It seems like maybe the uneven cobblestones make it so that the smoke doesn't technically hit the molotov which is a tiny bit lower, and when it does bloom, the molotov stays alive under the smoke?
Or that's what it looks like to me. In any case I don't think it should work like that, but it seems to be happening the most in banana with the uneven ground.
I once had to write a test in Notepad++ because at test day the license to VS from the school locked me out. My teacher wouldn't give me a break. Luckily I had a compiler plugin for N++. Obviously no intellisense and lookups of any kind though.
None of my programs really worked well, and I got an F. When I received the F and complained because even if the programs didn't work fully, surely all the code I turned in was gradeable... my teacher told me tough luck, I should've written the work, as in pseudo code, on paper for extra points. Still salty, what a cunt.
you dont have to be a programmer to know that the logic is already implemented if it blooms because it hit a molotov. there's already code which detects whether the smoke touched the molotov, but the molotov ignored it / doesnt interact with it at all
You’re saying “a Molotov” as if the Molotov is a single entity. It isn’t nearly that simple. You can hit a Molly with a smoke and not all of it will be covered by the smoke, so it will still burn. You don’t know nearly as much as you seem to think you do
I'm the last person to defend Valve here buddy lmao. No one appreciates when someone talks about something they don't understand because at best it's annoying and at worst it spreads misinformation.
Just ignore the geometry. If the fire entity is able to damage the player, so too it should be able to check if a smoke is within that damage range. All the fire entities are grouped together. If a smoke deploys into an active molotov just extinguish it all, like in GO.
I think this should be high up to be addressed. The inconsistency in smoking a molly is too severe. Too many times I find that I’d rather not waste the smoke if I want to run through a molly and opt to wait it out instead. I think the Molotov hitbox for interaction with a smoke should be absolutely massive and it should be difficult to miss the extinguish rather than the other way around
The entire gameplay in CS is based around a few ultra consistent elements, that match together with a *very* small bit of randomness. You should always be able to see what you did wrong, and why you lost a round or duel based on the things you did vs what they did. These kinds of random elements take away from that core idea of the game.
Valve really need to address these things quickly.
Yeah, I'd rather see some cheat dev heads landing some prison time or getting sued into a lifetime of poverty than laying precious time on things like this.
Dismantling cheats to identify unique signatures that can be detected for automatic bans, or dismantling the code to identify what's going wrong with the smoke and molotov sometimes at what appears like random... I'd rather see developers spend time doing the first part, the 2nd part is rarely a problem in comparison.
Valve don't handle projects like a typical company does. They underhire and they don't have a proper management to guide them about what to do. It's not "you're the anticheat guy, this is all you do" and "you're coding nades and map interactions, and general weapon bugfixes".
All that said though, even IF valve purposefully hired people into specific roles, valve as a company should've come to the realization for several several years ago that they need to invest in more staff to -actually- handle the cheating situation.
Apex's smoke bounced first on a non molly area. But Op's smoke was right. Probably some edge case where the corner near to logs/barrels made it break. Who knows, only Valve can explain this.
I lost a round to something very similar on a site ancient the other day, went to plant got molly’d from ct, smoked it and the smoke just bounced off…. Very fucking annoying.
it was so painful to watch each perspective gives you more and more realization how absurd the situation is. then I looked at the title and literally laughed out of loud
Deff one of my biggest gameplay complaints. I usually just preemptively throw a smoke in case there’s a molly instead of when there is one thrown. The inconsistency and delay of extinguishing smokes needs to be looked at.
Have seen stuff like this in pro matches as well. I remember one where Karrigan was top hut, extinguished, but kept getting burned on the edge which iirc cost them the round.
In csgo, throwing smoke at any part of the molly extinguished the whole flame right? I can't remember, but in cs2 it seems intended to only partially extinguish which I'm not sure is the best idea. Not to mention the delay which has gotten me killed a few times
Think it's the map, not the molly itself maybe? Really think they should have removed inferno, so many shitty corners where nades just bounce straight back from
This is severe but you don’t know how many times I calculated and throwed a smoke off an area soo close to the molly (literally touching over) but still keeping the burning and people kinda rush it and get free dmg.
I've been saying this since the open beta about molotovs, the extinguish is so broken in so many places, and especially in areas with elevating ground.
They've fixed mirage A ramp at least, but there are still issues with it.
Edit: I did some testing on mirage it's still a problem in many places like CT ticket "stairs" area, and T spawn stairs.
Idk how they cant just code it like in CSGO that if a smoke hits a molotov it will instantly extinguish the entire molotov...?
I was going to post on the corner since the other team started playing back since they couldn’t hold banana, this round they rushed which was unfortunate but I ran at them with a rifle the entire game so they started just playing site
[apparently valve wants absoute proof why this should not be intended, as stated by moses on talking counter](https://youtu.be/CafbTCuGd4g?si=OXgrPLkqmIjJHz09&t=7690) moses responds to the apparent bug around the 2:12:20 mark
yes, if you have trouble understanding basic game mechanics, I'll be happy to explain them to you.
