The opening day of League Week 3 in BGMI Masters Series (BGMS) Season 4 delivered pure chaos and thrilling finishes. With Marcos Gaming, K9 Esports, FS Esports, and Los Hermanos taking wins across four matches, the standings saw fresh twists as Revenant held onto the top spot but faced new challengers closing in.
BGMS Season 4 League Week 3 Day 1 Match-wise Recap
Below is the match-wise recap of BGMS Season 4 League Week 3 Day 1:
Match 57 – Erangel
The day began with a heated 4v3v2v2 showdown between Revenant x Spark, Marcos Gaming (MG), NoNx, and TWOB. Revenant, stuck in a tough position, were bombarded by utility and gunfire from multiple directions and were the first to exit. Finally, the fight boiled down to a 2v2v2, where Marcos Gaming, leveraging superior positioning, secured the chicken dinner with 13 finishes and 10 placement points, totaling 23 points. NoNx followed with 14 points, while Ninz and TWOB managed 11 points each.
Match 58 – Miramar
Miramar featured Global Esports (GE), Gods Reign (GDR), and K9 Esports in the final zone. GDR fell first, leaving a nail-biting 2v2 fight between K9 and GE. Despite GE’s relentless firepower, K9 Esports held firm to grab the win with 6 finishes and 10 placement points, ending on 16 points. GE, with their aggressive push, topped the chart with 24 points, while GDR earned 20 points.
Match 59 – Sanhok
One of the most thrilling endings of the day came in Sanhok, with Victores Sumus (VS), FS Esports, and True Rippers (TRX) in a 4v2v1 standoff. TRX bowed out early, setting up a 4v2 battle between VS and FS. While FS’s Levi and VS’s Thunder traded knocks, the fight came down to a 1v3 clutch attempt by FS’s Godx. In a jaw-dropping play, Godx wiped out the remaining VS players to hand FS Esports the chicken dinner with 13 finishes and 6 placement points, totaling 19 points. Godx’s clutch was the highlight moment of the day.
Match 60 – Erangel
The final game of Day 1 saw FS Esports, Los Hermanos (LHS), and Genesis Esports (GNS) face off in a 4v4v2 battle. Genesis fell first, leaving FS and LHS in a tense 4v4. In the deciding clash, Los Hermanos showcased strong teamwork and clean execution, closing out the day with the win. LHS finished with 16 finishes and 10 placement points, a massive 26-point game. FS followed with 13 points, while AX managed 11 points.
Overall Standings After BGMS Season 4 League Week 3 Day 1
After the first day of Week 3, Revenant x Spark stayed at the top with 40 matches, 2 WWCDs, 184 finishes, 142 bonus points, 87 placement points, and a total of 413 points. Hero Xtreme GodLike (GODL) surged into second with 40 matches, 205 finishes, 86 bonus points, 100 placement points, and 391 points. Meanwhile, OnePlus Gods Reign followed closely in third with 40 matches, 204 finishes, 72 bonus points, 111 placement points, totaling 387 points.
Vitality is through to the quarterfinals of the BLAST Open London, having outlasted FaZe Clan in a test of endurance. Vitality beat FaZe 2-1, but the latter did manage to pose a tough challenge.
FaZe took charge of the game with a fast-paced pistol rush to A site to open up Mirage and continued with the momentum to go 3-0 up. While Vitality did manage to win a few rounds in between, FaZe kept a grasp of their lead to close the first half with a 7-5 lead. Winning the pistol round, FaZe went 9-5 up before Vitality’s offence went on a tear to hit map point before FaZe could hit double digits. Winning the first full gun round, FaZe, by the skin of their teeth, managed to push the game to OT. An unbelievable 3-5 win kicked off OT for FaZe Clan, but that was all they managed on the defence, leading to Vitality closing the first half of OT with a narrow lead. Winning the first Vitality hit map point, but FaZe retaliated to push the game to another overtime.
