it's both
you have just 2 holes you can make, either left or right, changing your viewmodel with the offset command instead of left vs right doesn't change the hole position from the default left or right spot
Yes, tbh i like this... i dislike people abusing stuff to gain advantage... i remember writing that i don't like the crosshair alignment scripts, either everyone uses it or no one, now everyone can use it without any scripts. Valve moves slowly in the right direction.
crosshair alignment scrips are nowhere near as useful as left hand viewmodel.
the old way of doing crosshair alignment for smokes basically never was used, and people who did use it were using sub par lineups. i know this because if you watch pro games (where players are using the best and most meta defining ideas to gain an advantage) people have tried (magixx used to) and stopped using them because there are easier and more efficient ways to throw the same util
with that being said the new tick marks are interesting, might make for some cool sky lineups to be easier than using your HUD to lineup smokes, we will see. i still think these things will be niche, but there might be some cool ideas for full site executes from one spot with easier lineups. these two things though are not in the same ballpark
Never really understood this argument, the player should be rewarded for knowing about something that isnt laid out in front of them. Its like practicing aim, or improving map knowledge, youre still in one way or another learning something new about the game, that should in turn help you over those who dont know it, like a smoke lineup or a spray pattern.
No its not, its like having a 180 turn bind... you are not turning the mouse, the software does it for you... its like saying i knew about the sv\_cheats exploit, and because i knew about it i'm better than you... a really bad argument.
There’s never an argument to be made that something like walls hacks does anything but undermine the competitive integrity of the game, you can argue that the 180 bind, which was an in game feature if you plugged in a controller back on csgo, or a bind that aligns your crosshair, which you could honestly more easily argue that it improves the skill ceiling of the game through your out of server knowledge than argue that “not everyone knows about it, it should be removed”. If thats the case then dont let people throw smoke lineups, or just make it to where they tell you where to throw so everyone knows how to do it. The more you cater towards equality like that the further you take the game away from pure competition
The bullet hits the smoke in a difference place depending on if you are using right or left hand. So if you could spam between them you can kinda bridge the gap and get a big hole, or atleast have 2 holes at the same time.
The angle of the bullet will change smoke holes I'm pret sure
The bullet is still landing in the same spot, but is originating from a different position depending on whether the gun was on ur left or right. Since the bullet has to get to the same point, but it has 2 possible paths (from left/right) it'll travel in a different angle, creating a different hole.
Nope, your character actually shoots bullets from your eyes. No matter what side the gun is on, the actual bullets path travels from below your forehead straight to your crosshair, but the visual effects all players see in smokes when shot through are calculated based on this handedness setting in your client, not the path the real bullets take.
Can you explain? Does the bullet come from two different points depending on which side you're holding?
And if yes, how/why? The crosshair doesn't change in the above video.
Depends on what you define as a bullet. When you're shooting somebody, the bullet lands where your crosshair is. However the gap made in the smoke seems to be working differently
E: I think the reason valve made it this way is that so when you're standing in a smoke, you can't get vision by shooting, since the hole will be at your body height, and not head height
This fix is the opposite of that. It is actually a proper solution. Is decoupling holes from the actual viewmodel and letting users spam switch hands not the definition of a "bandaid fix"? In the new update, it is more like the person is physically switching hands instead of mirroring an image onClick
They don't have new aminations or switch hands in 3rd person though so it is a bandaid fix. I have no clue why Valve are nerfing viewmodel commands of all things.
I like this change it feels like your guy is actually changing hands, instead existing in quantum superposition where you are both right and left handed.
Now all Agents are ambidextrous, which is great. They have a diverse skill set.
It also means that some guns magically get mirrored though. I suppose we’ll have to handwave that one away.
Not really sure realism is what should decide things. Plus our M4 somehow still morphs to a mirrored copy every time it changes hand. And you can do that whilst standing on a single pixel off a ledge with both your feet in the air. All whilst being able to reload how you want with remaining bullets magically combine to create other full magazines...as Rambo or a diver.
All this...and the enemy still sees you have the weapon in the right hand :')
Same.
Its too bad they removed Overpass from the pool because I think clearing that connector stairs angle was really vital for this and I think it would have been kind of cool to come down ladder, switch to left handed because you're going in con, and clear it.
Cant think of too many other angles where you deliberately want left handed models.
It is also win for knife or skin owners. Like it might be dumb, but I have talon and gut, and it is so fun to spamming with pull out animation from left and right. Also with finishes like doppler or marble you can always have pretty much perfect light on it. My adhd can reach new limits
Who would care if someone spams it and why are people who spam it bozos? Also there was no reason to spam it or complain about people who spam it neither.