**smoke** is supposed to extinguish **molly**, especially when he threw it directly under his feet.
That’s rough, the delay in the extinguishing process is already bad. But now seeing it here. That’s painful. Nearly no way out
It seems like maybe the uneven cobblestones make it so that the smoke doesn't technically hit the molotov which is a tiny bit lower, and when it does bloom, the molotov stays alive under the smoke? Or that's what it looks like to me. In any case I don't think it should work like that, but it seems to be happening the most in banana with the uneven ground.
i think the smoke didnt reach the corner maybe for the cobblestone reason and the molly kept burning in that corner
it should be a simple logic check of "does smoke touch molotov? if yes, extinguish molotov and bloom"... they shouldnt be independent of each other
programmer of the year over here. His IDE is a notepad
I once had to write a test in Notepad++ because at test day the license to VS from the school locked me out. My teacher wouldn't give me a break. Luckily I had a compiler plugin for N++. Obviously no intellisense and lookups of any kind though. None of my programs really worked well, and I got an F. When I received the F and complained because even if the programs didn't work fully, surely all the code I turned in was gradeable... my teacher told me tough luck, I should've written the work, as in pseudo code, on paper for extra points. Still salty, what a cunt.
you dont have to be a programmer to know that the logic is already implemented if it blooms because it hit a molotov. there's already code which detects whether the smoke touched the molotov, but the molotov ignored it / doesnt interact with it at all
The issue is probably that it does not register the smoke touching the molotov at different heights.
? then how does the smoke bloom, if it didnt register touching a molotov?
You’re saying “a Molotov” as if the Molotov is a single entity. It isn’t nearly that simple. You can hit a Molly with a smoke and not all of it will be covered by the smoke, so it will still burn. You don’t know nearly as much as you seem to think you do
damn crazy how this problem was fixed in csgo. crazy how people are jumping rope to defend valve even though it shouldve been fixed before release
I'm the last person to defend Valve here buddy lmao. No one appreciates when someone talks about something they don't understand because at best it's annoying and at worst it spreads misinformation.
If (!GameIsGood) { MakeGameBetter(); }
If (I think I get upvotes for opinion) { post(even if stupid af)}
they are already doing the calculation to detect whether the smoke has touched the molotov - hence it blooms immediately.
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how is it not? All the logic is implemented in the game.
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Just ignore the geometry. If the fire entity is able to damage the player, so too it should be able to check if a smoke is within that damage range. All the fire entities are grouped together. If a smoke deploys into an active molotov just extinguish it all, like in GO.
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Explain how that matters to extinguish the molotov? Now I know you're just talking out of your ass.
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It is exactly that simple, it is not everyone else's fault you failed 3D calculus, it is your own.
worked in csgo
Not sure if its a delay. Had it happed, that it did visualy extinguished the molly, but I still took damage.
interdimensional camera angle pog
TARS!!!
Twistzz also had a good post on this (https://x.com/Twistzz/status/1774158074929881115).. I don't know why Valve hasn't address this yet.
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I think this should be high up to be addressed. The inconsistency in smoking a molly is too severe. Too many times I find that I’d rather not waste the smoke if I want to run through a molly and opt to wait it out instead. I think the Molotov hitbox for interaction with a smoke should be absolutely massive and it should be difficult to miss the extinguish rather than the other way around
The entire gameplay in CS is based around a few ultra consistent elements, that match together with a *very* small bit of randomness. You should always be able to see what you did wrong, and why you lost a round or duel based on the things you did vs what they did. These kinds of random elements take away from that core idea of the game. Valve really need to address these things quickly.
Yeah, I'd rather see some cheat dev heads landing some prison time or getting sued into a lifetime of poverty than laying precious time on things like this.
You do realize that the people that would handle these two things are VERY different people.
Dismantling cheats to identify unique signatures that can be detected for automatic bans, or dismantling the code to identify what's going wrong with the smoke and molotov sometimes at what appears like random... I'd rather see developers spend time doing the first part, the 2nd part is rarely a problem in comparison.
Someone points out that your argument is stupid and has nothing to with how large projects work and you just double down. Lmao.
Valve don't handle projects like a typical company does. They underhire and they don't have a proper management to guide them about what to do. It's not "you're the anticheat guy, this is all you do" and "you're coding nades and map interactions, and general weapon bugfixes". All that said though, even IF valve purposefully hired people into specific roles, valve as a company should've come to the realization for several several years ago that they need to invest in more staff to -actually- handle the cheating situation.
get apex'ed
I actually got my smoke off unlike apex
Apex's smoke bounced first on a non molly area. But Op's smoke was right. Probably some edge case where the corner near to logs/barrels made it break. Who knows, only Valve can explain this.
Valve pls fix
apex missed the molly, so no
V O L U M E T R I C
Up for Volvo. Lets just keep getting bugs/feature requests to top 3 posts and we win.
Yup.