The first half ended with ropz narrowly edging out a lead, but it was FaZe who hit map point with a stellar retake of the B site. A total shutdown in the following round saw them take the best team in the world apart to win Mirage. With 36 and 37 kills to their name, Broky and FrozeN delivered in aces and spades to take FaZe 1-0 up in the series.
Map 2: Nuke; Pick: Vitality; Winner: Vitality
Winning the pistol round, FaZe dropped the ball on their defense as Vitality’s slow and coordinated offense managed to dominate them the entirety of the half. Winning the final few rounds, Vitality closed the half with a narrow lead of 7-5. Winning the first pistol round, FaZe went on to level the scoreline and move on, taking the lead, which lasted as long as the next round. While Vitality did manage to snatch back the lead, it was FaZe who hit map point first, but Vitality pulled the game into OT for the second time in the series. It wasn’t until the 3rd overtime that the map gave us a winner, with Vitality pulling ahead with a 19-16 scoreline.
Map 3: Inferno; Pick: Decider; Winner: Vitality
Starting with a bang, Vitality pulled into a 4-0 lead before FaZe hit the scoreboard. Things looked bleak for the FaZe Clan roster as Vitality stacked rounds up rounds till FaZe fell 8-4 behind by the end of the first half. The hopes of a comeback were crushed by Vitality right from the start of the second half. FaZe did manage to win a round, but it was Vitality through and through to close the series with a 13-5 scoreline.
FaZe may not have come out on top, but there will still be a chance. They will be at the LAN Finals in London. As FaZe keep improving, only time will tell if Karrigan can make something out of the pieces at hand.
The VCT Pacific Stage 2 2025 is set to begin on July 15, with the finals taking place on August 31. This tournament will determine the four Pacific teams advancing to VALORANT Champions Paris later this year. Riot Games has revealed the full schedule, format, and ticket details for fans eager to follow the action .
Tournament Format
Group Stage (July 15 – August 10)
12 teams are split into Group Alpha and Group Omega based on a live draw.
Each team plays five matches in a single round-robin (Bo3).
The top four teams from each group advance to the playoffs .
Playoffs (Double-Elimination Bracket)
1st-place teams get a bye into the Upper Bracket Semifinals.
2nd & 3rd-place teams start in the Upper Bracket Round 1.
4th-place teams begin in the Lower Bracket.
Lower Bracket Final & Grand Final are Bo5 .
Qualification for VALORANT Champions Paris
The top two teams from Stage 2 qualify directly.
Two more slots go to the highest Championship Points earners .
Groups & Teams
Group Alpha
Group Omega
Rex Regum Qeon
BOOM Esports
DRX
TALON
Gen.G
T1
Nongshim RedForce
Paper Rex
Global Esports
ZETA Division
Team Secret
DetonatioN FocusMe
Teams like DRX, Paper Rex, and T1 are among the favorites, while BOOM Esports and Nongshim RedForce risk relegation if they underperform .
Full Schedule
Group Stage:July 15 – August 10 (two Bo3 matches daily).
Playoffs:August 21–31 (double-elimination).
Finals Weekend:August 30–31 in Tokyo, Japan .
Key Matches to Watch
July 15: BOOM Esports vs. TALON (Opening match).
July 16: T1 vs. Paper Rex (regional rivalry).
August 10: Last group-stage matches (deciding playoff spots) .
Ticket & Livestream Info
Venues
Group Stage & Playoffs: Sangam Colosseum, Seoul, South Korea.
Finding the right sensitivity in Valorant can make or break your gameplay. A perfect sensitivity helps you land headshots, control recoil, and react faster. But how do you find the best settings for you? This guide breaks it down step by step.
Why Sensitivity Matters in Valorant
Your sensitivity affects how fast your crosshair moves. Too high, and you might miss shots. Too low, and turning quickly becomes hard. The right balance improves accuracy and consistency.
Most pro players use a low to medium sensitivity. This gives better control for precise aiming. But everyone is different. You need to find what works for your playstyle.
Understanding eDPI: The True Sensitivity
Your real sensitivity is called eDPI (effective DPI). It combines your mouse DPI and in-game sensitivity.
