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The CS2 Era: Why Yesterday’s Legends Can’t Keep Up

The launch of CS2 was far from smooth, as most players did not respond well to the early version of the game. As time has gone by, the esports scene has stabilised to a great degree, as once again we can feast on top-tier CS2 action. While the esports events are back in full swing, it is difficult to see some of our favourite players from the previous generation struggle to adapt to the plethora of changes that the developers introduced with the new game.

While it is common in sports to see older players lose their skills to time, is there more to it than just ageing? CS2 not only brought visual changes to the game, but the game underwent a massive overhaul under the hood, which changed the in-game experience in more ways than one, leading to players showing adaptability issues.

While one would see many pro players from the last decade still delivering at the peak of their powers, several big names are nowhere to be found. In this article, we take a deep dive into uncovering how the legends of the game failed to adapt to Counter-Strike’s latest iteration.

A New Era, A Harsh Reality

The poor performance of our favourite players can be attributed to several reasons, but not one size fits all. Here we look into some of the possible reasons that came in the way of a smooth adaptation process for players.

The Subtick System Has Altered The Feel of The Game

How Subtick Is Subtly Changing CS2’s Meta

While the system itself is technically an improvement over the previous one, it takes quite a while to adapt to, and not many players can do it at an older age after having mastered the same in CS:GO and CS 1.6 for over a decade. Those who were unable to get ahead of the relearning curve in time fell behind as the esports scene continued to grow without them.

The Subtick System posed the following challenges:

  • Movement is more floaty.
  • Input delay due to a discrepancy between the server and client sides.
  • Reworking the muscle memory honed over the years in CS:GO.

The Meta Has Shifted Toward Younger Reflex-Based Play

As the game became more precise and accurate, younger players with sharper mechanics benefited a great deal. Younger players historically have had better raw skill than an experienced player, who often tends to rely on other aspects. Given that players with better mechanics are being rewarded by the game’s design, younger players are outshining the older ones by a significant margin.

CS2’s current meta rewards:

  • Hyper-aggressive peaks and swings
  • Wide peeking more often
  • Raw mechanical aim

What Is Keeping Older Players Relevant in CS2?

Looking at the top 10 teams on HLTV, there are a handful of players who were playing at the highest level in CS:GO, and unsurprisingly so, most of them have taken a common approach to stay relevant in the game. apEX, karrigan, and falleN are all IGLs, while they were IGLs during their tenure in CS:GO too, and being an IGL lets them get away with poor statistics. Sacrificing themselves for the team and calling the shots thanks to the decades of experience that they have garnered leading teams across CS 1.6, CS:GO, and now in CS2.

Looking at riflers, hardly anyone besides NiKo and XANTARES has managed to maintain their position as feared riflers. They had a difficult time putting up numbers when compared to CS:GO. Most riflers moved away from some of the more active roles and into roles that can utilise their experience more than their mechanics. Not only does this show a massive downfall in the performances of the stars of CS:GO, but we also fail to understand that the process of natural selection is catching up to our favourite players.

How Did Some Stars Adapt Well?

zywoo csgo settings

If one examines the performances of ZyWoo, it is very hard to notice anything but an improvement over his previous performances. While he, ropz, and several other top players from CS:GO were able to adapt, most had to compromise on their roles or positions to keep up with the rest.

The likes of ZyWoo and ropz are exceptions to the mandatory CS2 nerf. We can write them off as exceptions, given how their talent remains unrivaled and few can keep up with Vitality at this point. It has been two years since CS2 came out, and while the game was unstable at a nascent stage, most players saw it as the end of an era, leading to a decline in motivation.

Declining Motivation and Burnout

Take s1mple, for example: it wasn’t until the very end of CS:GO that the highly coveted Major finally made it to his trophy cabinet. We can see the decline in his performance after winning the Major, while there is no rhyme or reason for why it happened, we can attribute it to a lack of motivation or burnout from grinding for years.

The steep learning curve and falling behind of the younger ones are likely to take a heavy toll on the motivation of the players. Many have tried but failed to keep up with the teams that were able to blend the young talents well into their teams.

It would be wrong to put all the blame on the overhaul that CS2 brought to our favorite game, but we must accept that our favorite players cannot deliver jaw-dropping performances forever, and just like any other sport, there comes a time when players must pass on the mantle.

