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Replying to @CounterStrike
@CounterStrike thanks a million! 15 years playing the franchise and over 10,000 hours accumulated. Having contributed everyone’s favorite Mil-Spec in the fever case, this is a trophy worth treasuring. Thank you.
When I get more time, I hope to contribute a map in some capacity.
Claude Found the likely cause of CS2's ~23ms first-shot audio delay.
In soundsystem.dll, CSoundSystem's vtable function at index 27 (RVA 0x5CF00) schedules sound events.
When a full-auto weapon fires for the first time, there's no existing timing anchor, so the scheduler places the sound at mixer_now + snd_delay_sound_ms_shift (23ms).
In other words, CS2 deliberately waits 23ms before playing the first shot to establish a timing reference for synchronizing subsequent shots. The problem is that this delay applies even to the very first shot.
Kudos to @Leo__CSGO for finding this issue. Now, it's upto Valve to fix it or just let it be, as it's intentional from them.
I personally would love Valve to lower the snd_delay_sound_ms_shift to the minimum the mixer actually needs, like 5-10 ms.
Well, this is an interesting CS2 vs CS comparison. 💀
Apparently, automatic weapon sounds in CS2 are delayed by roughly 20–30ms compared to CS.
The AK-47 is +24ms, the M4A1-S is +26ms, and the P90 is +29ms.
Meanwhile, the AWP is only +2ms.
It might not sound like much, but in a game where milliseconds matter, it's worth talking about. Why do you guys think Valve made this change? 👀
"CSGO looked worse" yes but also
>ran better on older hardware
>you could actually hold angles
>movement wasnt a complete mess
>30-50 ping was way more playable
>smokes lasted 15 seconds and were a reasonable size
gameplay > graphics
I truly believe everything wrong with CS2 can be solved by going back to oldschool tick rates with 128 servers.
I’m no technical professional, but faceit CSGO was absolute peak gameplay for CS.
Going from faceit to matchmaking felt like absolute ass back in the day.
Let’s sacrifice ‘some’ bullet accuracy in favor of enjoyable gameplay and game smoothness.
Orrr…. we just suck ass and it has nothing to do with the characters of those that compose the team.
How the hell do you have a job.
Guys guys guys, they’re not suppressing supply or fighting over supply. They’re literally trying to increase supply of more rare items to get as many items as possible under the Steam wallet threshold of 2000 USD.
It’s not in their interest for a significant portion of the market to be traded off of the steam market.
- Trade-ups mean higher demand items increase in supply.
- Terminals mean they can controllably undercut prices in the market to ensure that they can adequately pressure supply.
- The Sticker shop is a regulatory risk reduction and commercial maximization idea- they literally said this in the update.
3 years of CS2 development, a lack of new content in during the development, an anomalous increase in player base due to COVID + hype for the new game, is what let the market get out of control.
Knives and Gloves in the armory are extremely likely, what do you all think will happen then?
Valve are not destroying the market, they’re just returning it to their control.
I think that terminals, the new sticker system is more indicative of valve trying to keep supply suppressed moreso than fighting gambling regulation, but the changes sure don't hurt. The fact that they aren't removing the fever case is the only reason why I think this, it's not consistent with everything else they're doing
nice retweeted
I’m usually pretty calm when valve does some bullshit, but I feel like this might be the straw that broke the camels back
What sense does it make to hold skins anymore?
70% ROI, Time-cost, and Resales Fees.
If the supply wasn’t so extreme, and the future supply of CS items weren’t also likely to be in extreme. It would be great,
These items will suffer a similar fate to Paris Stickers.
It’s GG for now.
BRB, buying more discontinued cases.





