Formula:eDPI = Mouse DPI × In-game Sensitivity
Example: If your DPI is 800 and sensitivity is 0.5, your eDPI is 400.
Most pros use an eDPI between 200 and 400. Players like f0rsakeN (eDPI 481) prefer high sensitivity. Others like Alfajer (eDPI 180) use very low sensitivity.
High vs. Low Sensitivity: Which is Better?
High Sensitivity (eDPI 350+)
✅ Faster flicks and turns ✅ Better for close-range fights ❌ Harder to control recoil
Low Sensitivity (eDPI 200 or lower)
✅ More precise aim ✅ Easier recoil control ❌ Slower movement
For Valorant, lower sensitivity is usually better because fights are more about precision than speed1.
How to Find Your Perfect Sensitivity
Step 1: Start with a Baseline
Try these eDPI values first:
500 eDPI (e.g., 800 DPI × 0.625 sens)
350 eDPI (800 DPI × 0.438 sens)
200 eDPI (800 DPI × 0.25 sens)
See which feels best.
Step 2: Fine-Tune Your Sensitivity
Once you pick a baseline, adjust in small steps:
Add +0.1 to your sensitivity and test it.
Subtract -0.1 and test again.
Keep adjusting in 0.05 steps until it feels just right1.
Step 3: Test in Real Matches
Play Deathmatch or Spike Rush to see how your aim feels. If you over-flick, lower sensitivity. If you under-flick, increase it slightly.
✔ Stick to one sensitivity – Changing too often ruins muscle memory. ✔ Use aim trainers – Tools like Aim Lab help refine your aim. ✔ Check your mousepad space – A bigger pad helps with low sensitivity.
Finding the perfect Valorant sensitivity takes time. But once you do, your aim will improve drastically. Experiment, practice, and soon you’ll hit those headshots like a pro!
So you’re all set for a sweaty night of Valorant, maybe even dreaming of hitting Ascendant, only to be told you need to verify your phone. Annoying? Yeah, kinda. Necessary? Absolutely.
See, Riot’s phone verification isn’t just some corporate hoop to jump through. It’s their way of saying, “Hey, we’re serious about fair play.” Too many smurfs and throwaway accounts were messing up the competitive vibe. Adding a phone number helps keep it real—one person, one ranked climb. Mostly.
Why even bother?
Think about that last ranked match where someone dropped 5/18/2, then typed “lol new acc” in chat. Maddening, right? Phone verification cuts down on that nonsense. It’s not flawless (what is?), but it sure weeds out a ton of trolls who’d otherwise keep re-rolling accounts just to grief games.
Honestly, it’s a small hassle upfront for way fewer headaches down the line.
Look for the phone section, then pop in your number.
Riot’ll shoot you a text with a code. Plug it in. Done.
Sounds simple—and it usually is. But hey, sometimes your carrier plays hard to get, or that code takes its sweet time. Just give it a minute. Worst case? Try again or switch browsers (Chrome’s usually the least finicky).
A couple tiny pointers
Double-check that pesky country code.
Make sure you’re not using your office VoIP or grandma’s rotary number.
If it keeps failing, clear your cache or try incognito mode. Works more often than you’d think.
So what’s stopping you?
Honestly, after five minutes tops, you’ll be back in the lobby—smurf-free (ish), more confident, and maybe even a bit smug knowing you’re part of keeping Valorant’s ranked a smidge more honest.
Ever feel like you need a little warm-up without the pressure of competitive matchmaking? Or maybe you just want to practice those sick headshots on some moving targets? Good news, Valorant friends! You can actually throw some AI bots into your custom games and get that grind on. It’s super handy for honing your skills, experimenting with agents, or just messing around with pals. And honestly, it’s not nearly as complicated as it sounds.
So, How Do You Even Do This Bot Magic?
Alright, let’s break it down, step by step, because who doesn’t love a straightforward guide, right? First things first, obviously, you gotta launch Valorant and log in. We’re not doing this from your desktop, unfortunately. Once you’re in the main menu, navigate over to the Play menu and hit up the Custom Mode. This is where all the fun, unranked shenanigans happen.