CS:GO is more than a decade old, and it is hard for the same players to remain in their prime and adapt to a new game simultaneously. It is only normal that most can’t, even if they manage to do it, their experience has become more valuable than their skills, as teams utilise them in different ways and do not get lost in nostalgia. These players were young talents once and replaced the legends of the era that came before them. This is nothing more than the natural cycle of the game.

Most of our favourite players are either sipping a Pina Colada on some beach in Cuba or have accepted less glorious roles in teams or moved to a lower tier of competition. It is not what we have wanted, but the show must go on.

The Phantom vs Vandal Debate in Valorant: Which is the Smarter Pick?

In a fast-paced, competitive FPS game like Valorant, every minute decision you make on the battlefield can be of utmost importance. From how you use your Agent’s abilities to your preferred choice of weapon in any given round, one wrong decision is often all it takes to lose grasp on a match that you otherwise should’ve won.

As we’ve already discussed the importance of aim and abilities in Valorant in a prior article, today we’ll be turning our attention to the game’s various weapons. Valorant offers a diverse arsenal of weapons for players to pick up depending on their preferred position, round economy, and other factors, but none of them divide the community like the age-old debate between the Vandal and the Phantom.

Every Valorant player, at some point in their journey to Radiant, has wondered whether the Vandal’s one-tap potential is worth the trade-off for the Phantom’s silencer and overall consistency.

But is there even a conclusive answer to this? Is one of these two Valorant rifles clearly superior to the other one?

Phantom vs Vandal Stats Comparison

To have a better understanding of which rifle is superior in Valorant, the first thing we should do is take a look at the individual stats of both guns.

The first metric of comparison here is the weapon damage, where the Vandal is the clear victor due to its ability to take out enemies with a single headshot at all ranges. Note that the Phantom is able to 1-tap enemies too, but only under the 20m mark, which is about the distance between the Attackers and Defender meeting points in Ascent B-Main (see image below).

Phantom can 1-tap enemies in Ascent B-Main

Prior to the Phantom buff that we saw in Valorant patch 9.10, the 1-tap headshot distance for the gun was only 15m.

At the time of writing, any enemy farther than 20m needs at least two bullets from a Phantom to kill, which is why it’s often compared to the M4A1-S in CS2, while the Vandal is compared to the AK-47.

Below, we have listed the detailed weapon stats of the Phantom and the Vandal in Valorant:

Phantom stats
Vandal stats

Taking a glance at the two images, it’s evident that the Phantom compensates for its lack of damage at longer ranges with its increased fire rate and a larger magazine size. While most of the other weapon stats remain the same for the two rifles, there are some additional nuances that we’ll get to later.

What’s Your Playstyle?

In Valorant, or any other tactical FPS, players generally take on various “roles” based on their preferred playstyles. Some prefer to get explosive entries onto bombsites, some are more adept at supporting their entry fraggers, while others tend to lurk away from their team in hopes of getting a sneaky pick and keep their enemies on their toes. Needless to say, your choice of weapon should be somewhat dependent on your preferred playstyle.

Generally speaking, if you find yourself taking a lot of close to medium-range engagements, Phantom should be your ideal pick, while players who like taking long-range duels often find more comfort in the 1-tap potential of Vandal.

While this is a good rule of thumb to keep in mind while choosing your preferred weapon, there are a bunch of other factors that should come into consideration before you make your pick. For instance, if you main a Controller, the Phantom lets you rack up easy frags by spraying through your smoke without giving away your position. On the other hand, Agents with built-in escape tools like Jett and Chamber can make the most out of the Vandal by going for aggressive headshots and quickly disengaging.

The Hidden Factors

Other than the obvious stat differences that we’ve listed above, there are a number of hidden factors that influence which rifle performs better in different situations.

As mentioned earlier, Phantom’s suppressed shots give it a clear advantage in situations where you’re trying to spam through smokes, but did you know that its bullets are also completely silent to enemies more than 40m away?

Additionally, the Vandal can also feel extremely punishing in “off” games where you’re unable to connect consistent headshots. At times like these, it can be better to pick up the Phantom and go for the spray and pray instead.

Lastly, what not many players realize is that the Phantom has much better first-shot accuracy when compared to the Vandal. For the same reason, despite being better at long ranges in theory, the Vandal can feel rather inconsistent at landing headshots when your enemy is far away.

