Counter-Strike 2

Counter-Strike 2

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CS2 | How to fix the game
By Mr. Frisby
This guide is specially made for the CS team so they can fix and keep in mind new and better content.
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Before you start
This guide is a compilation of both my own ideas and those from the community. It was made especially for the CS team. It includes some identified bugs, balance suggestions, quality-of-life improvements, and experimental ideas that fit well within the game.

The guide is being constantly updated with seriousness in order to gather opinions and suggestions from the community, in the hope that one day it reaches a member of the CS team.

Since the community doesn’t provide real feedback (they just repeat: intrusive anti-cheat, 128 ticks and -map +map), I decided to create this to show that there is actually a lot to offer and to listen to. If you have serious ideas like these, please share them in the comment section.

I don’t like spam, but I’ll share the link to this guide in CS blogs on Steam and on the CS2 X account until I feel it’s enough.
1. Bugs to Fix
In this list I’ll include all the bugs that aren’t publicly reported, are very little known, and/or are so irrelevant that they’re not given much importance.
  • Fix bug where using any mouse button to open any radial menu causes the wheel to remain stuck after releasing the button, and sometimes causes the camera to snap or rotate abruptly. Changing the input to a keyboard key can prevent this behavior.
  • Fix bug where agent voice lines are not played when using the radio chatwheel, possibly due to missing voice files or outdated 2012 voice sets.
  • Fix bug where the game tries to place us in a server we've already been kicked from (this happened in a Deathmatch on a bot farm; I'm not sure if it also happens in Casual or Arms Race).
  • Fix bug where it is not possible to switch hands when holding the Molotov.
  • Fix bug where, when making an assist and name censorship is enabled, uncensored player names still appear. This occurs in Casual, Deathmatch, and Arms Race modes.
  • Fix bug where enabling radar transparency (without blur background and with the background opacity to less than 100) does not apply on Nuke (Lower Deck), Italy, and Pool Day.
    NOTE: If you go to panorama/images/overheadmaps and open "cs_italy_radar_psd.vtex_c", "de_nuke_lower_radar_psd.vtex_c", or in the case of Poolday, by going to "ar_pool_day.vpk", then to panorama/overheadmaps/ar_pool_day_radar_tga.vtex_c. You’ll notice that in the "Channels" option, if you switch from "Opaque" to "Transparent", the dark background of these maps doesn’t disappear. This doesn’t happen with the rest of the maps, for example in "de_ancient_radar_psd.vtex_c", where the background transparency effect does take effect.
  • Fix bug where pressing "Alt + Tab" during the team start animation causes the camera to remain stuck in that position, resulting in losing the pistol round.
  • Fix bug where holding the R8's secondary fire and then pressing the primary fire before the animation ends causes it to break.
  • Fix bug where XM1014 reload shells do not match the number of bullets. For example, reloading one shell shows more than four shells in the player's hand.
  • Fix bug where the character does not hold a weapon in the main menu.
  • Fix bug where the camera flips vertically after dying, which happens when the C4 is planted and the entire team is eliminated.
  • Fix bug where, in training/guide maps, utilities are deleted when leaving a marked circle.
  • Fix bug where starting a match with bots causes equipped agents and skins not to load, defaulting to base versions.
  • Fix bug where switching weapon hands causes shell ejection to behave incorrectly on certain weapons:
    • Beretta: No shell appears from the right-hand model.
    • USP/M4A1: Shells eject in the wrong direction.
2. Game Modes
Practice mode
  • Add a training map to practice aiming with the following additions:
    • The option to buy weapons would be disabled; instead, all weapons and utilities in the game would be available on weapon racks.
    • In practice mode, a shooting range will be available, featuring full customization options (only Ts or CTs, with or without helmet, headshots only, etc.), where all in-game agents will be present as targets.
    • Within this mode, a structure generation mode would be added, where the player must move from point A to point B, clearing areas and eliminating enemies. Something exactly like this exists in the CS:GO Workshop.
      https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2749351643

