zer0kz I don't see how adding more RNG on top of RNG would magically solve the problem
Yes increasing the number of RNG jumps in a map decreases the overall RNG of the map. In a previous post you make an almost equivalent statement:
zer0kz the map must be either long enough to have enough samples to minimalize the luck aspect, or be designed by a way so that other skills are much more important than getting lucky in order to go fast.
A good example of the former is bkz_underground_crypt_v3 (where the entire map is bhop but there are so many bhop sections that you have to react and can't just get lucky on all of them for a good time
The only real difference in our statements is that I'm separating the count of jumps from the length of the map. If you increase the count of RNG jumps while making the map shorter (e.g. by removing a climb section), then you have reduced overall RNG from two directions: increasing the samples per run, and increasing the number of times you can complete the map in a given period of time (which increases the samples per hour).
zer0kz decreasing map length makes the problem worse, not better
Across a single run, if the decrease in length was from removing bhops, yes. If you decrease length by removing a climb section (or ladder, surf, dropdown, etc), and you consider the increased number of map completions you can do in a given amount of time, then no, reducing map length reduces randomness in your time. I don't think anyone is concerned about single run randomness if the leaderboard placements are not random.
zer0kz I don't see going 40% faster 50% of the time is somehow a good gameplay design, and mappers are forced to make their map in a certain way just to avoid the problem and that limits creativity from them as well, which is a lose-lose situation for everyone involved.
It's a way to make it reactive, per thread we like kz for different reasons. Fair point on mapping, but I guess if a mapper wants to create a truly random map then good for them, should just not try hunting that map on kzt (I know I know the map completionist argument will kick off now).
zer0kz It's the only thing CS2 has for its subtick system right now (movement + attack commands), and I don't see it changing soon either. The packet is bigger than CSGO's packet because it contains subtick inputs, but the subtick inputs only contain what key you pressed/released at which time and not your mouse angles.
We know that for sure then? I couldn't find any good info besides the packet size. The packet is a lot bigger according to this thread, more than I would expect from just keyboard+click data. Any number of explanations for that though, could just be future use padding. I'll be majorly bummed out if it doesn't have mouse motion, I've wanted asynchronous input long before CS2 was a thing.