I couldn’t find a way of hitting a jump shot every time.
BUT the glock does have a bug, where if you switch firemode before shooting then it resets
accuracy, so in a way it does help you hit a jump shot- quite considerably, in fact.
Thanks to Phun for pointing out that this is still broken.
And falling accuracy is also broken, in a way that 1.6 never was.
Slothsquadron explained the problem nicely.
Global Offensive applies inaccuracy the moment you jump, which then fades with time.
1.6 made you inaccurate whenever you were in the air until landing again.
This makes it harder to exploit- for example, in Global Offensive, falling off a ledge without
jumping means your shots never become inaccurate in the first place!
Dropping off a ledge in 1.6 is treated as being in the air, as it should be, and it
makes your accuracy just as bad is if you had jumped the drop.
More on this later.
For now I want to talk about jump shots, which is a much fuzzier topic because everybody
swears something’s wrong and yet nobody can explain it.
I used Logitech’s excellent multikey bind software to make sure the timings were exactly
the same every time.
I also used this console command and checked the console frequently, especially after accurate
shots to see if the game thought that some shots were more precise than others.
I can tell you now, it didn’t.
Well there were tiny tiny tiny variations like where the accurate range would be 0.43
metres instead of 0.44.
But if exact bind timings can’t get the same result every time, then you sure as hell
aren’t going to in gameplay.
Remember: I’m not looking for lucky shots.
These happen, much like rolling a 6 on a dice does occasionally.
I’m looking for a way of repeating something ‘lucky’ every time, or at least with significantly
above-average chance.
I started by jumping and firing at the peak of my jump, exactly .4 seconds after take-off.
After 50 deagle shots, this was the result.
Not very precise at all.
So I then moved on to teleporting to a specific place, running sideways for a set amount of
time, then jumping and firing.
The cone of bullets became wider, meaning that in general it was LESS accurate- but
guys!
Guys!
Do you see this?
Oh my God, a load of them pool around the middle!
Looks like I’m onto something here!
So I repeated the EXACT SAME THING AGAIN another 50 times without even restarting the round…
and it didn’t happen a second time.
I tested running sideways, jumping and then counter-strafing before firing and the result
wasn’t very exciting, though the console reassured me that it was slightly better than
firing at full sideways velocity.
I adjusted the timings so that the counter-strafe almost perfectly cancelled out the initial
sideways movement, kind of like so.
According to the console, the accuracy had improved back to how it was when I wasn’t
moving sideways at all.
But oh my God, a few of the shots seemed accurate despite the console showing no difference!
…so I repeated this again.
And again.
For every 50 shots I fired, it felt as though maybe 10% of them landed pretty closely to
where I fired.
Are you seeing a pattern here?
As in, it looks like there’s something going on, with several shots landing suspiciously
close to the crosshair.
But this doesn’t happen every time- and this is the problem!
Even if there is some kind of weird bug, it doesn’t help you (or Valve) much if there’s
no pattern to it.
If you can’t predict in advance if it’s going to happen or not.
And recording some accurate shots and claiming it works every time is a real case of confirmation
bias, similar to that which gamblers use when they claim that they’re lucky.
Yes, you’re being lucky right now.
But this has no value when it can only be seen with hindsight.
And no, saying that you’re going to be lucky before every shot and then posting the ones
where you are to Youtube doesn’t count.
What can I say, I then went a little crazy with the 360 no-scopes, which didn’t help,
and strafing without jumping, which did help.
Because I wasn’t jumping.
Because jumping doesn’t appear to help.
I hate to end videos on a worthless note.
So I drew a graph of jumping accuracy over time, according to console readings.
You can see that the longer you leave it after starting your jump, the better your accuracy
will be.
This means that if you can, wait until you’re falling back down again before shooting.
And make sure you do so before you hit the ground, at which point the accuracy gets worse
again before massively improving.
Because at that point you’re just standing still on the ground again.
But this is the point- if you want to hit your target, wait until you’ve landed again
before firing.
Or simply don’t jump in the first place!
Yes, you might get a lucky jumping shot, or even lucky streaks of shots, but they can’t
be repeated consistently EVEN IF YOU DO THE EXACT SAME THING EVERY TIME.
The odds aren’t in your favour!
If you want to hit somebody, just stay on the ground!
I know that this isn’t the point.
I hope that nobody’s claiming that jump shots are more precise than standing ones
because they aren’t.
But even if there isn’t some seriously OP jumping exploit, it could still be the case
that jump shots need nerfing!
But let’s discuss this, rather than getting distracted by rumours of a jumping exploit
that nobody’s willing to share proof of with the community.
The way I see it, that recent update that changed how accuracy resets, although a GOOD
change, has also unintentionally improved jumping accuracy- every value in CS:GO is
connected in some unexpected way, it seems.
Slothsquadron is the man to explain how to remedy this- upping the inaccuracyjump values
will make shooting while jumping less precise again.
So you know where the game currently stands, the AK’s jumping inaccuracy value is currently
0.8 and the M4’s is 0.6.
He has upped every weapon’s value to 1.8 in the upcoming version 1.3 of his balance
mod.
But this is only a botched fix.
And Valve can’t just up it to 1.8 for every weapon and be done for it, since these values
only suit the guns if other changes are made as well, like what has been done in the upcoming
version of Slothsquadron’s weapon balance mod.
So unless they borrow everything from his mod, nothing will fix the current situation
short of totally reworking how the values behind inaccuracy work in the first place!
Unless they replace the inaccuracyjump value with an inaccuracyair one like how 1.6 has
it instead, there are always going to be problems, and exceptions, and exploits to the rule.
And it seems as though Valve either doesn’t know how to fix this, or is too SCARED to.
But even if they do, there’s always going to be lucky, fluky jumpshots.
Short of Valve making jump-shots miss by at least a certain amount, this isn’t going
to change.
Even if a gun is inaccurate in the air, the bullet has to go somewhere.
And that means it’s still going to go where it’s meant to once in a while.
And until I have reason to believe otherwise, that’s the explanation I’m sticking with
for now.
I’d love for the rumours to be real.
I really would- it makes for a more entertaining video.
So if you think you’ve found a way of breaking jumping accuracy, Fugly, then please, come
at me bro.
I’d happily test it!
But until then, we’re left with one-off clips to go on.
Probably just the lucky ones where the stars align… ‘cause nobody’s going to bother
posting the shots that miss.
It reminding me of the gambling problem where people are more likely to shout about their
lucky streaks, which in turn makes people think the chances of winning in general are
higher than they actually are.
And I can tell you this: unless there’s concrete evidence that there’s a way of
exploiting jumping accuracy, Valve is not going to change things.
If you can exploit it then don’t keep it hidden.
Share it around, make it a problem worth fixing that CAN be fixed for a reason other than
to silence the circle-jerk that’s raging on.