Now, inside the Custom Mode, you’ll see Game Settings. You’ll want to select the Standard game mode from there. This is important! After that, peek into the Options within your in-game settings and make sure to Enable ‘Allow Cheats’. Don’t worry, you’re not actually cheating; you’re just enabling the tools to make this bot thing happen. You’ll also need to choose any map or server that tickles your fancy, and then, you guessed it, start the game!
The Sage-y Secret to Spawning Bots
Here’s where it gets a little quirky, but trust me, it works! Once you’re in the game, select Sage as your agent. Why Sage? You’ll see in a second. Once your feet are on the ground, hit up your Settings menu again. Head over to the ‘Cheats’ tab this time. You’ll need to assign a key for Ghost mode. I usually just pick ‘G’—it’s easy to remember, right?
Now for the “aha!” moment: Press your assigned key (like ‘G’) to activate Ghost mode. Fly up really high in the air, then deactivate it after you’ve soared a bit. What happens next? You’re going to fall. And yep, you’re going to die. But don’t fret! Remember you picked Sage? This is her time to shine. Use her ultimate ability to resurrect from your dead body. And boom! Just like that, your first AI bot is created. Pretty neat, huh? You can rinse and repeat this process to add more bots as needed. It’s a bit of a workaround, but it gets the job done, letting you perfect those flicks or practice that clutch defuse against some moving targets. Enjoy your personalized training ground!
If you’re someone who enjoys having free time, hanging out with friends, and touching grass every once in a while, you might want to stay far, far away from Valve’s upcoming hero shooter, Deadlock. I’m not exaggerating when I say this, but I’ve spent nearly every waking minute of the past week riding the highs of my Deadlock wins or trying to figure out what I could’ve done differently after every loss. It’s the kind of game that hooks you so deeply, you barely notice the hours slipping away.
Over a year has passed since Valve officially confirmed the existence of Deadlock for the first time, and while the game is still nowhere near its final release, it’s still making waves within the gaming community, even in its tightly restricted closed alpha phase. Despite being in an early, invite-only stage of alpha testing, the title has managed to draw in tens of thousands of players who regularly tune into the game not for rewards, rankings, or progression systems, but just for the enjoyment of the experience.
In case you’ve been living under a rock for the past year, Deadlock is a MOBA-hero shooter hybrid that combines the best elements of both genres into one experience. On top of that, it’s being developed by Valve, the studio behind legendary franchises that defined PC gaming, such as Half-Life, Portal, and Counter-Strike. The result is something truly remarkable, a game that offers the fast-paced action of Overwatch alongside the strategic depth of Dota.
As soon as you first load into the game, you know you’re in for a treat. You’re greeted by a main menu theme that you could listen to for hours without getting bored. It might just be the best main menu music Valve has ever produced, perfectly capturing the game’s neo-noir ambience.
Despite boasting such a phenomenal theme, there isn’t a traditional main menu in the entire game. Instead, you’re spawned in a “Hideout” in the middle of a dystopian, occult-tinged version of New York City that you can traverse through to queue for a game, watch your match replays, learn more about the heroes, or try out various abilities and items.
You can also invite friends to join you in your Hideout, where you can hang out or spar against each other while waiting for your next match. It feels more alive and immersive than the sterile menus most competitive games offer, and it immediately sets Deadlock apart from the pack.
Once you load into a match, MOBA fans will feel right at home, except this time, you’ll be seeing that home in third person. The familiar elements are all here: three lanes, a vast jungle, and a series of Guardians and Walkers standing guard over your Patron, all scattered throughout the streets and alleyways of the Cursed Apple.
While Deadlock does share certain similarities with MOBAs, the overall gameplay of Deadlock couldn’t be further from your traditional MOBA title. In fact, Deadlock’s gameplay is not like any game I’ve ever played, which isn’t that surprising considering it’s a Valve title. The studio has a reputation for experimenting with new ideas and pushing boundaries, and based on my first impressions, Deadlock seems to hit all the right notes.