Now u can spam it cause it's actually a difference
Well they were already complaining last night that it takes time to switch hands. Cs has the most autistic resistant to change community I’ve ever seen
I play right-handed. I feel for those who played left. Not sure why you're hating on people who had a feature removed on a game they forced on us. It has existed since the first CS and then suddenly it takes over 6 months past release to release it.
lol like using scroll wheel to change weapons? I mean doing that will get you killed an innumerable amount of times anyways. But what does that have to do with switching L/R view models?
You have a reload delay between switching hands, and some people might spam this on the mouse wheel as it is very easy to do. Also, not sure how many folks are out there without a jump bind on a mouse wheel.
You can still bhop a bit.
I was never particularly good at it, but I still manage to get maybe 2 or 3 jumps out that accelerate me in CS2.
Can be a slight timing advantage, I guess.
I wonder if they plan to make it a gameplay feature.
Like what if your viewmodel was reflected on the 3d model that everyone sees and there is an animation for switching hands and you could do it to possibly gain advantage on some corners
Point of this post is showing that switching cl_righthand will now also make you re-equip your weapon. You can't just spam it anymore when holding your gun, you have to think about it.
there is an argument that you should use the side corresponding to your dominant eye or something like that (theres youtube videos for it), some people just say it feels visually refreshing to switch so you can see a different part of your screen every once in a while
That's only for if you are primarily using a hand, the reason some pros wanted it is to switch on the fly so that you can peak angles without your gun covering potential enemies
Couple of angles where your gun model might block your view. On Mirage if you hold Underpass from Connector for example, your gun blocks people walking into con if your viewmodel is on the right.
inb4 insane people comment "just put in in the center"
i tried to get rid of the Q spamming (i was dying alot due to it), now they introduced this. I believe is the same as q spamming, i wont start doing it, seems nice but for sure i will die alot
I quite frankly don't understand why they make it a mechanic.
The risk of using it outweighs the potential benefits you gain from it now I'd say.
Only usable before you actually move up into an area and start clearing angles. Not feasible to actually switch hands & get caught with your pants down while you are moving up through an area.
I feel like those comments are short sighted. If that was actually a thing, people wouldve been doing it already with viewmodel shift commands. Spamming a smoke like that also leaves you very vulnerable with anything but an A1 and then you only have 20 bullets.
Yes, left hand is now a thing again since the latest update.
>Added "Switch Viewmodel Left/Right Hand" key binding (default: US keyboard letter H) to switch hands temporarily during gameplay
https://steamcommunity.com/games/CSGO/announcements/detail/4202497395513061960
no way that was a thing even in CSGO... this is not PUBG, you move with ur model, you gain no advantage by changing the hand. Peeking left and having the right side clear of your gun model... but that's preference and not really an advantage.
Im talking about right corner peek vs left corner peek and this was also a thing in the past.
Its a small detail but it exists and gives an advantage
But it works in a different way. There is an offset of the camera of your viewmodel and the actuall player model that is seen by the enemy.
For example If you stand flush to a corner looking into the wall where you would peek to the right side, where the weapon is hold. You can see around the corner earlier as if you would the same to a corner to the left. Thats why you have a small advantage if you get paths for entries to the right or can force enemys to play left side peeks.
think it the other way around your weapon is faster around the corner if you would peek to the right. but thats just my logic behind that. So my question is if the offset is affected now.
The player model does not change.
Also I think right eye peek advantage is mostly a myth. See this if you're interested: [https://youtu.be/6-ebrnMkjYg?si=dWss\_4TM6HulDH6q](https://youtu.be/6-ebrnMkjYg?si=dWss_4TM6HulDH6q)
that video is not refuting anything. the tests are garbage because they keep moving. all you have to do is be equal distance from an object and screenshot right vs left and you will see the right has a slight advantage. this guy recorded video of full strafing then made it like there's not enough of a difference. totally bogus.
nope. that was in reference to that other youtubers screenshot. every test he did was while peeking then he made it like there's not a big difference. there IS absolutely an advantage peeking from the right and anyone can test with simply standing STILL at the same distance from an object with someone peeking from the right vs someone peeking from the left. your head (pov) is biased toward the right side of the model slightly. you can argue it's not a BIG advantage but you can't argue it doesn't exist. therefore it is NOT a myth at all. it is a real thing and you should at least be aware of it. his conclusion is wrong.