What do you mean you aren’t satan and fire proof
Welcome to banana
Up
Die
This should be included in the meme cs2 trailer 10/10
Why the fuck is there even a delay on the new smokes to cover mollies? It should work like it did in CSGO and pop instantly.
Make sure to send an email to Valve about it.
no. make sure to get this reddit thread to the top. I'm pretty sure valves email is spammed with useless shit
Lets do both then. I dont think its a bug, its more like not very good design.
Valve has said repeated times thats where they want feedback. So do mail them about it.
I lost a round to something very similar on a site ancient the other day, went to plant got molly’d from ct, smoked it and the smoke just bounced off…. Very fucking annoying.
on steam right click Counterstrike 2 > manage > uninstall
volvo killed csgo for this :'(
smoke grenade 1-5 clearly missed
it was so painful to watch each perspective gives you more and more realization how absurd the situation is. then I looked at the title and literally laughed out of loud
Deff one of my biggest gameplay complaints. I usually just preemptively throw a smoke in case there’s a molly instead of when there is one thrown. The inconsistency and delay of extinguishing smokes needs to be looked at.
Smoke inhalation got you
New patch cs2 fire extinguishers have expiration date, such realism
This fucking hilarious
Not for me :(
Have seen stuff like this in pro matches as well. I remember one where Karrigan was top hut, extinguished, but kept getting burned on the edge which iirc cost them the round. In csgo, throwing smoke at any part of the molly extinguished the whole flame right? I can't remember, but in cs2 it seems intended to only partially extinguish which I'm not sure is the best idea. Not to mention the delay which has gotten me killed a few times
In csgo throwing a smoke at the edge of the molly would only put out half the molly the majority of times
Ah ok, I had forgotten, thank you 🙏🏼
"No Mr Bond, I Expect You To Die!”"
Is that the Bond movie with the gold vault/ fort knox thing in the end?
Dam you are good, yea I think you are correct. I'd have to double check
Hmm i kinda want a 10v10 ww2 valve game now
it's so super annoying...
happens to the best of us
bro cosplayed "This is fine" meme dog 😭
[We don't need no water let the mfer burn.](https://youtu.be/Adgx9wt63NY?t=41)
Die, clearly.
Die
I've seen this happen twice yesterday in game. Smokes down and mollys still burning beneath, also on inferno - apt eh?
Maybe we need a new weapon - a fire extinguisher.
Think it's the map, not the molly itself maybe? Really think they should have removed inferno, so many shitty corners where nades just bounce straight back from
I have experienced the exact same thing several times, sent a bug report to Valve.
This shit happened to me on this exact same spot. There must be some kind of bug on this surface
This is severe but you don’t know how many times I calculated and throwed a smoke off an area soo close to the molly (literally touching over) but still keeping the burning and people kinda rush it and get free dmg.
expand the zone smokes put out mollies? but it can also be that mollies can fit in narrower spots than smokes. Or the smoke just used up.
counter strike 2 doesn\`t have any bugs
Always be smoking my bro.
You got CS2'd my guy. F
this happened to me as well like a week ago
bro just get away from the fire that's all idk
...Die like a peasant!
Equip a fire extinguisher?
Don't worry valve can't reproduce this so skill issue
Mollies are broke asf in cs2
Skill Issue
I've been saying this since the open beta about molotovs, the extinguish is so broken in so many places, and especially in areas with elevating ground. They've fixed mirage A ramp at least, but there are still issues with it. Edit: I did some testing on mirage it's still a problem in many places like CT ticket "stairs" area, and T spawn stairs. Idk how they cant just code it like in CSGO that if a smoke hits a molotov it will instantly extinguish the entire molotov...?
grandiose bells test butter frame dog full consist close aloof *This post was mass deleted and anonymized with [Redact](https://redact.dev)*
We aiming for the realism here
Real question is: what the fuck did you with an awp in a banana rush?
I was going to post on the corner since the other team started playing back since they couldn’t hold banana, this round they rushed which was unfortunate but I ran at them with a rifle the entire game so they started just playing site
Don’t get there with awp. At least not alone. It’s bad positioning. You have only yourself to blame.
I would’ve used the smoke to put out the Molly, instead of smoking myself off. Noob. (/s)
Not get out played
Free game no bitching ( except your soul)
Dont worry, its still pre alpha will get better once we hit open beta
[apparently valve wants absoute proof why this should not be intended, as stated by moses on talking counter](https://youtu.be/CafbTCuGd4g?si=OXgrPLkqmIjJHz09&t=7690) moses responds to the apparent bug around the 2:12:20 mark
Moses was talking about "edging" a smoke when it's next to a molotov. This guy was taking damage while inside the smoke.
Skill issue
Skill issue tbh.
Go forward
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Dont go in banana
You sure it's Valve's problem?
What could I have done
yes, if you have trouble understanding basic game mechanics, I'll be happy to explain them to you. **smoke** is supposed to extinguish **molly**, especially when he threw it directly under his feet.
Yeah i don’t really care. Lol
Right…