Valve’s Secret Sauce
Third-person MOBAs aren’t entirely a new thing in the world of multiplayer video games. In the past, several other titles have tried to combine the two genres, but none of them have been particularly successful in retaining a large player base. So, what enabled Deadlock to succeed where many others tried and failed? To find the answer to this, you may need to experience the game first-hand.
Jumping into a match of Deadlock, it becomes evident that the title has something special in it, something that can only be described as “Valve’s secret sauce.” A unique blend of design choices makes the game feel fresh, engaging, and dangerously addictive, but unlike any other game you’ve ever played.
The environment perfectly complements its 1950s neo-noir ambience, the hero designs and voice lines are brimming with personality, giving each character a distinct charm of their own, the gameplay loop feels incredibly engaging and keeps players coming back for more despite the lack of any notable progression or ranking system.
And then there’s the movement. As the majority of players agree, the movement is where Deadlock truly separates itself from the pack. Players are given a few deceptively simple tools to navigate through the Cursed Apple: a dash, a slide, jumps, and ziplines to get in and out of lanes at ease. The magic, though, lies in how these movement techniques interact. The game encourages players to combine moves into fluid sequences like double jumps, dash-jumps, and wall-jumps. Pulling off these movement techs in the middle of heated fights and outmaneuvering your enemies feels extremely rewarding, whether you’re chasing an enemy hero or trying to run away on the brink of death.
It’s safe to say that movement in Deadlock has a skill ceiling of its own. This, when combined with the fact that no area on the map is off-limits, as players can slip inside buildings, leap from rooftop to rooftop, and weave through narrow alleys, results in pure adrenaline. Most late-game fights become a dance across rooftops, alleys, and vertical spaces, making the mastery of movement just as important as having good aim.
A Perfect Blend of Hero Shooter & MOBA
As individual genres, hero shooters and MOBAs couldn’t be more different from each other, with one requiring precise aim and fast reflexes, while the other demands map awareness, positional awareness, and team coordination, among other things.
For the same reason, players who are used to hero shooters might get intimidated by the fact that Deadlock is a MOBA at its heart, whereas traditional MOBA players could be thrown off by the game’s heavy emphasis on raw mechanical aim.
However, Deadlock features a near-perfect blend of the two elements where one doesn’t overshadow the other, giving players from both backgrounds a fair shot but also creating plenty of opportunities for them to learn, adapt, and grow.
Raw mechanical skill, movement, and strategic thinking are all undoubtedly crucial parts of winning duels in Deadlock, but all of these factors can be compensated to an extent with proper positioning, map control, and team synergy.
This unique fusion makes Deadlock exponentially more rewarding than the average hero shooter, but at the same time, it makes your mistakes equally more punishing.
Can It Keep the Magic Alive?
Now that you’re aware of the incredibly high skill ceiling that Deadlock offers, it leads us to the big question: Can it keep the magic alive heading into the future, or is the expanding player base of Deadlock just a bubble waiting to burst as soon as newcomers feel crushed by the ever-rising skill floor?
The depth and complexity of Deadlock are among its many strengths that set the game apart from the crowd, but at the same time, they could also be its Achilles’ heel. They are the factors that make the esports scene enjoyable to watch and constantly reward players for putting in the time to learn the game, but they also risk creating a steep learning curve that might overwhelm newcomers who aren’t ready to commit.
Balancing a game that combines two vastly different genres is never an easy task, as tilting the scale too far toward any direction can take away its identity and risk alienating its own player base. Incorporating more hero-shooter elements will likely make the game more mechanically challenging and put greater emphasis on aim, while leaning too heavily on the MOBA side could increase its complexity and scare away casual players.
So far, Valve has done a tremendous job maintaining that delicate balance, and Deadlock has come a long way since it first entered closed alpha testing last year. Moving forward, it’s likely that the company will ease the onboarding process for newcomers. Features such as improved tutorials or a dedicated new player matchmaking system similar to Dota 2 could easily make a huge difference in that regard.