Hostage mode
  • In hostage mode, switch the weapon prices between CTs and Ts; e.g., the AK-47 would cost $2900, while the M4 would drop to $2700. This idea could be ruled out due to the $50 economic bonus for each terrorist eliminated.
  • Implement a ballistic shield for CTs in hostage mode:
    • CTs can only have one active shield per round, and it cannot be purchased.
    • It is destructible and would appear in the loadout as a counterpart to C4.
    • Its durability would be half of what it lasted in CSGO.
    • CTs with the shield cannot pick up hostages.
    • Ts can't pick up the shield.


      EDIT: In the video, I made a mistake. If a player has the ballistic shield, they will NOT be able to rescue a hostage; they can only provide cover.

Deathmatch mode
  • The Deathmatch menu would present three map group options: Active Duty, Reserve, and Community.
  • Each group would have its own skill ranking and track the total number of kills you've historically achieved within it.
  • New gameplay changes:
    • Spawning should be more dynamic: players would appear far from others, and the camera should face a strategic direction instead of a wall.
    • Respawns should be nearly instant.
    • Killing an enemy restores a fixed amount of health (e.g., 15 HP).
    • Killing three enemies with the same magazine fully replenishes it.
    • If a player stays in the same area for more than 5 or 10 seconds (camping), a chicken will spawn in the camper's blind spot. The chicken will approach the camper and start clucking so that other players in the area can hear it.
    • If the chicken is killed, a red silhouette visible through walls will appear on the camper for 1 second.
    • Every time we die, we should respawn with the weapon we were holding at the moment of death. For example, if we had a P90 in our loadout but were using the R8 Revolver when we died, we should respawn with the Revolver in hand.

Arms Race mode
  • To determine second and third place, once the winner of the arms race is decided, the match will continue until two more players get a final knife kill.

Coop-Strike mode
  • Bring back Coop-Strike missions as a cooperative campaign mode for up to four players, replicating the gameplay and structure of Left 4 Dead games. Here are the main changes it would include:
    • Increase the player count from 2 to 4.
    • Improve enemy AI for greater immersion.
    • Add unique missions based on each official game map, with segments that connect to recognizable parts of those maps.
    • Add special agents exclusive to the campaign mode, including: an agent with heavy armor and an M249, a sniper, an agent with a shield, ground turrets, and aerial turrets (drones), etc.

These campaign missions do not necessarily have to be free; they could be offered as a paid DLC available in the store. In any case, this could be an idea for the future and not a priority.
3. Map Pool
New maps
  • Bringing back the following maps for competitive, casual and arms race modes:
    • Defuse mode: Cache, Cobble and Tuscan
    • Hostage mode: Assault and Militia
    • Arms Race mode: Safehouse and Lake
  • Buy the following maps for competitive, casual and arms race modes:
    • Defuse mode: Cache, Thera and Breach
    • Hostage mode: Agency
    • Arms Race mode: Pool Day and Ice World


  • Bring back the following maps from the past as competitively viable (change their layout like Vertigo and Aztec Ancient):
    • de_prodigy (With a military-based theme among canyons like Half-Life 1).
    • de_survivor (a fusion of the original de_survivor, de_austria and de_vostok. With a theme of a village under snow, the sites would be: A, a crashed airplane, and B, a truck parked near a church (reference to Vostok bombsite).
    • de_port (a fusion of the original de_port and de_shipped. with a theme of a port with containers and ships).
    • cs_747 (Using ar_bagagge's assets)
    • ar_dizzy (Using de_vertigo's assets)
    • cs_militia and ar_safehouse (These could use the same assets.)

Map Changes
  • Train: Consider the following changes to Longdog, Hell, Heaven, and the bombsite.
    https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3407442988
  • Anubis: Consider the following changes to B-site, and the A-Site.
    https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3477544164
  • Mirage: Make a complete rework considering the following changes:
    1. Make a visual rework since the map has been graphically intact since 2013.