Despite this, the Vandal still remains the go-to weapon for most players in maps like Breeze and Pearl, where the majority of engagements are long-range, while the Phantom finds its dominance in tighter, close-quarters maps like Split and Bind.

What the Pros Use (And Why That’s Misleading)

If you’re still confused about which weapon to pick in your ranked games, you might be tempted to check out the pro scene of Valorant to identify what the best players in the world use on the big stages. 

At one of the biggest Valorant tournaments of the year, Masters Bangkok 2025, the Vandal enjoyed nearly twice the pick rate of the Phantom. As per data from THESPIKE, the Vandal was picked up 2,020 times over the course of the event, while the Phantom was only bought 1,047 times. However, these raw numbers might be a bit misleading.

Some further inspection reveals that the kill efficiency of the Phantom is much higher than that of its counterpart. The data shows that Phantom had a total of 2,587 total kills in the event, which equates to 2.47 kills per buy, while the Vandal only had 2,749 total kills, or roughly 1.36 kills per buy.

Taking a look at the map data from the event, we can see that while Vandal remains the most picked gun in every single map, the Phantom actually managed to get more total kills in Bind and Fracture.

Image Credits: THESPIKE.GG

It’s Not Always Either/Or

From the stats above, it’s evident that your weapon choice should depend on the situation instead of blind preference for either gun.

Instead of sticking to one weapon all the time, you should choose the one that best suits your playstyle and the map you’re playing on.

Day-to-day performance matters too. If you’re struggling with landing consistent headshots, consider switching to the Phantom for its forgiving spray pattern, as opposed to the Vandal’s reliance on 1-taps.

Lastly, take note of your opponents’ playstyles and try to adapt to the situation. Fast-paced, close-range skirmishes may favor the Phantom’s spray control, whereas slower, long-range engagements might warrant the precision of the Vandal.

Verdict

It’s tough to objectively declare a clear winner between the Phantom and the Vandal. Both weapons have their own distinct strengths that they bring to the game, and their effectiveness often depends on how and where they’re used.

At the end of the day, what truly matters is personal preference, confidence in your aim, and your ability to read the situation.

Sticking rigidly to one weapon is likely to do you more harm than good and limit your adaptability. You should constantly look to make the most out of the arsenal provided to you and switch guns based on the map, your role, and the situation.

As a result, it’s also strongly recommended that players learn the spray control of both weapons. While you’ll find yourself spraying with the Phantom far more often than with the Vandal, there will still be situations where you’ll need to commit to a Vandal spray. Knowing how to handle both gives you the freedom to adapt based on the situation.

iQOO Announces Its Biggest BGMI LAN Event iQOO Battlegrounds Series With INR 1 Crore Prize Pool

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iQOO, the high-performance smartphone brand, has announced its biggest esports tournament, iQOO Battlegrounds Series, a power-packed BGMI tournament executed by NODWIN Gaming. Backed by a whopping prize pool of INR 1 Crore, the tournament, starting July 21st, is set to bring together pros as well as community participation. iQOO has been supporting esports since its inception in 2020 and the brand is strengthening its commitment to esports with the first season of this tournament.

iQOO Battlegrounds Series to Feature INR 1 Crore Prize Pool

iQOO will run the Battlegrounds Series in a hybrid format, kicking off qualifiers on July 21 for the nation’s 31 best teams plus the iQOO Community Cup winner. With this structure, iQOO shows its commitment to nurturing emerging esports talent and offers aspiring athletes a platform to fight for a place at the top tier of competition. Finally, the tournament will culminate in a live, grand LAN finale from August 8 to August 10, showcasing the best of high-octane BGMI action in India.

Nipun Marya, CEO, iQOO, said, “At iQOO, we believe the future of gaming lies in building meaningful opportunities for the esports community. The iQOO Battlegrounds Series is not just a tournament—it’s our flagship gaming IP, designed to bring the best teams in India to the grand stage. This initiative further reinforces iQOO’s identity as a performance-driven brand rooted in innovation and technology, with esports serving as the perfect confluence of both. We’re excited to support India’s top gaming talent by providing a platform that celebrates skill, passion, and ambition. With this, we aim to elevate India’s esports ecosystem to the next level.”