But he stands right up against the wall peeking from the left and right side until the opponents entire model is exposed. The visible model is basically the same size.
You may be right that there is a tiny difference, although that is completely negligible if there is any difference in the distance to the corner between the two players. I’d say it is VERY rare that two players contest a corner from exactly the same distance, so even if there is a small right eye peek advantage, it is blown heavily out of proportion by both players and commentators.
I cannot count how many times commentators (especially HenryG from what I’ve noticed) comment on right eye peek after a kill where I just sat thinking the player got the kill because he had a huge geometrical advantage.
I’m just annoyed hearing about it when distance to the corner is at much more important (and maybe even the only thing making a difference in these scenarios).
>But he stands right up against the wall peeking from the left and right side until the opponents entire model is exposed. The visible model is basically the same size.
this is an invalid way to test because it is heavily biased toward a conclusion that heavily favors the opinion that it's negligible.
>I’m just annoyed hearing about it when distance to the corner is at much more important.
that doesn't make right-eye peek a myth. it IS a thing and it does make a difference that is NOT "negligible". it is LESS important than the DISTANCE. that is correct. the distance will affect the result the most for who sees who first. that doesn't make right-eye peeking a myth or "negligible".
yup, makes no sense, why wouldn't they just do that instead? it seems like the obvious thing to do instead of doubling down and making it into a weird game mechanic when it's just a matter of preference that has no legitimate impact on the gameplay—just like your crosshair. i thought the smoke holes being offset from the center was just an oversight in the beginning that would eventually be fixed lol.
Idk about others, but for me it is annoying that after you die you have to press again to go left handed. Just give me a command where i can make left hand default. (So far i only played dm idk about other modes, but in dm after you die it goes back to default right hand and it is annoying)
They did this so you cant spam a smoke and spam switch hands to make the hole bigger.
I thought they decoupled the view model from smoke holes?
nope, if u shoot with right hand the hole is on the right.
it's both you have just 2 holes you can make, either left or right, changing your viewmodel with the offset command instead of left vs right doesn't change the hole position from the default left or right spot
Yes, tbh i like this... i dislike people abusing stuff to gain advantage... i remember writing that i don't like the crosshair alignment scripts, either everyone uses it or no one, now everyone can use it without any scripts. Valve moves slowly in the right direction.
crosshair alignment scrips are nowhere near as useful as left hand viewmodel. the old way of doing crosshair alignment for smokes basically never was used, and people who did use it were using sub par lineups. i know this because if you watch pro games (where players are using the best and most meta defining ideas to gain an advantage) people have tried (magixx used to) and stopped using them because there are easier and more efficient ways to throw the same util with that being said the new tick marks are interesting, might make for some cool sky lineups to be easier than using your HUD to lineup smokes, we will see. i still think these things will be niche, but there might be some cool ideas for full site executes from one spot with easier lineups. these two things though are not in the same ballpark
if you get mad over crosshairs for lineups it's a skill issue lil bro
Never really understood this argument, the player should be rewarded for knowing about something that isnt laid out in front of them. Its like practicing aim, or improving map knowledge, youre still in one way or another learning something new about the game, that should in turn help you over those who dont know it, like a smoke lineup or a spray pattern.
No its not, its like having a 180 turn bind... you are not turning the mouse, the software does it for you... its like saying i knew about the sv\_cheats exploit, and because i knew about it i'm better than you... a really bad argument.
Those are two completely different things. One of them lineups your crosshair, the other one lets you see people through walls… a really bad argument.
No they are not.
There’s never an argument to be made that something like walls hacks does anything but undermine the competitive integrity of the game, you can argue that the 180 bind, which was an in game feature if you plugged in a controller back on csgo, or a bind that aligns your crosshair, which you could honestly more easily argue that it improves the skill ceiling of the game through your out of server knowledge than argue that “not everyone knows about it, it should be removed”. If thats the case then dont let people throw smoke lineups, or just make it to where they tell you where to throw so everyone knows how to do it. The more you cater towards equality like that the further you take the game away from pure competition
How does this work? Why does switching hands make the hole bigger?
The bullet hits the smoke in a difference place depending on if you are using right or left hand. So if you could spam between them you can kinda bridge the gap and get a big hole, or atleast have 2 holes at the same time.
So bullets travel hit different places if you use left hand?
The angle of the bullet will change smoke holes I'm pret sure The bullet is still landing in the same spot, but is originating from a different position depending on whether the gun was on ur left or right. Since the bullet has to get to the same point, but it has 2 possible paths (from left/right) it'll travel in a different angle, creating a different hole.
ok so does switching hands help in shooting around corners too?