    2. Slightly expand the Apps area to allow Ts smoother access to the site without colliding with each other.
    3. Improve the Apps window to make entering B easier (removing the bottom frame isn't ideal, maybe consider extending the upper one instead?).
  • Italy: Break the railing on T Spawn to mid, just like the railing on heaven of Overpass.

  • Inferno: Consider the following changes to Inferno to preserve some classic callouts:
    1. Remove this table and replace it with a boiler
    2. Replace these barrels with the same motorcycle from T ramp, but in a different color. Maybe blue or light blue?
    3. Remove this building along with this wall and replace it with a fence leading to a garden/cemetery.
  • Office: Make a complete rework considering the following changes:
    1. Extend the interior ceiling and open small windows in the roof (like Nuke) to be able to use new lineups. I have no way to show this idea beyond an image of an Office rework deleted from the workshop.

    2. Bring a new room that connects to Copier and the drink machines corner or the top of long hall.
    3. Move a hostage to the new room, this will make the Ts leave their comfort zone and protect 2 places.
    4. Move "pit" (road closed) and snowman to the area where the garbage and ladder entrance is, basically removing the shutter, making it the only way to enter the office area along with the container windows.
    5. Delete the garbage area, Instead, leave a trash container to provide cover.
    6. The image below shows a rather vague concept but it should serve to make the idea clear. Note that I put 2 options for the Ts to enter, only one would be applicable.

    7. Significantly reduce the hostage rescue zone so that the T side can protect the rescue zone from Frontyard and Garage.
    8. Change the structure of the Garage area by removing the roof turning it into an open-air garage. Improve the site so that the T can defend the area properly.
4. Quality of Life
Missions
  • Replace the current mission system with daily, weekly, and seasonal missions. There would be 6 missions available: 2 daily, 2 weekly, and 2 seasonal. Daily missions could involve Deathmatch and Arms Race. Weekly missions could focus on Competitive matches in Defuse and Hostage modes. Seasonal missions would involve community or newly added maps in the active map pool.

      Daily Missions:
    • Get X kills with X weapon on X map in Deathmatch.
    • Get X kills with X weapon on X map in Arms Race.

      Weekly Missions:
    • Win X rounds on X map in Competitive (active map pool).
    • Win X rounds on X map in Competitive (reserve/community map pool).

      Seasonal Missions:
    • Win 10 matches on Overpass.
    • Win 5 matches on Grail or Jura.
Guides
  • Implement community guides to practice lineups on maps where the player can create, share and download smoke, incendiary and flash lineups, all within the practice option of each map.
  • Just like with Guide Line-ups, add the ability to customize callouts via the Workshop. Unlike the Guide Line-ups, these will be available for use in matchmaking games.
  • In practice mode with guides, shooting a guide icon will teleport us to the exact coordinate of said guide.
  • Each utility icon in the jump-throw guides (subtype main) will have a mini-wings icon next to it for better identification.
  • Expand the node limit from 300 to 500.
  • Add an option to be able to see the camera of an active jump-throw when we are in practice mode (holding "ctrl" for example).
Gameplay changes
  • Add a new skill check: Jump-Crouch. To perform it the player must jump and just before reaching the maximum height of the jump press the jump key again, this way the player will be able to climb to "higher" places (technically crouching in the air, the player wouldn't be jumping higher than they can now).
  • Change zoom function with the mouse wheel instead of secondary click.
Communication
  • Add voice communication in the lobby.
  • Adding an icon that indicates when a player has muted others. For example, if a CT mutes the terrorists, those terrorists would see an icon next to that CT in the scoreboard. If the CT mutes their own teammates, those teammates would also see the icon in the scoreboard.
  • Add the option to communicate with the enemy team in Premier lobbies, during warmup, halftime, and at the end of the match.
  • When the player uses the radio or speaks through the microphone, the agent would move their mouth.
  • When a player is in the BUY menu, his agent (worldmodel) will hold a tablet to let our team know that we are purchasing.