Gamers now use gaming as the chief measure of smartphone performance, so iQOO designs its Flagship, Neo, and Z Series phones to satisfy performance enthusiasts at every price point. By bringing esports professionals into R&D, iQOO has carved out a niche in the gaming community and builds devices that deliver unmatched performance, speed, and reliability for professional play.

Akshat Rathee, Co-founder and Managing Director, NODWIN Gaming, added, “This collaboration is a convergence of performance-driven innovation, grassroots talent development, and world-class tournament execution. To us, the iQOO Battlegrounds Series is more than just another event, it’s a step forward in shaping a sustainable, inclusive, and high-impact esports ecosystem in India which we always thrive for. We’re proud to work alongside iQOO in building something that not only captures the competitive spirit and rising potential of Indian esports, but provides it an impetus”

Abhishek Aggarwal, Co-founder, Trinity Gaming, said, “The iQOO Battlegrounds Series is a statement of intent. It brings performance, creators, and competition under one banner. We’re excited to bring this to life in partnership with iQOO and NODWIN Gaming.”

With the mobile esports scene evolving rapidly, this collaboration signals a powerful shift in how tournaments are built, talent is nurtured, and fans are engaged.

Stay tuned to the TalkEsport app for detailed gaming and esports coverage, latest news, and much more!

PMWC 2025 Format, Groups, and Schedule

The PUBG Mobile World Cup (PMWC) 2025 is ready to kick off on 25th July 25 in Riyadh with 24 of the best teams from around the world. The PMWC 2025 format, groups and schedule have been officially announced, and fans can expect intense battles as teams compete for a $3 million prize pool and a shot at becoming world champions.

PMWC 2025: Group Distribution

All 24 teams are divided in three groups: Red, Green, Yellow, featuring 8 teams each. Following is the team distribution:

Red:

  1. Team Falcons
  2. Horaa Esports
  3. eArena
  4. POWR Esports
  5. Alpha7 Esports
  6. Nongshim RedForce
  7. Weibo Gaming
  8. Aryan × TMG Gaming

Green:

  1. IDA Esports
  2. Alpha Gaming
  3. Alter Ego Ares
  4. Team GAMAX
  5. Intense Game
  6. KINOTROPE Gaming
  7. ThunderTalk Gaming
  8. R8 Esports

Yellow:

  1. Fire Flux Esports
  2. Regnum Carya Esports
  3. 4Thrives Esports
  4. Team Secret
  5. Team Vision
  6. Influence Rage
  7. DRX
  8. Yangon Galacticos

PMWC 2025 Format and Schedule

PMWC 2025 will take place in three stages — Group Stage, Survival Stage, and Grand Finals.

Group Stage:

The PUBG Mobile World Cup 2025 begins with the Group Stage from 25th-27th July, featuring all 24 teams divided into three color-coded groups. Over three intense days, teams will compete in six matches per day for a total of 18 matches. The format follows a rotating schedule where Day 1 pits Red Group against Yellow Group, Day 2 sees Green Group face off against Yellow Group, and Day 3 concludes with Red Group battling Green Group. 

Each matchday features a carefully curated map rotation consisting of one Sanhok match, three Erangel encounters, and two Miramar showdowns. At the end of the opening stage, the top 8 teams based on overall performance will secure direct advancement to the Grand Finals, while the remaining 16 teams face the daunting prospect of the Survival Stage.

Survival Stage:

The Survival Stage takes place on 29th-30th July and serves as the last chance to win the ultimate title. The 16 teams that failed to secure direct advancement from the Group Stage must now fight tooth and nail for the remaining 8 spots in the Grand Finals. This stage operates as an elimination gauntlet where only half the competing teams will survive to see another day. 

Grand Finals:

The tournament culminates with the Grand Finals from 1st-3rd August, bringing together the 16 finest teams from the Group Stage and Survival Stage. This final showdown determines the PMWC 2025 champions and the distribution of the $3 million prize pool. 

The most intriguing element comes on Day 3 with the implementation of the controversial “Smash Rule”. With this rule in play, any team that reaches match-point eligibility must secure their championship with a Chicken Dinner victory. If the match-point eligible team fails to win the final match, the tournament winner will be determined by overall leaderboard standings.


With all groups finalized and the complete schedule officially locked in, PMWC 2025 promises to deliver absolutely unparalleled mobile esports action in Riyadh. From the opening Group Stage battles to the high-stakes Survival Stage elimination, and culminating in the Grand Finals’ dramatic Smash Rule format, every single match matters. The world’s best teams are ready—let the championship hunt begin now.

