There are still some flaws in CS:S which don’t reflect real world in any reasonable way. The game isn’t supposed to be 1:1 realistic in respect to real world but these bugs / flaws in the game don’t make any sense even in the virtual world.
1. Bunnyhopping
It’s possible to boost player’s speed by jumping to sloping surfaces. Jumping at the right time when going down ramps will boost player’s speed significantly. Better players can do similar boosting even on seemingly flat surfaces where there is only small leaning next to walls. Valve did try to disable bunny hopping by slowing players down after they fall on the ground but that doesn’t work if players are on sloped surface.
2. AWP quickswitch reload
It’s possible to reload AWP faster than normally by pressing “lastinv” button (default: q) twice very fast. Right after AWP has been fired rather than waiting for normal reload animation to take place player presses “lastinv” twice. It is faster for player to switch to secondary weapon and then back to AWP to get his AWP reloaded than wait for AWP to reload normally. Reload time is around 85% of normal AWP reloading. Some players tweak “lastinv” to one of their rarely used mouse buttons so they can press both “q” and mouse button at the same time to achieve fast reload. It is also possible to create script which fires the whole sequence just by one key press.
3. Invisible roof on maps
In each map there is an invisible roof on the maps. Grenades can pass through those obstacles but player models hit them. On some maps purpose of these invisible roofs is to prevent players from climbing too high by hopping on top of eachothers. On de_dust2 the roof is one of the most irritating. On bombsite B player can easily reach the invisible wall by jumping on the boxes near hole in the wall. The roof effectively disturbs normal gameplay for no apparent reason.
4. Flashbangs do not affect if thrown too high
On most maps it’s possible to throw flashes and other grenades above walls. However flashes don’t sometimes affect anybody if thrown too high even though otherwise they would blind everybody around.
5. Grenades through walls
On some maps it seems to be possible to throw flashes through rooftops or walls. On de_dust2 it’s possible to throw flash over the building near bombsite A so it flashes players on the other side near the slope. This is yet to be confirmed but it seems that throwing flash so far is not possible. Flash should drop on the roof of the building. What may be happening is that the roof has not been modelled and thus grenades can pass right through.
Miscellaneous stuff
There are other things too. Here’s a short list.
- “Bad netcode” which people constantly whine. That might not be as easy to fix as people make it seem like. Related to this is “bad hitboxes” which is also another thing which most people don’t have a clue about.
- SourceTV demos don’t show player’s view as it is seen in game. Every second update to CS:S seems to break compatibility with previous demo files and clients too.
- Quickscoping with AWP. Pressing right mouse button just before firing with AWP is something on the gray area. Without scope bullets aren’t so effective and very inaccurate. If player manages to press scope on just for a brief moment before firing it will be more accurate and give more damage than firing same way without scope.
I’m sure there is more.
6 Comments
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#1: Lol, let it in. Skill is required to do that and imho can’t be taken away so easyily cause it has something to do with the physics and jumping. Also you can bhop on flat surface, no slopes needed
#2: Thats another thing that is requires skill to do
#3: yea
#4: stupid flashbangs, yea
#5: as above ^
Here is a nicer list k1ller: http://forums.steampowered.com/forums/showthread.php?t=563372
Comment :: July 12, 2007 @ 4:10 pm
Your reasonings are not good. Just look at what competitive Quake is and you’ll get the idea how much all the glitches in the game can be exploited. If you’ve seen Quake done quick (that is pretty funny actually… best parts played by Finns ; ) you know what I mean. Of course all that stuff requires skill - but I’m quite sure that Quake developers didn’t mean that levels can be run through in less than 10 seconds. That is an example what happens to a game which is not updated after its initial release.
Why did Valve introduce that slowing down effect after jumping if not to discourage bunny hopping? It was clear attempt to remove bunny hopping from the game because bunnyhops just don’t make any sense. Few years back in CS1.6 AWP reload animation was delayed. Here’s petition to save quickswitch and then there’s some pro player who says that changing AWP was good. Why did Valve do that if not to discourage quickswitching?
Can you explain why it would be necessary for pros to be able to reload their weapons faster than normal players? Why don’t they just make the reload time faster for everybody? Why is it faster to reload weapon by switching to a knife first? Just doesn’t make any sense.