  • Implement the possibility of viewing the entire map with a tablet by pressing a certain key. This would show everything applicable to the radar, plus the callouts for each area.

  • View team and enemy utilities (only if an allied player is viewing them) on the radar.

  • Implemented new announcer voices replacing the CS 1.6 announcer.
  • Add an option for agents to have 3 ways to communicate:
    1. By default: They will only automatically say when they throw grenades, start or end the round.

    2. Advanced: Along with the above, agents will automatically say when an enemy enters their vision radius or when the area is cleared after 4 seconds without enemies spawning.

    3. Complete: Along with the above, agents will have more dialogues, showing fear when they are alone, when they dominate the rival team, when they lose the round, etc.

    4. These options are recommended only in case we deactivate the voice communication of our team. This would also solve the problem of the lack of communication when nobody speaks.
Stats
  • Add achievements.
  • Implement an advanced statistics option (next to inventory) as there was in CSGO 360, but for free as third-party sites do (for example, Leetify)
Others
  • Add the "Counter-Strike: Condition Zero" music kit.
    https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2714829907&searchtext=condition+Zero
  • Add an option in "Change Main Menu Scenery" to automatically shuffle maps (just like when you have the option to shuffle agents in the loadout active).

  • Improve the animation for switching hands instead of using the same holster animation.
  • While waiting in a lobby for a match to start, the player should have the option to play in deathmatch or in a training map.
  • Add the kill cam for casual and competitive mode, you can only see the opponent who killed us, not their teammates. This would only be triggered if the player presses a specific key after dying.
5. Factions and agents
Agents
  • Add an option for player avatars to display the agent they use.

  • Add a female version of the SAS and Phoenix as default agents alongside their male counterparts.
The Contract/Factions
  • Add a market that functions as the counterpart to The Armory. This market would bring back agents from past operations and even introduce new factions, which will be mentioned below.
  • CT factions:
    • GSG9 (CS 1.6 faction)
    • BOPE
    • Georgian riot police (CS:GO BETA faction, 1 agent only)
    • Spetsnaz (CS:CZ faction)
    • UEI (CS:CZ faction)
    • Guardia Civil (CS:GO BETA faction)
    • Kido-tai (CS:CZ faction)
    • IDF (CS:GO faction)
  • T factions:
    • Arctic Avengers (CS 1.6 faction)
    • Yakuza variant (CS:CZ faction)
    • Anarchist variant (CS:GO faction, armed rebel civilians)
    • Separatist variant (CS:GO faction, European militia)
  • Most likely, they will include something similar in the future. If the leaks about agent outfits are implemented, it will probably be within this system.
6. AI-Driven Penalty System
Gabe Newell expressed strong support for artificial intelligence and mentioned his interest in leveraging it within the gaming world. Currently, the anti-cheat system operates using AI, [SPECULATION]but all collected data will be wiped once the AnimGraph2 animation system is implemented.[/speculation] Once this system is in place and the AI can efficiently detect bad actors, I believe it would be the perfect time to introduce an AI-driven penalty system for anticompetitive behavior and actions. Here, I offer some ideas on how it could be applied:

  • Add a system where, if a teammate kills you, a prompt appears asking whether the action was intentional or not. If you mark it as intentional, the teammate receives a warning. If you mark it as unintentional, the incident is ignored by the system.
  • Remove the kick system from Competitive and Premier modes, replacing it with an AI system that analyzes each player's behavior. This system would evaluate both verbal and textual communication, as well as anticompetitive actions within the game. Based on its assessment, the AI would apply various penalties—ranging from automatically muting players who display toxic behavior toward their team to removing those who remain AFK or intentionally harm teammates. Unlike the current anti-griefing system, this solution would be more advanced and harder to bypass.