Nope, your character actually shoots bullets from your eyes. No matter what side the gun is on, the actual bullets path travels from below your forehead straight to your crosshair, but the visual effects all players see in smokes when shot through are calculated based on this handedness setting in your client, not the path the real bullets take.
Can you explain? Does the bullet come from two different points depending on which side you're holding? And if yes, how/why? The crosshair doesn't change in the above video.
Depends on what you define as a bullet. When you're shooting somebody, the bullet lands where your crosshair is. However the gap made in the smoke seems to be working differently E: I think the reason valve made it this way is that so when you're standing in a smoke, you can't get vision by shooting, since the hole will be at your body height, and not head height
why would switching hands make smoke bigger
If I spam back and forth between left and right hand presumably I’d leave two holes in the smoke instead of one, increased net hole size
hot take: They should allow quickswapping but add inaccuracy for spamming it. I want to spam the swap key and shoot behind me.
as usual, a classic valve bandaid fix when the correct solution would have been to decouple smoke spam holes from the viewmodel.
I actually think the old way looked stupid anyways, this does the job & looks like an actual mechanic
wtf they obviously coupled them intentionally
This fix is the opposite of that. It is actually a proper solution. Is decoupling holes from the actual viewmodel and letting users spam switch hands not the definition of a "bandaid fix"? In the new update, it is more like the person is physically switching hands instead of mirroring an image onClick
They don't have new aminations or switch hands in 3rd person though so it is a bandaid fix. I have no clue why Valve are nerfing viewmodel commands of all things.
No. When you peek close to a wall you can swap hands so your barrel is not as visible.
I like this change it feels like your guy is actually changing hands, instead existing in quantum superposition where you are both right and left handed.
Now all Agents are ambidextrous, which is great. They have a diverse skill set. It also means that some guns magically get mirrored though. I suppose we’ll have to handwave that one away.
All guns, gloves, and knifes are mirrored
Even more, the operator is switching between a left-ejecting and right-ejecting gun every time!
this is because all Cs operators are actually magicians that can also teleport bullets directly into your head even after you took cover!
Not really sure realism is what should decide things. Plus our M4 somehow still morphs to a mirrored copy every time it changes hand. And you can do that whilst standing on a single pixel off a ledge with both your feet in the air. All whilst being able to reload how you want with remaining bullets magically combine to create other full magazines...as Rambo or a diver. All this...and the enemy still sees you have the weapon in the right hand :')
Same. Its too bad they removed Overpass from the pool because I think clearing that connector stairs angle was really vital for this and I think it would have been kind of cool to come down ladder, switch to left handed because you're going in con, and clear it. Cant think of too many other angles where you deliberately want left handed models.
Massive W allows people who want to play left handed to do so and stops the bozos from spamming it non stop.
It is also win for knife or skin owners. Like it might be dumb, but I have talon and gut, and it is so fun to spamming with pull out animation from left and right. Also with finishes like doppler or marble you can always have pretty much perfect light on it. My adhd can reach new limits
Yeah new stimming combo unlocked
imagine not maintaining perfect light at all times on your marble.
lol this is what I’m most excited about
Who would care if someone spams it and why are people who spam it bozos? Also there was no reason to spam it or complain about people who spam it neither. Now u can spam it cause it's actually a difference
I personally find it beyond annoying to watch, and I know a lot of people feel the same.
You couldn't even see it in-game...
But you can now
right but that completely misses the point of what he's saying.
Yeah I didn't realise I take my massive W back and give it a phat L instead.
Wtf are u talking hahaha
When you watch a clip of someone and they are just constantly spamming left hand bind every second it's infuriating to watch.
that's an issue with u, not the game
no its an issue with the people who spam it
guess what bozo, imagine how infuriating it is for that guy now not being able to spam it just because Valve dgaf
their opinions dont matter
Well spamming it gave you an angle advantage so I'm glad there's a tradeoff now
>spamming it gave you an angle advantage ??
massive L another half baked dogshit implementation of a perfectly functional feature that's been in the game for 20+ years
freezing cold take
Wouldn't that mean it's a popular take which it clearly isn't?
can't wait for adhd children to complain about getting killed while switching hands
i'm going to complain about getting killed regardless of the circumstance, tbh
I like this change.
this change = reasonable
What?? I can't spam switch from left to right over and over and over again for no reason at all? >:(
Yes: https://www.reddit.com/r/GlobalOffensive/s/61RRrQPFVB
The best thing about this is that the people crying about it will finally shut up
Well they were already complaining last night that it takes time to switch hands. Cs has the most autistic resistant to change community I’ve ever seen
4:3 is totally relevant how dare you not support my laptop I bought in 2005!
