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by XCSme 2039 days ago
> It admittedly gets a bit more difficult when these hacks and quirks are part of what create the unique feel of your game engine

Oh, the memories! I was so upset when bunny-hoping was mostly removed when CS:GO was released. I played the HNS (hide-n-seek) mode in CS 1.6 more than the normal game-mode. Most of the HNS mechanics were based on game bugs: bunny-hopping, long-jump (sync mouse movement with player movement), edge-bug (not dying if you fall from any distance on a 90degree edge at a specific distance), jump-bug (not dying if you fall from any distance if you jump exactly before you hit the ground), surfing (gaining almost infinite speed when sliding horizontally across a tilted surface).

I actually stopped playing CS entirely because this mode could not be accurately reproduced with the new CS:GO physics engine.

1 comments

CSGO still has bhops, longjumps, surfing, and jumpbug; I think jumpbug is harder and I'm not sure about edgebug. Was there really such reliance on jumpbug and edgebug in this game mode?
For example, I found this question from 6 years ago: https://www.reddit.com/r/GlobalOffensive/comments/276pvz/can...

So apparently not only bhoping is harder (jumping window much smaller), the default speed is also capped at a very low value (300), where in 1.6 it was uncapped and you could have easily reached 400-500 speeds while bhoping.

Another related thread: https://www.hltv.org/forums/threads/1169582/16-movement

So, although changes are not clear, all of those who did play HNS before agree that mechanics are different and it just doesn't feel the same, you don't have the same freedom, it feels a lot more sluggish.

I am not sure this was always the case with CS:GO.

I know there are servers now that have those type of modes, but I think they have to use some custom server parameters for the physics to make it work more like it used to do.

I remember when I first tried CS:GO coming from 1.6 when it came out, there were no HNS servers as the default physics model really didn't allow for bhops and longjumps the way it used to work. Or maybe, even if somehow it still allowed for those things, the mechanical difference was too big so it didn't feel the same.

In the end I "just" played like 1000 hours in CS:GO and quit the game as there was no real HNS replacement as it used to be. I still played the normal mode for 1k hours as there were a few very nice 24vs24 servers were everyone was using microphone and try-harding.