Whether Deadlock manages to sustain its growth will depend on how well Valve balances its competitive depth with accessibility. If the skill ceiling continues to soar without meaningful improvements to the new player experience, the game might risk stagnating in player count. But if Valve can strike that balance, Deadlock could potentially cement itself as one of the biggest competitive shooters of all time.
Verdict
Before we conclude, it’s important to reiterate that Deadlock is still in its early stages of closed alpha testing. As a result, everything about the game, including its gameplay elements, art style, overall balance, and level of polish, is subject to change before its official release.
But here’s the thing: even in this rough state, Deadlock already feels like something truly special. It feels like a game that could redefine what we expect from hero shooters. Should Valve decide to release Deadlock as it is right now, I have no doubt in my mind that it would still manage to take over the hero shooter space for years to come.
Maybe the real question isn’t whether Deadlock will succeed, but how big it can become once Valve applies its signature polish. If history is any indication, Valve has a track record of making every release a benchmark for the competition. If Deadlock receives the same level of care and innovation that games like Dota 2 and Counter-Strike have enjoyed, we could be looking at not only the next big title in competitive gaming, but also the birth of an entirely new genre.
So, if you plan on giving Deadlock a shot ahead of its release, better clear your schedule now, because walking away won’t be easy.
MOUZ is heading to the LAN finals of the BLAST Open London next week, having outclassed G2 across two maps and winning the series with a dominant scoreline. Clear favorites coming into the game, the results show why. While MOUZ may have been doing well but it took them time, and this G2 roster is still in a nascent stage.
Total domination right from the get-go, MOUZ bullied G2 for the entirety of the first half, as they later only managed 1 round, which can be written off as a fluke. Not only did MOUZ outclass them, but G2 looked heavily underprepared and outmatched in their own map pick. Swapping sides with a humiliating score of 1-11, G2 started to put together what could have been a remarkable comeback, only to fall at the right time when they would have almost pushed the map to overtime. MOUZ, having survived a scare, won the map with a tight 13-10 scoreline that could have easily been a total disaster. While MOUZ IGL Brollan topped the charts, the team’s solid performance could be attributed to their effort.
Map 2: Mirage; Pick: MOUZ; Winner: MOUZ
MOUZ started their own map pick on a high note, going 5-0 up before G2 could win a round. While G2 managed to win a few rounds in the first half, they were few and far between, as the half concluded heavily in favor of MOUZ with a 9-3 scoreline. The second half kicked off with G2 winning 3 rounds in a row and thereby narrowing the lead down, presenting a chance to make a comeback. However, MOUZ did not let the comeback escalate like they did on the map before and stopped the snowball right in its tracks. Torzsi, Jimi, and XertioN delivered a well-rounded performance with the pair stepping up to stop G2 as a whole and winning the map and the series with a 13-10 scoreline.
G2 may be down, but they are not out. Tomorrow is the last chance if they want to make it to the next round of the play, and if they can do it, then we will get this team on LAN, truly where they do their best work.
The Valve Corporation’s relationship with the Counter-Strike community has come to a breaking point. Close to two years since the widely criticized release of Counter-Strike 2, a trend of deliberate disrespect toward player issues has developed that jeopardizes the very essence of gaming’s onetime most popular tactical shooter. Valve has repeatedly disregarded, dismissed, or responded half-heartedly to community input, building a rift between developer intent and player expectation that widens with every new update.
In this article, we will discuss how Valve is going in a direction that doesn’t really align with the community. Without wasting time let us get started.
The Foundation of Frustration
When CS2 substituted for Counter-Strike: Global Offensive in September 2023, it came not as the revolutionary leap Valve touted, but as a partially formed product lacking core features that players had grown to love for more than a decade. The switch erased popular game modes such as Danger Zone, Arms Race variants, and Flying Scoutsman. Favourite maps like Train, Cache, and Cobblestone were removed from rotation. Even simple features such as achievements, left-handed viewmodels, and community server browsers were removed.
The reaction of the community was instant and raw. In a span of 24 hours, CS2 had garnered more than 6,000 bad Steam reviews, with players condemning everything from performance to missing content. Valve’s response to that cry, however, betrayed a disturbing trend that would characterize their strategy toward dealing with their community: silence, deflection, and obstinate commitment to unpopular choices.