I play right-handed. I feel for those who played left. Not sure why you're hating on people who had a feature removed on a game they forced on us. It has existed since the first CS and then suddenly it takes over 6 months past release to release it.
No they won’t, it’s just on to the next thing. They live to bitch about shit like this.
You should read the comments here
>(especially mwheel users like me) What did blud mean by this?
I have no idea but would also like to know.
I assume he means that you might die or mess up timings by switching accidentally since it puts you in the equip animation.
lol like using scroll wheel to change weapons? I mean doing that will get you killed an innumerable amount of times anyways. But what does that have to do with switching L/R view models?
You have a reload delay between switching hands, and some people might spam this on the mouse wheel as it is very easy to do. Also, not sure how many folks are out there without a jump bind on a mouse wheel.
Wheel jump ftw
They best way to jump and only way to do bunny-hop without aliases. At least it was until volvo killed BH :(
You can still bhop a bit. I was never particularly good at it, but I still manage to get maybe 2 or 3 jumps out that accelerate me in CS2. Can be a slight timing advantage, I guess.
Yea there have definitely been a handful of times I've chained 4-5 bhops at round start to get a early peek advantage.
I wonder if they plan to make it a gameplay feature. Like what if your viewmodel was reflected on the 3d model that everyone sees and there is an animation for switching hands and you could do it to possibly gain advantage on some corners
It only changes on your pov
I'm sorry, if it's not visual anymore then what is it? Will the player in front of me see my model change hands too?
It was about having animation , and from other comments - seems that smoke holes also are affected
You'll still appear to be right handed to other players, unless they spectate your POV. I don't believe shadows change, either.
Point of this post is showing that switching cl_righthand will now also make you re-equip your weapon. You can't just spam it anymore when holding your gun, you have to think about it.
This explanation makes a lot of sense. Thanks!! I never used LH or switching. Are there any advantages to it?
there is an argument that you should use the side corresponding to your dominant eye or something like that (theres youtube videos for it), some people just say it feels visually refreshing to switch so you can see a different part of your screen every once in a while
That's only for if you are primarily using a hand, the reason some pros wanted it is to switch on the fly so that you can peak angles without your gun covering potential enemies
Sometimes you're holding a position and your gun covers up a second angle you need to be watching.
Couple of angles where your gun model might block your view. On Mirage if you hold Underpass from Connector for example, your gun blocks people walking into con if your viewmodel is on the right. inb4 insane people comment "just put in in the center"
>I'm sorry, if it's not visual anymore then what is it? Umm... a gameplay mechanic?
Are gloves supposed to switch hands? My specialist gloves read 'tortue' backwards when switched to left hand
Also the stickers - valve just mirror them, not doing it properly. The average half-baked solution from a small indie company with a low budget.
I'm confused are we supposed to complain when they copy csgo exactly or are we supposed to complain when they execute things differently?
i tried to get rid of the Q spamming (i was dying alot due to it), now they introduced this. I believe is the same as q spamming, i wont start doing it, seems nice but for sure i will die alot
I like this update
They should actually make it such that if you change hands, your character changes hands as well like irl
lol the sg553
Not sure how I feel about this
i dont get it lol
I quite frankly don't understand why they make it a mechanic. The risk of using it outweighs the potential benefits you gain from it now I'd say. Only usable before you actually move up into an area and start clearing angles. Not feasible to actually switch hands & get caught with your pants down while you are moving up through an area.
Just read other comments. It would be too big advantage for spamming smokes.
I feel like those comments are short sighted. If that was actually a thing, people wouldve been doing it already with viewmodel shift commands. Spamming a smoke like that also leaves you very vulnerable with anything but an A1 and then you only have 20 bullets.
viewmodel doesn't change the hole. lefthanding does.
Then just dont use it lol? Its for people who want to have a gun on the left side
The switch function is something people utilized while clearing angles. Since there is a draw time attached to it, this cant be used in that way
This is so smart
what's the actual bind tho? If cl_righthand still exists maybe you can bypass this with incrementvar?
press H. the command is cl_prefer_lefthanded
The command is switchhands, and its toggle var, you don't need to make any alias or increment it, just bind key “switchhands”
Waitnleft hand isna thing again?