Stay tuned to the TalkEsport app for detailed gaming and esports coverage, latest news, and much more!

Why Map Control in CS2 Is More Tactical Than Ever?

Counter-Strike 2 not only introduced a plethora of aesthetic changes to the game, but it also significantly altered the way professional teams approach the game. While Counter-Strike: Global Offensive (CSGO) laid the foundation for professional teams, CS2 saw drastic changes in several areas of the game, which saw some of the older metas go out of fashion. One can argue that CS2 is more tactical than ever, and a big part of it can be attributed to the mechanics of the new game.

In this article, we will discuss the differences in approaches towards map control by the professional teams and how you can integrate it into your gameplay.

What is Map Control?

Map Control

Before understanding how CS2 changed the way players take map control, we must understand what it is. Certain areas of maps offer advantages strategically for either side; the more area you have control over, the more control you have over your opponents. Having more area under your control on the map allows you to keep your opponents guessing while setting up your team. Being a game of information, map control is a critical part of the tactics, and in many cases, becomes the reason for teams to win or lose games.

The Sub-Tick System: Precision and Intentionality

How Subtick Is Subtly Changing CS2’s Meta

Arguably, the biggest reason why the game underwent so many changes in almost every aspect is the introduction of the sub-tick system. While the sub-tick would provide more accuracy, the mixed feelings regarding how that accuracy translates in the game would likely divide opinions. However, whether we like it or not, we cannot ignore that there isn’t much we can do about it. This system greatly affects the team’s approach to map control primarily due to what it offers to players.

  • More precise angles for holding and peeking.
  • Utility time synchronisation has been improved.

This largely leads to more duels, allowing teams to either take or lose control of an area more often than not, and with the added benefit of better-timed utility, teams are more likely to take control of areas to place the players in more strategic locations.

With pre-fires and crouch peaks getting more and more precise, players are gaining the confidence to engage in fights, making map contention more skill-based as we see teams getting or losing map control swiftly, while CS:GO made it a game of patience.

Responsive Smoke Grenades: A Tactical Revolution

One of the game elements that changed the way Counter-Strike is played more than anything is the volumetric smokes. Not only did it bring a plethora of possibilities in the game, but it opened up several avenues for teams to be crafty with it.

  • Bullets and Grenades create gaps in the smoke.
  • Smokes expand to fill volumetric spaces.

While this took away several one-way smoke lineups that existed up until this point, having volumetric smokes made sure that even after dropping the most accurate smokes, it wasn’t a wise call to use them for crossing without worrying about someone opening it up with a grenade. Not only can teams drop a grenade, open up a smoke, and shoot the players behind, but teams can also create a facade with their smoke, open it up themselves, and catch players off guard. All of this made sure that even though throwing utility became easier than before, taking map control became a bit of a task, as it now would take an added layer of caution.

Cleaner Visuals and Map Readability

While most CS2 players prefer HD or a higher resolution, older players are used to the pixelated game running in 4:3 at the lowest resolution that they can get away with. The maps in CS2 made sure that the maps are more visible, vibrant, and players have a tough time trying to camouflage in tricky areas, which makes the overall experience more open.

  • Better visibility in contested zones
  • Fewer cluttered textures, aiding information gathering
  • Enhanced long-range engagement clarity

All this enables players to make quicker decisions, take faster map control, thus making the whole map control process easier for players, translating to more action for the fans. Not only does this foster more confident control of chokepoints, but players also do not miss out on the little details anymore.

Improved Audio Design and Spatial Awareness

CS2 introduced an overhauled audio design that gave players more confidence in the audio cues. Accurate positional audio enables better readjustment from teams, which has resulted in a more accurate idea of timings, thus opening up avenues for map control.

  • Subtle footsteps are more accurate and sharp.
  • Accurate audio cues give a better idea of timing.
  • Pre-aiming angle with better sound cues.

Changes like this may look subtle, but at the highest level of the game, players will go to extreme lengths to edge out the slightest advantages. Having better audio not only impacts their performance passively, but it also enables them to make better decisions and engage in fights more confidently.

Verdict

CS2 brought drastic changes to the game, and while teams took quite some time to adapt to it, now that it has been quite a while, teams are adapting to the new mechanics of CS2.