I think it’s also possible to throw grenades faster if you switch to a grenade, start throwing it but change back to primary weapon. Next time you switch to grenade you can throw it faster. I’m not sure exactly how it is done.
Defusing bombs through obstacles is also something very stupid. In de_tides players can defuse through brickwall. Does that require skill or is it just that you have to read the right forums to know that glitch - or see some “pro” do it first?
I don’t understand why people regard these glitches as skill. Skilled players can play in skilled level regardless of these obvious glitches in the game.
Comment :: July 12, 2007 @ 8:28 pm
That list at Steampowered forums is very good. I don’t understand why Valve doesn’t fix them. Instead of doing that new radar (I don’t even remember the old one, lol) and all the problems that caused they should have fixed the existing bugs and glitches.
They must be too busy doing new episodes for HL2 or even something stupider.
Comment :: July 12, 2007 @ 8:32 pm
Nice video, pretty funny btw.
Well you want a mathematical formula to determine what is an exploit and whats learned by skill.
Okay, thats not possible ya?
One of the reasons CS is such a success is because your skill is not proportional to your online time, like in WoW which is also very popular, even more than CS, but imho its still stupid. Imagine Perplexer being the best on Setti, just cause he has over 3000 hours in CS. That would be totally absurd.
CS takes skill to master and maybe all these little glichtes were not done on purpose, but they give you some advantage once in a while and need skill to master…
Things like throwing nades faster (throw and quickswitch and throw again), selecting the gun quicker after nading (select it the instant you throw), quickstop and strafe shooting, AWP quickswitching, bunnyhopping to an extent or the legal variant of it the strafe jump and long jump and maybe some other tricks you only learn by time and require some finger coordination.
When you mention illegal defuse you just deviate from the topic once more, sure its in glitches section, but dont give me such shit man… Its obvious that you need no skill to do that.
“Just doesnt make any sense”. Does running with scout quicker than with a pistol make sense? Or selecting the knife to run isntead of AWP (which is on your back) make you run quicker? Or reloading the guns with 29bullets and not wasting the clip make sense to you? This aint simulation but arcade game… But im going off topic as well here…
And I do agree on your second post…. oh well…
Comment :: July 15, 2007 @ 5:28 am
“Does running with scout quicker than with a pistol make sense? Or selecting the knife to run isntead of AWP (which is on your back) make you run quicker? Or reloading the guns with 29bullets and not wasting the clip make sense to you?”
No, those things don’t make any sense either. Valve should fix them too. Just because they’ve “always been there” doesn’t make them right. But of course there is some limit to these things. For example shooting someone in leg is very hard to simulate with pain, difficulty in movement, faintness due to blood loss, etc.
From developer’s point of view running faster with knife than with AWP is obvious flaw in the initial implementation. Valve has fixed so many glitches present in CS1.6 to CS:S that it’s hard to believe they would have missed those which you mentioned. Clearly they are left there just for the amusement of players who are used to use these very well known “exploits” in the game.
Even if strafejumping, quickswitching, bunnyhopping and all the other possible glitches are removed from the game it’s still possible for players to compete. Still some players will be better at shooting headshots than the others, some players will better predict their opponents’ movements, some teams will have better tactics, some people can move more accurately. All of these require skill and hand-eye coordination and none require any glitches in the game.
Comment :: July 17, 2007 @ 2:48 pm
I run faster with knife in my hand and AK-47 on the back, not the other way around. It makes perfect sense. All one-handed guns give you freedom to use upper body when running. The rifles take two hands, which makes running harder.
Scout vs. other-weapons running speed difference is because scouts run faster : ).
DoD has somewhat good wounding simulation. You can get hit in the leg and it makes your movement slower and the screen reddish. Then you have to find cover and press “z” to patch it up : ).
Then, about the glitches. I remember, in the early days of CS:S, that long-time cs1.6 players used to shoot the wall in d2 at bombsite B. I thought they killed time and just wanted to see the really cool effects of bullets hitting the wall. Later I found out that the wall in cs1.6 used to have glitch so that you could shoot right through it.
No glitches is the best.
Comment :: July 22, 2007 @ 7:20 pm