    Actions
    Script
    AI
    Abusive comunication
    none
    It would detect insults and harassment comments. If a player engages in abusive communication across multiple rounds and matches, they would be automatically muted for up to one week.
    This system existed in CS:GO, but it was based on player reports rather than AI analysis.
    AFK
    Detection based on a set time, easily bypassed if the player moves before the time limit is reached.
    It would detect different patterns where the player stays AFK in various locations and at different times, especially if the player admits to being AFK for anticompetitive reasons.
    Friendly Fire
    kicks the player for causing a certain amount of damage to their team or if they kill three times any teammate.
    It would evaluate the relationship between players, ask the affected player whether the incident was accidental or not, analyze their communication, and determine if the premade team is colluding to physically attack the affected player.
    Premades
    none
    If the AI detects that a premade team (e.g., 4 players) is not communicating through the game, it would automatically enable dynamic agent communication (as previously mentioned). These agents would relay actions such as secured areas, number of enemies in specific zones, etc. As a consequence, both the premade team and the affected player would lose voice and text communication (in game) for the remainder of the match.
EXPERIMENTAL - Climate effects
NOTE: This part is not a priority, but it would add more variety and immersion to the game.
  • Implement day and night modes, either randomly or depending on the servers' time zone. The map’s lighting should be properly adapted for competitive play.
  • Consider bringing weather effects to all maps randomly:
  • Maps with rain effects:
    1. Train
    2. Inferno
    3. Overpass
    4. Nuke
    5. Ancient
    6. Italy
    7. Vertigo
  • Maps with sandstorm effects:
    1. Dust II
    2. Mirage
    3. Anubis
  • Maps with snowstorm effects:
    1. Cobblestone
    2. Office
EXPERIMENTAL - Weapon attachments and balances
NOTE: These are a set of ideas I'm offering on my own to bring some balance to some weapons that aren't competitively active today. They can be as good as they are bad, so feel free to offer your own.

Balances
In this section, I will offer some ideas on how to balance certain weapons that currently have no place in the competitive scene.

G3SG1 and SCAR-20:
  • Reduce the magazine from 20 to 10 rounds.
  • Reduce the damage enough to kill with 3 body shots instead of 2.
  • Reduce the price from $5000 to approximately $4000 or more.

MP5,MP7 and P90:
  • Reduce the price of these SMGs by $100.

SG 553:
  • Increase the rate of fire from 545 RPM to 600 RPM. (In CS:GO was 667RPM).
  • Reduce the price from $3000 to $2900 ($200 more expensive than the AK-47).

AUG:
  • Reduce the price from $3300 to $3100 ($200 more expensive than the M4).

M249 and Negev:
  • Balance the prices of both HMGs above that of an assault rifle, at approximately $4000 more or less.

R8 Revolver:
  • Swap the firing modes: the hammer delay would be triggered with the secondary click, while the fast shot would become the primary.
  • The primary shot would be similar to a Desert Eagle, with reduced damage and greatly improved accuracy.
  • The ammo capacity would be equivalent to that of the Desert Eagle.

CZ75:
  • Significantly reduce the weapon draw time by removing the magazine attached to the barrel.
  • Add fire modes that, when toggled, would allow it to fire like a regular pistol.
  • Increase the reserve ammo.

Weapon Attachments
Add the option to modify weapon attachments in the loadout/inventory. This menu would be like inspecting the weapon but we can select the places where we want to add or remove attachments. At the moment the 3 main attachments would be: the silencer, the laser sight and the holographic sight.
  1. Silencer: The possibility of adding or removing the silencer in the middle of the game would be disabled (it is an uncomfortable option for users with the right click tic anyway), instead this must be done from the inventory/loadout.
    Implementing this upgrade would increase the weapon’s price by $100. (optional).

