Oh, I’m looking forward to finally getting to play the DLC! I have the game on PS4, not never bothered to get a 5 because I switched to PC gaming before they were easily available where I live, and now I don’t want one any more.
I’ll wait until it goes on sale, though, since I already paid full price once.
Wow, did not expect it. I am torn now. The original felt self-contained, compete, the story ended properly. Can they really continue the story in a compelling way? Or are they making an alternative story unrelated to the original? I loved the OG so much, I hope they won’t screw it up.
But mostly it was about the puzzles and how Croteam (???) figured out how to couple every single mechanic in such incredibly interesting ways. There weren’t hidden mechanics you had to learn. It was all about learning a new trick to solve a puzzle and then realizing you could have done that two hours ago… and then finding a secret.
And if they think they have enough new mechanics/ideas? I am all for it.
I agree, but I would say the story was central to gluing everything together. I don’t know if I would have been as invested as I was if it was a worse story and just great puzzles. So now I wonder what they are going to do story-wise. Still, I’m more excited about this than another Serious Sam =) btw, the most hidden mechanic I learned was that you can use a 3rd person view, which I preferred much more than 1st person
A tick is like a snapshot of the game state, i.e. where each player is, what they are doing, where they are looking etc. The tick rate describes how often this game state is calculated by the server and sent back to the clients (our PC’s).
The main reason why CS:GO 128tick server are so much better than 64tick server is because in Global Offensive the server doesn’t know exactly when each player pressed a button. The server only knows the tick in which a button was pressed or a head was shot. This leads to a tiny bit of discrepancy between what you actually did and what the server thinks you did (e.g. you were on the head but the game thinks you missed since in a single tick the player moved out of your crosshair). 128tick makes this more accurate.
Btw. this is also the reason why we need jump throw binds for smokes, since the jump throw only works if both buttons are pressed in exactly the same tick. Not even pro players can do this consistently.
CS2 provides the server with the exact time at which you shot, at which time your crosshair was on the target and at time you pressed a button. This means the hit registration is exact and doesn’t happen only every 16ms or 8ms on 128tick servers. Thus CS2 64tick hitreg > CS:GO 128tick. But there’re other factors in play which decide how the game feels, which is why 128 tick still has (minor) advantages in CS2.
Hopefully that helped. If not, feel free to ask and I’ll explain as far as I know. This topic is still developing and there’s much misinformation floating around.
This video explains how the netcode is better than some people falsely claim. It’s only at the end that they want 128 tick for Premier mode, but that’s not a good idea.
Another example of a video that debunks a video which claimed CS2 had an input lag problem. [1]
youtube.com
Aktywne