The Subtick Controversy
Maybe no feature better illustrates Valve’s tone-deafness to community feedback than the subtick system. Rolled out as a game-changing replacement for old 128-tick servers, subtick was sold as a technological revolution that would reduce the disparity between server types. The community’s reaction was overwhelmingly hostile from the outset.
Professional players immediately recognized underlying issues with subtick’s execution. FaZe Clan’s ropz said that movement seemed uneven and spraying patterns unbalanced in relation to CS:GO 128-tick servers. Community testing revealed that the subtick introduced timing inefficiencies, causing long-standing staples like bunny hopping and jump throws to become unreliable. Players complained of a disparity between visual feedback and real-game state, where shots seemed to hit on screen but registered otherwise on the server.
The technical community outlined a detailed breakdown demonstrating subtick’s limitations. Researchers illustrated that although subtick theoretically provided greater accuracy, it introduced inconsistencies that human players could not learn to adapt to or replicate accurately. The system’s failure to properly handle movement became so well-documented that members of the community released frame-by-frame breakdowns indicating acceleration differences.
Valve’s reaction to this mountain of evidence? Inflexible insistence that the subtick functioned flawlessly as designed. When third-party platforms such as FACEIT provided 128-tick subtick servers to resolve community issues, Valve hardcoded the game to disallow such changes. This heavy-handed action demonstrated a company more focused on compelling people to adopt their technology than on solving legitimate concerns from players.
Communication Breakdown
Valve’s communication policy on CS2 is a masterclass in company complacency. The business practices a policy of “letting updates speak for themselves”, but the policy collapses when the updates are slow, minor, or do not touch on fundamental problems. CS:GO developer Gautam Babbar once described how Valve shuns community engagement because it alters the feedback dynamic and makes players discuss with devs rather than one another. This logic may be valid in theory, but in real life has left a vacuum of information filled with frustration and speculation.
The occasional instances of developer contact have usually done nothing but increase the situation. Valve developer Fletcher Dunn, one of the few Valve personnel available on social media, is a target for community wrath because he’s not unresponsive, but because he’s almost the sole developer who will get involved. His singularity points out that Valve has relinquished its mandate to support serious interaction with its player community.
When developers do speak, their words seem out of touch with player reality. The classic instance of Valve asserting they couldn’t reproduce the jumping bug that had afflicted CS2 for months, despite thousands of players repeatedly showing it is a perfect example of this disconnection. The bug was so ubiquitous that pro players would experience it repeatedly in tournaments, and yet Valve insisted that they required “reproducible examples” to look into.
Performance Issues
CS2’s technical problems are yet another area where Valve has consistently disregarded community input. Players on the full range of hardware have complained of significant performance loss in CS:GO, including high-end rigs experiencing frame drops, stuttering, and variable frame times. The community has submitted extensive documentation of these problems, including detailed system specifications, performance metrics, and comparisons with CS:GO.
Valve’s only response has been to deflect blame to user settings and third-party programs. Developer Fletcher Dunn routinely answers reports of performance problems with requests for ETW traces and asks players to play the game without other software. While certain performance problems may very well be due to user settings, the deflection ignores the fact that CS:GO played fine on the same machines that have trouble with CS2.
The issues with performance reach beyond frame rates to deep-level networking issues. Players experience more frequent dying behind cover, shot registration issues, and overall networking inconsistencies that make competitive play feel unstable. Despite very thorough community documentation of these problems in the form of video evidence and technical analysis, Valve has not given any indication of the depth of the problem nor offered any substantive solutions.
Anti-Cheat Failures and False Promises
The CS2 cheating issue is arguably the most egregious failing of Valve in attending to community issues. Players complain that cheating is just as rife with the new game, in spite of assurances that the game would have better anti-cheat features. The community frequently posts video proof of obvious cheaters, such as spinbotters and aimbotters, who go unbanned for weeks.