  2. Laser sight: Basically it would be the follow recoil option but converted to an accessory, in that sense there would be 2 sights: the classic static crosshair and the laser pointer that would follow the recoil. This laser pointer would interact with the environment. One possibility could be that this would be only local so that our position is not revealed. This is basically what could be done with monitors with a crosshair included and converting the game's crosshair with the following code: CSGO-zhqd6-7rjWD-SeRLz-m6YBf-fx8CH
    Implementing this upgrade would increase the weapon’s price by $20 (optional).

  3. Holographic sight: This is not something that can be removed at the moment but it is something that could be removed from the AUG and the SG 553. Additionally, many assault rifles and submachine guns have a rail to implement a holographic sight. Its function would be the same as how it works in the first two rifles mentioned.
    Implementing this upgrade would increase the weapon’s price by $200. (optional).

With these changes, the AUG without the holographic sight should be priced the same as the M4. This way, players would have the freedom to customize any weapon to their liking without affecting gameplay (e.g., FAMAS with silencer, M4 with holographic sight, etc.).
EXPERIMENTAL - New utilities and wapons
NOTE: All the ideas in this section are potentially controversial and would significantly impact the gameplay, though they could integrate well if properly implemented. However, they are intended for a future where the game is already well-structured, as introducing them now could harm the gameplay experience.

Buying Ammo for competitive
    This idea could bring back the ammo-buying mechanic as it was in 1.6, but with some differences. First, when you buy a weapon, it comes fully loaded, so there's no need to buy ammo initially. However, if you use up ammo during a round, it won't be refilled in the next one. That's where you'll need to buy magazines to replenish the spent ammo. Prices could be as follows:
    • Pistol and SMG: $10
    • Magnum and Shotgun: $20
    • Assault Rifle and SG008: $30
    • AK47 and Auto-Sniper: $40
    • AWP: $50
    Some additional concepts could be added, but they might go too far, for example:
    • When a player reloads his weapon with 20/30 ammo left, the player would lose 20 bullets.
    • When an opponent or teammate dies with a weapon similar to ours (for example, an M4 and a Galil) and we pass over the weapon, we would automatically pick up the bullets that were in its current magazine.

New weapons
    The current arsenal is clearly dominated by a handful of weapons: AK-47, M4, AWP, MP9, and Desert Eagle. This highlights a balance issue that limits tactical variety. If the rest of the weapons were ever properly balanced (as with the proposals mentioned earlier) then it would be the perfect time to expand the repertoire with new options. These could include:

Pistols:
  • Colt M1911
Mid Tier:
  • Uzi (exclusive for the T side)
  • CZ Škorpion vz. 61 (exclusive for the T side)
  • Kriss Vector (exclusive for the CT side)
  • Benelli M3 (Benelli Nova counterpart for Ts)
  • Franchi SPAS-12
  • Armsel Striker 12
Rifles:
  • FN FAL (exclusive for the T side)
  • Izhmash AK-12 (exclusive for the T side)
  • H&K G36 (exclusive for the CT side)
  • FN SCAR-L (exclusive for the CT side)
  • Steyr Scout (Steyr SSG 08 counterpart for CTs)

Hostage mode: new main rifles
To improve balance in hostage mode, I propose reversing the role of the main rifles. Currently, Ts defend with an AK-47 (high power, poor recoil), while CTs attack with an M4 (lower power, better recoil), which creates a disadvantage. In defuse mode, this works due to role dynamics, but in hostage mode, roles are flipped, and the weapons should reflect that.

Since swapping the rifles directly would break the "lore", I suggest adding variants: an AK-12 for Ts with M4 stats, and a G36 for CTs with AK-47-like behavior.

In Arms Race, both versions could coexist, and in Deathmatch, they would appear only on hostage maps.


