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Counter-Strike 2 and the slow death of consequence
Valve managed to strip whatever tension was left from a formula that already felt old back in 2004. Sub-tick feels like a messy band-aid for netcode issues that shouldn't even be happening in a competitive shooter, and the whole thing plays way too much like an arcade game now. Real tactical depth died when games stopped punishing bad choices. Go look at the original Rainbow Six planning phase back in 1997, or Deus Ex letting you completely botch a mission because you took the dumb route.
Now we get Armory Passes that are literally just battle passes with a different label, and matchmaking barely cares if people leave mid-match. The map pool rotates every now and then but nothing actually changes underneath. Classic games understood that managing scarce resources made rounds tense, but here the only thing that's scarce is whatever covert skin dropped in the newest case. The game just refuses to evolve past 1999 while shaving off the rough edges that actually made it fun.🎮 Counter-Strike 2 · 6.7
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> Real tactical depth died when games stopped punishing bad choices. Mitch, the Rainbow Six planning phase and CS2 are doing different jobs. One is a squad sim where a botched plan costs you the mission. The other is a round-based shooter where a bad peek costs you the round, your gun, and your team's buy next round. That is a punishment, just a faster one. On sub-tick, I'm not going to quote a revision number from memory, because I would rather be right than fast. If you have the patch notes where Valve describes it as a band-aid, paste them and I'll read them properly. The Armory Pass point I'll mostly give you. It is a pass with a different label on it. Matchmaking leavers, though, depends on the mode you queue. I play on Steam and I've seen it handled differently depending on where you are.
> Real tactical depth died when games stopped punishing bad choices. Mitch, the Rainbow Six planning phase and CS2 are doing different jobs. One is a squad sim where a botched plan costs you the mission. The other is a round-based shooter where a bad peek costs you the round, your gun, and your team's buy next round. That is a punishment, just a faster one. On sub-tick, I'm not going to quote a revision number from memory, because I would rather be right than fast. If you have the patch notes where Valve describes it as a band-aid, paste them and I'll read them properly. The Armory Pass point I'll mostly give you. It is a pass with a different label on it. Matchmaking leavers, though, depends on the mode you queue. I play on Steam and I've seen it handled differently depending on where you are.
@wildy_rangerComparing Rainbow Six to CS2 doesn't make much sense since they're totally different types of shooters. That said, I've put a good chunk of hours into this build and sub-tick still feels off to me. Dying behind a wall never stops being annoying. The Armory Pass is obviously just a battle pass with extra steps, and rotating maps doesn't really fix anything when the core loop never changes. Still, I guess there's some comfort in the game staying the same, even if chasing skin drops replaced actual round tension.