aspects of the game, such as wallbanging, is not mindless nostalgia.
This post should be seen as a suggestion for improving wallbanging and not the definitive solution. Even though there's some discussion about wallbanging on this subreddit, I think a lot of people don't know the actual purpose of wallbanging and how it impacts the game. This post will hopefully help with that.
First I will describe 1.6 wallbanging quickly and then why there should be consequences for bad plays. After that there are some 1.6 clips that show what I think would be a good solution to the, in my view, problem of wallbanging in CS:GO. At the end I've tried to illustrate some of the areas where I think it should be possible to wallbang, or at least make wallbanging better.
TL;DR is at the end of the post.
When people mention 1.6 styled wallbanging you probably think of this:
In 1.6 it felt like every wall was bangable. While I enjoy this type of wallbaning I also realize that a lot of people think it's a bit too much, which is understandable, and therefore my suggestion for an improved wallbanging system is basically a toned down version of 1.6, where you can wallbang through edges and boxes. I understand that making boxes bangable will make it harder for terrorists to cover the bomb, especially on de_mirage, but it should also be easier for them to plant the bomb as it makes it harder for CTs to cover a site (e.g. hiding behind the boxes de_dust2 A site and spam duck to peek short).
Adding consequences for bad plays
In Counter-Strike games there's always been a really high skill ceiling. One of the reasons why the skill ceiling has been so high is that risky plays get punished when you make a mistake. If you don't hit your shots and play well you get punished. One of the aspects that make this punishment possible is wallbanging.
Aggressive and risky plays are always exciting and should be rewarded as long as you succeed. But at the same time, it should be possible to punish players for making a risky move and failing.
Watch this video of JW: https://www.youtube.com/watch?v=VkrXq-SJjUQ
One if the biggest reasons why he could do this was not because of the pre-nerfed AWP with higher scoped movement speed. It was because he was allowed to miss a lot of shots without any sort of consequence and then fall back behind cover. JW should be praised and rewarded for playing like this and hitting his shots and at the same time be punished, or at least give the enemies the opportunity to punish him, for missing these shots and failing a "high risk"/high reward play. In GO he is able to miss a shot, go back and hide behind the wall, and possibly re-peek without any sort of punishment. Instead, this play is rather a moderate risk/high reward play and not a high risk/high reward play as it should be.
In 1.6 it would've been possible for the guy in hut (or shadow, can't remember the callout) to kill, or at least tag JW, through the wall after the first missed shot. That would either kill him, tag him so it's possible to rush or at least damage him so he wouldn't re-peek. If JW then decided to repeek again, it would be an even riskier move. Instead, JW can keep peeking again and again while the plays don't get riskier and riskier.
To summarize; it's not a problem in itself that JW can play this aggressive. It's fantastic. It adds a whole dimension to AWPing. The problem is that he can play like this and almost never be punished for missing his shots.
Another example of wallbanging is on A site on de_dust2 and hiding behind the boxes. In 1.6 it was possible to kill people on site through the box from short. Unless you have a molly or nade, it's very difficult to clear A site in CS:GO unless you headshot him when he peeks over the box. This is especially difficult when ducking works the way it does in CS:GO.
Constant peeking and re-peeking around corners and shooting 1-2 shots very quickly will also be nerfed. We've probably all been in a situation against someone who does this like shown by shox mid and ruins and then smithzz on coils in this video: https://youtu.be/dSrcUNCCdMU?t=156 (by the way, you should watch the whole video, it really highlights the problem with pistol rounds). It's random and not really what you expect to see in Counter-Strike. I know the video is about pistol rounds, but it's possible to do with all weapons and surprisingly difficult to deal with.
Examples from 1.6
I've tried to find some examples from 1.6, but please remember that it's pretty difficult to find clips without going through POVs since these wallbangs are rarely important enough to be in a frag movie.
Get_right on de_train: https://youtu.be/OoHLZXrAZ8E?t=146
- This play does not result in a kill, but it's possible for Get_Right to damage the enemy through the wall. This is a very typical play (spray) in 1.6 and highlights what I suggest should be implemented in CS:GO.
Trace on de_tuscan through the corner of the box: https://youtu.be/ggm0xzRFsuw?t=30
Neo on de_dust2 B site through the box: https://youtu.be/uAvMDMqz8Fo?t=132
Neo on de_train through the box: https://youtu.be/uAvMDMqz8Fo?t=152
- Sixer gets caught and gets killed through the box because of bad (risky) positioning and not hitting his shots. Risky position and he gets punished for not hitting his shots.
- This is basically what I suggest for CS:GO. Maybe closer to the edge of the wall, but basically this.
With my paint-skills I've illustrated where I think it should be possible to wallbang around edges. Some places might be missing but you should get the point. The blue lines are where some of the biggest impacts are going to be. These two illustrations are not complete and some edges, boxes and other stuff might be missing or the yellow lines are too big/small.
Two of the biggest impacts are 1) on long where it's possible to punish the (CT) AWPer for missing by shooting through the edge, and 2) on A site where people on short can wallbang the boxes on site.
I would also suggest rolling back the door changes.
Two of the biggest impacts are 1) the (CT) AWPer missing the shot in banana, making it possible for Ts to bang through the edge when the AWPer falls back, and 2) after CTs peek mid and don't succeed.
I hope you've gained some insight into wallbanging and why it wasn't just a crazy and mindless aspect of the previous CS games. I also hope that those who usually post the "anti" 1.6 fanboy comments understand that even though there's a lot of nostalgia and unsubstantiated suggestions, which I completely agree with, there are still some things to take from 1.6 that can improve CS:GO.
- Wallbanging should be possible around corners and through boxes.
- It adds consequences to bad plays while rewarding succesful plays.