  • The sub-tick system improves precision.
  • Volumetric smokes make map control more tricky and tactical.
  • Enhanced audio and visuals give players more information to work with.

Map control has always been one of the most crucial tactical aspects since the dawn of the game, and while approaches towards it have changed with the evolving meta, one cannot argue that map control remains something that every team needs to work on. While teams have been putting more emphasis on tactics, given the skill gap at the very top level is as close to non-existent as it can get, making a strong tactical approach the key area in which teams can shine.

Teams with potent map control strategies already have a great edge over the rest, and to be able to blend it well with the firepower, it becomes a distinct winning formula that can be hard to top for the rest of the teams.

Team Aryan x TMG Player Prohibited from Using ‘Hitler’ In-game Name in PMWC 2025

Team Aryan x TMG, India’s representative at the upcoming PUBG Mobile World Cup (PMWC) 2025 at the Esports World Cup, has encountered an unexpected hurdle regarding one of their player’s gaming alias. TalkEsport sources revealed that the Esports World Cup organizers will not permit a squad player, who goes by the in-game name ‘Hitler’, to use this controversial alias during the tournament due to strict naming restrictions.

Why Team Aryan x TMG’s Player Can’t Use ‘Hitler’ at PMWC 2025

The team, which recently secured their spot at PMWC 2025 after winning the Battlegrounds Mobile India Pro Series (BMPS) 2025, will be competing under the banner Team Aryan x TMG. The squad consists of five players: Aryan, Vishnu, Hitler, Syrax, and Devotee, with Hitler being one of the standout performers who finished third in the MVP leaderboard during BMPS 2025.

The Esports World Cup 2025, which runs from 7th July through 24th August in Riyadh, Saudi Arabia, maintains strict regulations regarding player names and organizational branding. These restrictions are part of the tournament’s broader effort to maintain professional standards and ensure appropriate representation on the global stage.

The name ‘Hitler’ carries significant historical weight due to its association with Adolf Hitler, the Nazi party leader infamous for the Holocaust and his atrocities during the World War II. Even though the name might be used without malicious intent, tournament organizers typically err on the side of caution to avoid controversy and maintain inclusive environments.

Despite this naming restriction, the core talent and strategic capabilities of the player remain unchanged. The individual in question demonstrated exceptional skill during BMPS 2025, contributing significantly to Team Aryan’s championship run that earned them ₹1.25 crore from the tournament’s ₹4 crore prize pool.

Stay tuned to the TalkEsport app for detailed gaming and esports coverage, latest news, and much more!

Exclusive Interview: How xMEMS’ Solid-State Audio Could Change Esports Forever

As gaming grows ever more competitive, the quest for an edge moves beyond GPUs and high-refresh monitors. Audio is emerging as a critical performance factor, and solid-state speaker technology might just revolutionize it. We spoke with Pierce Hening, Field Applications Engineer at xMEMS and lifelong gamer, to explore how their cutting-edge tech could change esports forever.

To start off, can you briefly introduce yourself and your role at xMEMS? How did your background in gaming influence your work with solid-state audio?

I have a strong background in professional audio engineering, specializing in developing and optimizing acoustic and DSP solutions for cutting-edge audio technology. My expertise spans algorithm development, spatial audio processing, and system design for high-performance audio applications. Beyond my professional work, I am a passionate hobbyist gamer, exploring the latest gaming technologies and audio-driven gaming experiences. My combined interests in sound engineering and gaming fuel my drive to enhance immersive audio solutions for both professional and consumer applications.

I’m currently a Field Applications Engineer at xMEMS, and I also take on responsibilities that align closely with an Acoustic Engineer. My role involves working closely with customers to integrate our solid-state speaker technology into their products, providing both technical support and acoustic tuning expertise to ensure optimal audio performance.

I’ve been a lifelong gamer, which has been surprisingly influential in my approach to audio, and specifically spatial audio. Gamers tend to be very sensitive to spatial audio cues, latency, and sound design in general, things like localization accuracy, dynamic range, and immersive soundscapes. That sensitivity has sharpened my ability to critically evaluate audio experiences from a user perspective and has helped me understand what really matters in terms of audio performance, not just from a lab-measurement standpoint, but in real-world usage. That knowledge has translated directly into how I work with customers and guide design decisions at xMEMS.

