30. CS:GO console with a quick review on spraying
net_wireframe 2-3 [deafult value : 1]
Wireframe wallhack. You can see players through walls, you can also see which walls you can shoot through.
noclip
Fly through walls. Also you can’t die will in noclip mode.[God activated]
No recoil
Just put the whole command :
sv_cheats "1";
weapon_accuracy_nospread "1";
weapon_debug_spread_gap "1";
weapon_recoil_cooldown "0";
weapon_recoil_decay1_exp "99999";
weapon_recoil_decay2_exp "99999";
weapon_recoil_decay2_lin "99999";
weapon_recoil_scale "0";
weapon_recoil_suppression_shots "500";
sv_infinite_ammo 1[Infinite ammo]
god [You cant die]
r_drawothermodels 2 [default value: 1] Wireframe model wallhack. You can see other players through the wall. Works a bit like mat_wireframe 1.
give [item name]
Spawns weapon/ammo/equipment. For example “give weapon_ak47? spawns an ak_47.
host_timescale 4 [default value: 1] Speedhack. Makes everyone on the server moves faster. Can be set to any value. Everything above 1 makes you move faster while everything below makes everything slower.
thirdperson [default value: firstperson] Not really a cheat. Gives you thirdperson perspective. Type “firstperson” to go back to normal view.
Less recoil (no recoil):
cl_predictweapons 0
Less spread (laggy – no spread):
cl_predict 0
Speedhack:
host_timescale 3.0 (default = 1)
2nd SpeedHack:
host_framerate 50
Sound esp:
snd_show 1
snd_visualize 1
wireframe wallhack:
r_drawothermodels 2 (default = 1)
Asus wallhack 1 and no flash:
Mat_fillrate 1
Asus wallhack 2:
mat_proxy 2 (Default=0)
Brushmodel:
r_drawbrushmodels 0
Chrome models:
r_showenvcubemap 1
White walls:
mat_fullbright 2
Blue walls:
mat_normalmaps 1
Wireframe Wallhack Menu (actually a video test menu):
perfui
Fullbright:
mat_fullbright 1
No smoke:
r_drawparticles 0
No flash:
snd_digital_surround 1
No fog:
fog_enable 0
Entity box:
mem_force_flush 1
Player Box ESP/wallhack (laggy – game might crash):
r_partition_level 0 (default = -1)
Player/weapon ESP:
r_drawmodelstatsoverlay 1
Enamy checker:
cl_leveloverview 2
Shadow ESP:
r_shadowwireframe 1
Impact ESP/tracer ESP:
r_visualizetraces 1
r_rainspeed 0
Fire / smoke ESP:
cl_particles_show_bbox 1
Tracer ESP:
r_visualizelighttraces 1
Hitlocation ESP:
r_modelwireframedecal 1
Random Player Hitbox tracer:
sv_showplayerhitboxes 1
Impact Marker:
sv_showimpacts 1
Consistency Bypass:
Sv_consistency 0
Luxels (squares on walls):
mat_luxels 1
Zoom:
_aspectratio 0.3 (Default= 0)
Unlock max down and up sight:
cl_pitchup 900
cl_pitchdown 900
No Bob:
cl_bobcycle 0
Low resolution images (celled walls):
mat_showlowresimage 1
Texture location:
mat_surfaceid (voor memory addres), mat_surfacemat (voor texture naam)
Memory Adress Finder:
vgui_drawtree 1[/b]
You have recoil, and then inaccuracy. Recoil is the distance your bullets will travel away from your crosshair. It is a pattern (that is more or less a line of best fit) you can learn and once memorized you will develop a greater understanding of when your recoil will begin to change directions. Instead of trying to adjust for each change in the pattern, you will also learn to understand if it's better to stop and instead let your recoil reset.
Every gun has a different rate of fire, recoil pattern, and reset time. Certain guns such as the deagle have huge recoil reset times so you will need to have good trigger discipline meaning if you miss, you will need to wait before your gun will be shooting accurately once again. This is important because you're maintaining your control over the gun and your control of the situation. You won't always know if there is one or two enemies around a corner and if you aren't keeping control of your recoil, you won't be able to make adjustments when things don't go as planned.
Guns like the deagle if sprayed are unreliable If you learn to depend on RNG, you will never develop any consistency. With that said, RNG can work in your favor and a great understanding of the weapons will help you understand when where you should be gambling with RNG, and thus be able to maximize your chances of plays like these occurring.
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