Lag compensation
Server-side time-rewinding — when your bullet should hit, the server checks where the target was when you fired (not when the packet arrived). Makes online play feel like LAN.
#lag-comp
Mechanics
Server-side time-rewinding — when your bullet should hit, the server checks where the target was when you fired (not when the packet arrived). Makes online play feel like LAN.
#lag-comp
Mechanics
Sub-tick
CS2's server architecture that timestamps every input and processes it at the exact moment it happened, not at the next tick. Replaced CS:GO's 64-tick / 128-tick model. Same feel regardless of tick rate.
Mechanics
Volumetric smoke
CS2 smokes are 3D volumes that bullets / HE / mollies interact with. A bullet temporarily carves a peek-hole; an HE briefly clears; a molly pushes the smoke up. Replaced CS:GO's flat-billboard smokes.
Mechanics
Tagging
A bullet hit slows the target temporarily — proportional to weapon damage. AK rounds tag heavily, P90 rounds tag lightly. Why you can't simply sprint through a hold.
Mechanics
Peeker's advantage
Network latency means the peeker sees the holder slightly earlier than vice versa. CS2's sub-tick reduced this advantage but didn't eliminate it. Aggressive peeking still has measurable upside.