What exactly are solid-state micro speakers, and how do they differ from traditional coil-and-magnet drivers used in most gaming headsets today?

Solid-state microspeakers replace traditional coil-and-magnet designs with thin-film piezoelectric actuators embedded on a single piece of silicon. Instead of moving a voice coil and diaphragm, the silicon surface vibrates to create sound. This approach eliminates many of the mechanical limitations of conventional drivers, no magnets, no coils, no surrounds, resulting in much faster, more accurate sound reproduction.

For gaming, that means players get audio that’s clearer and more precise, with nearly zero delay between the action on-screen and the audio. In comparison, traditional dynamic drivers have more inertia and slower response times, which can muddy directional cues and blur sound detail, especially in fast-paced environments.

Your technology claims to offer ultra-precise 3D spatial audio with virtually zero latency. Can you explain how that works in layman’s terms for our gamer readers?

Imagine audio is like a human reflex. With traditional speakers, there’s a small delay, like a slow reflex, between when a sound is triggered in-game and when a player actually hears it. xMEMS’ solid-state speakers have a snap reaction, meaning that when a sound is triggered, the speaker responds instantly, without needing to “ramp up” or “cool down” like conventional drivers do.

That ultra-fast response allows the speakers to reproduce directional sounds like footsteps, gunshots, and enemy callouts with far greater precision. It helps players’ brains form a more accurate 3D map of the action where they aren’t just hearing where a sound is coming from, but pinpointing its exact location with better clarity and speed.

How critical is accurate sound localization in competitive esports? Can you give an example of how your speakers enhance gameplay situations like clutch moments or close encounters?

Accurate sound localization is crucial in competitive esports and can determine the outcome of make-or-break moments. In fast-paced scenarios where visual information is limited, players rely heavily on precise audio cues to locate opponents, anticipate movements, and react in real time.

To validate how our solid-state speakers impact that kind of gameplay, we conducted lab studies where participants used various headphones, including xMEMS-equipped models, to pinpoint the direction of sound sources in a 360-degree field. We measured their localization accuracy, speed of response, and confusion rate.

The results were clear: xMEMS-enabled headphones consistently delivered localization accuracy on par with, or even exceeding that of, high-end professional models. Users were able to detect sound cues faster and with greater directional precision, thanks to reduced sound spread and superior clarity. That level of accuracy helps players lock onto an opponent’s position quickly, a critical advantage in high-stakes moments where every millisecond counts.

What challenges do traditional headsets face in high-stakes gaming scenarios that solid-state audio aims to solve?

The biggest challenge is speed and clarity. Traditional coil-and-magnet drivers take time to respond to changes in audio, and that latency, even if it’s just a few milliseconds, can muddy positional cues. There’s also distortion at high volumes or when too many sound elements are layered on top of each other, which is common in gaming environments.

Solid-state drivers address both problems by offering nearly instantaneous impulse response and maintaining clarity across a wide dynamic range. So, when multiple sounds are happening at once like footsteps, reloads, comms chatter, and environmental noise, solid-state speakers help ensure no information gets lost or smeared. It’s built to keep players locked into the action without audio distractions or confusion.

From a hardware standpoint, how does silicon-based speaker construction improve durability, efficiency, or audio quality?

Because xMEMS’ speakers are manufactured entirely from silicon, they are far more consistent and rugged than traditional speakers made from multiple components. The monolithic construction also helps reduce manufacturing variability, and makes it easier for manufacturers to tune and deploy at scale with more reliable quality control.

From an efficiency standpoint, solid-state speakers are more power-conscious and generate less heat, which is helpful for both battery-powered and thermally sensitive devices.

And in terms of audio quality, the solid silicon diaphragm maintains extremely low distortion across low, mid and high frequencies, which translates to cleaner treble, better detail, and sharper spatial awareness in gameplay.

Esports players often deal with long hours of wear. How does solid-state tech impact comfort and listening fatigue over extended sessions?

First, because our drivers are monolithic and silicon-based, they’re much thinner and lighter than traditional coil-based speakers. That allows for slimmer and lighter headset designs, which directly improves physical comfort, less clamping force, less weight on the ears and head. We have received a significant amount of feedback that users feel like they could listen for hours on end without getting any ear fatigue.

