
I believe his opinion on the pros/cons introduced by the longjump bind pertains to this aswell albeit more so for KZ. UdNeedaMiracle's Jumpstats Guide section about the longjump bind and problems introduced by it Steel - Correcting Reddit: How essential is stutter stepping? Scout Movement Basics (TF2) - Skipped to Null-Movement Script Related videos, discussions and guides related to what I said: If you want to to test or practice with this script you can use the console command "cl_showpos 1" to see your current movespeed. If it were bannable from most community servers I would stop using it. I mainly use it because I enjoy messing with my config and said fuck it why not. I'm not a hardcore bhop/KZ/surf player, I don't have top server times or anything, so I don't have a strong opinion on this script. Although I may be making it more complicated than it is, I enjoy reading about binds/configs/scripts. IMO, it depends on personal preference and experience.
#Cs go surf admins.cfg how to#
I wouldn't recommend depending on this script for learning movement and instead get used to the timing of releasing keys, like learning how to longjump vs. Although in bhop/kz/surf I use it for consistency to eliminate the potential factor of wasted milliseconds and strafes holding the opposing strafe key thus increasing strafe sync. For competitive I don't believe it helps or hinders my gameplay, since I'm used to tapping strafe key to stop movement. Although in TF2 you don't have to worry about running inaccuracy and generally want to keep moving, which I feel it would also benefit CS:GO per my previous examples. I personally used the script for when I played TF2 as Scout and recently transferred it to CS:GO a couple months back. However, I'm used to letting go of the strafe key and tapping the other to stop, which I believe is the recommend way to stop (not certain on this). For people that hold the opposing strafe key to stop their movement rather than tapping it, the script could negatively affect their weapon accuracy. The best scenario I could imagine for the script is for stutterstepping or strafing side-by-side while spraying an SMG.

I think it could be useful as it would eliminate possible milliseconds of unintended conflicting inputs (+moveleft & +moveright or +forward & +back). BLAST Premier: Fall Finals 2021 / Information, Schedule, & Discussion.

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