Valve’s VAC system has not improved much from its CS:GO version. The VAC Live tech promised by Valve has had very little observable impact on the amount of cheating, with little effect reported on detection ability despite claims by Valve. Top-level competitors and professional players still see blatant cheaters in matchmaking, which degrades the competitive fairness of the game.
The community has put forward solutions, such as the reinstatement of the Overwatch system, which enabled veteran players to check suspected cheaters. Valve has, however, restricted this system to a small, unspecified group of members and thereby eliminated community involvement in anti-cheat initiatives. This move goes straight against years of community input affirming the effectiveness of the initial Overwatch system.
Verdict
Valve’s intentional rejection of community input has brought tangible repercussions. Player attitudes towards CS2 are still mostly negative, as players continue to yearn for the gameplay feel and set of features in CS:GO. The competitive community still grapples with inherent gameplay problems that impact the viewer experience and player enjoyment.
Content creators and community leaders have increasingly been critical of how Valve is doing business. With no significant updates and communication, they have caused a content drought that affects the whole ecosystem around Counter-Strike. Community servers and modding, what made the Counter-Strike experience so alive, are still hindered by small tool sets and a lack of support.
Most concerning is the breakdown of trust between Valve and its community. Decades of bad communication, broken promises, and dismissed feedback have created a cynical player base that anticipates disappointment over change. This damaged relationship jeopardizes the long-term well-being of Counter-Strike as a game and an esport.
League Week 2 of BGMI Masters Season Season 4 wrapped up with a rollercoaster of matches, as underdogs and big names alike left their mark. The final day saw Medal Esports, Likitha Esports, Revenant x Spark, and Marcos Gaming claim victories, with Revenant climbing to the top of the leaderboard ahead of Genesis Esports.
BGMS Season 4 League Week 2 Day 6 Match-wise Recap
Below is the match-wise recap of BGMS Season 4 League Week 2 Day 6:
Match 49 – Erangel
The day began with Medal Esports (MDL), Orangutan (OG), and Team AX clashing in the final circle. In a chaotic 3v3v2, Orangutan were the first to bow out, leaving MDL to clean up with superior numbers. Medal secured the chicken dinner with 13 finishes and 10 placement points, ending on 23 points. OG and AX followed closely behind, both tallying 20 points each through aggressive finish-heavy gameplay.
Match 50 – Miramar
A dramatic Miramar finish boiled down to Likitha Esports (LE), Team Aryan (TWOB), True Rippers (TRX), and Marcos Gaming (MG) in a 3v1v1v1 standoff. While Aryan, TRX, and MG struggled with solo survivors, Likitha capitalized on their advantage, sealing the win with 7 finishes and 10 placement points, for 17 points. Revenant stood tall despite elimination, securing 21 points from 19 massive finishes, while MG posted 18 points.
Match 51 – Sanhok
Sanhok saw Revenant x Spark (RNTX), Orangutan (OG), and Marcos Gaming (MG) in a 4v1v1 battle at the end. Revenant, with the numbers advantage, dominated to take the win with 18 finishes and 10 placement points, totaling 28 points. OG followed with 16 points, while Global Esports picked up 15 points for third.
Match 52 – Erangel
The final clash of the week featured Marcos Gaming (MG), Gods Reign (GDR), and K9 Esports in a 3v1v1 finish. Marcos Gaming executed perfectly, winning the game with 9 finishes and 10 placement points, racking up 29 points. Ninz came second with 24 points, while both GodLike and K9 Esports ended on 21 points apiece.
Overall Standings After BGMS Season 4 League Week 2 Day 6
At the end of League Week 2, Revenant x Spark (RNTX) stormed to the top with 36 matches, 2 WWCDs, 166 finishes, 128 bonus points, 79 placement points, totaling 373 points. Genesis Esports slipped to second with 34 matches, 164 finishes, 124 bonus points, 75 placement points, ending on 363 points. Close behind, iQOO Orangutan (OG) claimed third place with 36 matches, 4 WWCDs, 204 finishes, 51 bonus points, 94 placement points, finishing the week at 349 points.
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