New utilities
These ideas improve and create new competitive opportunities for the game, maintaining faithful gameplay without stepping into the disgusting and morbid territory of "hero shooters".
  • Utilities that share the taser slot:
    • Throwing Knife: Works exactly the same as in PAYDAY 2 or Cyberpunk 2077. When thrown, it must be retrieved from where it landed. Once it hits another player, the knife is lost. Maximum 1 knife. Hitting the head is an insta-kill, while hitting the torso takes away 50% of health at short distances. At medium and long distances, these values ​​would change drastically. This new utility could be exclusive to the T side.
  • Utilities that share the grenade slots:
    • Toxin Grenade: When activated, Toxin Gas deals sustained damage that is much less than an Incendiary Grenade. It has a shorter duration and is smaller in size than a Smoke Grenade. It can be permanently destroyed with a Frag or Incendiary Grenade, but doing so causes the radius of the gas to turn into a fireball that lasts for one second, evaporating afterward. Anyone in the gas grenade's area at the time will be instantly killed (or lose a lot of damage).
      Additionally, it will have the same physics as the smoke grenade, so it could be used to throw it from very far away. For example, a CT could throw a gas grenade from B's site to A's site to force the Ts to destroy the gas, plant it taking damage from the gas, plant it in an unaffected area, or wait for it to dissipate.
    • Disruption Grenade: I would use the current model of the decoy, it affects the audio and slightly distorts the camera depending on the distance (see double, blurry). Its effect would last longer than a flashbang.

    • Decoy Rework: Its model would change to that of a radio. Every 10 or 20 seconds it would play different sounds with different patterns after being launched. When approaching the radio it will emit minimal interference sounds, it can be destroyed when fired.

Recommendations
That's all for now, the list will continue to improve. If you have any suggestions, write them in the comments and I will consider adding them to the list.

It would help me a lot if you could spread this guide so that Valve can take some of these ideas into account and then implement them in the future.
46 Comments
xiafandexin 30 Jul @ 7:53pm 
How do you see about the change of weapon inspection especially ak , Icant stand the new movement they are so terrible i think :steamsad:
<Frosty> 30 Jul @ 4:03am 
Good written and so many time invested, Really dissapointing, that valve don't care about game at all. All they care is money, and whether they're releasing new great content or not, either if anticheat system doesn't work, online only raises, so they recieve more profit. Why doing something, when it's still enough for community?
Maksimz 15 Jul @ 6:23pm 
Valve: too many words, can't read. Anyways when is the next coffee break?
Shmand 27 Jun @ 12:49pm 
- Ein Ranksytsem das Spieler bewertet und keine Teamwins mit Randoms die neue Accounts haben oder gar nicht passen vom Skill.
- Diese Lobby Blockaden. Schon beim Season2 start durfte man trotz unranked mit keinem die Lobbys starten, wegen Ranks, obwohl keiner einen hatte. Was soll das für ein Fairer start sein?
- Man darf nichts in der Lobby kopieren.
Die Liste ist lang...
WE NEED SOLO RANKS!
Mr. Frisby  [author] 23 May @ 2:06pm 
Totally get you, I can’t stand Fortnite or Valorant either. Valve should aim for a clean, detailed visual style that avoids both cartoonish aesthetics and ultra-realism.
xe 23 May @ 12:16pm 
Want to Volvo change the color of things, its obvious that developers want to make it like valorant D: that cartoony looklike... also that extreme brightness :/ I dont want to play fortnite or valo, i want to play a game about Terrorist, bombs, blood and guts
All_Aim is cheater? 22 May @ 6:15pm 
Some changes I dont agree with but this is a great start.
ShroomSister 19 May @ 4:06pm 
This has some genuinely good recommendations! I don't agree with everything, but I hope Valve could pick and choose some pieces from this!
Suggestion: Instant/near-instant respawns in DM mode.
=MoonShard= 15 May @ 5:52pm 
It's just how many games do small details like that unfortunately, that's why the skybox isnt acutal sky or place its just upscaled random miniature city etc.
I would go deeper on details in this guide but maybe another time :haha:
Mr. Frisby  [author] 15 May @ 5:33pm 
Good point, but then why did they go with that "incomplete" animation instead of showing the shell loading one by one just like the Nova? Someday they should fix this tiny detail.