Twistzz highlights game issues like netcode, running accuracy, and visibility in smokes
In a post on X, Counter-Strike 2 player Russel "Twistzz" Van Dulken shared his thoughts on some of the game's issues. Regarded as one of the most mechanically gifted players in CS2, Twistzz's criticism adds to the issues that content creator Thour recently compiled. Here’s a deeper dive into the main issues raised by Twistzz and how they impact gameplay.
Accuracy and Movement Issues part of Twistzz's CS2 Concerns
Twistzz noted an unusual increase in accuracy when players shoot while running in CS2. He observed that players attempt this tactic more frequently, leading to unexpected successes. In CS:GO, such gameplay was reserved for pistols owing to lower movement inaccuracy. However, it has since expanded to include other weapons in CS2.
The Canadian also highlighted how CS2 feels less rewarding and precise than CS:GO. In CS:GO, thanks to the familiarity with the engine and the snappy movement, players knew exactly when their guns were perfectly accurate. Conversely, CS2 can sometimes catch Twistzz out over whether someone is accurate.
The same inaccuracy debate works in the other way, too, letting players get away with headshots where their crosshairs weren't in the right place. Or sometimes, missing out on shots when they were. Twistzz feels this particular CS2 issue makes the game less rewarding.
Tagging Issues: Sliding and Rubberbanding
Twistzz also raised tagging as a big concern, calling out its strange effects. He noted that tagging opponents now makes their model “slide,” while getting tagged makes him “rubberband.” These inconsistencies disrupt movement flow, especially during intense firefights. Sliding and rubberbanding in CS2 reduces clarity and control, affecting casual and competitive gameplay. This issue has been consistently highlighted not just by Twistzz but by CS2 players across the community.
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Twistzz CS2 Issues with Netcode and Kill Delay
Netcode problems made up a large chunk of Twistzz's list of CS2 issues. Intricately linked to the lag, sliding, rubberbanding, etc., the netcode determines how the networking works. Since the introduction of sub-tick in CS2, players have regularly complained about its flaws. Twistzz explained that net code inconsistencies lead to noticeable kill delays.
"Ping: I still have no idea how it works in this game, either it helps you or it doesnt"
Sometimes, these inconsistencies even cause players to get stuck in spawn. For many, these delays create frustrating moments and affect hit registration. Netcode inconsistencies, especially on higher pings (50+), make gameplay less responsive and fair.
Volumetric Smokes and Flashbangs: Still inconsistent
Volumetric smokes were the most apparent change for CS2, but a year after its release, they remain a point of contention. While blowing smokes open for that perfect AWP kill has created several highlights, the feature lacks consistency. That was another key CS2 issue that Twistzz highlights. CS2's reactive smokes make it unclear which player has the visibility advantage. In Twistzz's view, it makes duels "completely random" in some circumstances.
The other utility-related point that the IGL highlighted was flashbangs. Particularly, Twistzz has noticed a distinct delay in being able to dodge flashes. The player explained that flashes can blind players if they wait until the last second to dodge. This inherently creates a unique situation where players with faster reaction times are punished.
Despite the criticisms, Twistzz maintains a positive tone in the game thus far. Newer players may forget this, but the launch version of CS:GO was ridiculously bad. That led to takes from Danny "zonic" Sørensen, claiming the game would never take over. Learning from his predecessors, Twistzz says that he can't wait to watch the game grow just like CS:GO did.
Stay tuned to esports.gg for more CS2 news, guides, and updates.