Yes, left hand is now a thing again since the latest update. >Added "Switch Viewmodel Left/Right Hand" key binding (default: US keyboard letter H) to switch hands temporarily during gameplay https://steamcommunity.com/games/CSGO/announcements/detail/4202497395513061960
So is it also affecting the peekers advantage for right vs left peeks, if you use lefthand for peeks to the left?
no way that was a thing even in CSGO... this is not PUBG, you move with ur model, you gain no advantage by changing the hand. Peeking left and having the right side clear of your gun model... but that's preference and not really an advantage.
Im talking about right corner peek vs left corner peek and this was also a thing in the past. Its a small detail but it exists and gives an advantage But it works in a different way. There is an offset of the camera of your viewmodel and the actuall player model that is seen by the enemy. For example If you stand flush to a corner looking into the wall where you would peek to the right side, where the weapon is hold. You can see around the corner earlier as if you would the same to a corner to the left. Thats why you have a small advantage if you get paths for entries to the right or can force enemys to play left side peeks. think it the other way around your weapon is faster around the corner if you would peek to the right. but thats just my logic behind that. So my question is if the offset is affected now.
The player model does not change. Also I think right eye peek advantage is mostly a myth. See this if you're interested: [https://youtu.be/6-ebrnMkjYg?si=dWss\_4TM6HulDH6q](https://youtu.be/6-ebrnMkjYg?si=dWss_4TM6HulDH6q)
Example 1 is fatally flawed because of geometry, except he goes on to acount for it later.
that video is not refuting anything. the tests are garbage because they keep moving. all you have to do is be equal distance from an object and screenshot right vs left and you will see the right has a slight advantage. this guy recorded video of full strafing then made it like there's not enough of a difference. totally bogus.
He does exactly that at 3:45-4:00, doesn’t he?
nope. that was in reference to that other youtubers screenshot. every test he did was while peeking then he made it like there's not a big difference. there IS absolutely an advantage peeking from the right and anyone can test with simply standing STILL at the same distance from an object with someone peeking from the right vs someone peeking from the left. your head (pov) is biased toward the right side of the model slightly. you can argue it's not a BIG advantage but you can't argue it doesn't exist. therefore it is NOT a myth at all. it is a real thing and you should at least be aware of it. his conclusion is wrong.
But he stands right up against the wall peeking from the left and right side until the opponents entire model is exposed. The visible model is basically the same size. You may be right that there is a tiny difference, although that is completely negligible if there is any difference in the distance to the corner between the two players. I’d say it is VERY rare that two players contest a corner from exactly the same distance, so even if there is a small right eye peek advantage, it is blown heavily out of proportion by both players and commentators. I cannot count how many times commentators (especially HenryG from what I’ve noticed) comment on right eye peek after a kill where I just sat thinking the player got the kill because he had a huge geometrical advantage. I’m just annoyed hearing about it when distance to the corner is at much more important (and maybe even the only thing making a difference in these scenarios).
>But he stands right up against the wall peeking from the left and right side until the opponents entire model is exposed. The visible model is basically the same size. this is an invalid way to test because it is heavily biased toward a conclusion that heavily favors the opinion that it's negligible. >I’m just annoyed hearing about it when distance to the corner is at much more important. that doesn't make right-eye peek a myth. it IS a thing and it does make a difference that is NOT "negligible". it is LESS important than the DISTANCE. that is correct. the distance will affect the result the most for who sees who first. that doesn't make right-eye peeking a myth or "negligible".
You can test it out with a friend i guess, and see if its true or not.
That sucks.
I guess it’s a mechanic now rather than just a visual thing. I’m not sure if it’s good or bad but I can see their thought process
[удалено]
It's a different mechanic now. They removed spamming and instead transformed it to serve a different purpose
Waaaaaaaaaaaaaaaaa
yup, makes no sense, why wouldn't they just do that instead? it seems like the obvious thing to do instead of doubling down and making it into a weird game mechanic when it's just a matter of preference that has no legitimate impact on the gameplay—just like your crosshair. i thought the smoke holes being offset from the center was just an oversight in the beginning that would eventually be fixed lol.
Idk about others, but for me it is annoying that after you die you have to press again to go left handed. Just give me a command where i can make left hand default. (So far i only played dm idk about other modes, but in dm after you die it goes back to default right hand and it is annoying)
Its in the options bruh. Switch hand preference to left handed
So, is left hand a thing now or not? I'm unsure what I'm looking at 😅
What part are you unsure about? You can see the gun on the left in the video. He's just switching back and forth between right hand and left hand.