Second, from an acoustic perspective, xMEMS speakers have a much faster impulse response. That means the audio is cleaner, more accurate, and less fatiguing over time. You’re not getting that subtle distortion or ‘muddiness’ and resonances that can wear on your ears during long sessions. Instead, the detail and clarity stay consistent, which helps with things like spatial awareness and reaction time, both of which are crucial in esports.

Lastly, because our tech doesn’t rely on components like voice coils and diaphragms that generate heat, there’s less thermal buildup over time, which can also subtly contribute to comfort during long wear.

This technology isn’t yet on the market. What’s the timeline for commercial launch, and will we see these integrated in mainstream headsets soon?

Consumer headphones with xMEMS technology will start shipping later this year.

How are professional teams or developers reacting to this innovation? Have any esports organizations or game publishers shown interest or tested the tech yet?

I’ve had the chance to speak with a few gaming companies and professional audio engineers, and the response to our technology has been overwhelmingly positive. There’s a lot of excitement around its potential, especially in gaming.

We’re really interested in connecting with professional esports teams to demo our solutions firsthand. There’s been a noticeable trend in major tournaments where players use IEMs under noise-canceling headsets, and we see that as a great fit for our technology.

In addition to our over-ear solutions, our IEM reference designs offer a level of clarity, speed, and precision that, in my opinion, surpass anything currently on the market. I’d be thrilled to work with a team and let them experience the difference our solid-state audio can make in a competitive setting.

Looking ahead, how do you see solid-state audio reshaping the future of competitive gaming and player performance?

I believe solid-state audio is going to unlock a new era of performance-first headsets. Gamers at every level, from amateur to professional, are looking for any edge they can get, and audio is often the most underutilized part of the setup.

As solid-state technology becomes more widespread and hits affordable price points, a new class of esports-focused headsets will emerge that prioritizes speed, clarity, and positional accuracy, not just bass and volume. That shift could level the playing field and elevate game sense for a broader range of players.

Ultimately, I see solid-state audio as a foundational change in how gaming headsets are built and how players experience in-game audio.

This conversation with Pierce Hening makes it clear: audio is no longer just about volume or bass, it’s becoming a true competitive differentiator. As xMEMS rolls out its solid-state technology to mainstream headsets, gamers at every level could soon experience the kind of clarity and speed once reserved for pro-tier setups. It’s an exciting time for esports audio, and we’ll be watching closely as this technology hits the market and starts reshaping how players train, compete, and win.

Valorant’s Aim vs Ability Debate: Riot’s Biggest Design Challenge

Bind, Defense. You’re anchoring the B-site from Hookah when you hear a bunch of footsteps fast approaching. A second later, Sova’s drone tags you, and you fall to the back site. And that’s when the utility dump begins. Shock Darts, Brimstone molly, Raze nade, even a couple of Tejo missiles for good measure. It feels like you’ve just survived a nuclear strike, only to look up and see a Jett dashing in from above to finish off what remains of your HP bar.

If you’ve ever played Valorant in moderate to high ELOs, this scene probably feels all too familiar. Finding the right balance between raw aim and utility usage is always a tricky area for most tactical shooters, but in recent years of Valorant, the problem of “ability overload” has become increasingly prevalent.

Every few months, Valorant sees a new Agent being added to its ever-expanding roster, with each one introducing new abilities, gameplay mechanics, and sometimes status effects. As a result, not only does the game get a little more complicated for new players to get into with every update, but it also often feels like mechanical skill is taking a backseat to see who can throw their abilities faster and more efficiently.

As Valorant continues to evolve and the cracks in its game design start to show, it leads us to the question: Has Riot built a gameplay structure that’s too fragile to ever stabilize?

Headshots vs Utility

To try and better understand Valorant’s game balance, we first have to grasp the two core pillars of any tactical shooter: aim and utility.

Since the early days of video games to modern titles, aim has always remained an integral part of any first-person shooter. The ability to consistently click heads is what differentiates skilled FPS players from casual ones, and it has always been considered to be the purest expression of mastery in the genre.

Other aspects of tactical shooters—flicks, spray control, and crosshair placement—all fall under the mechanical side of the game. They form the foundation of what separates good aimers from average players. Without these core skills, no amount of strategy or utility usage should be able to make you win duels.

But what about abilities?

Popularized by titles like Overwatch and Apex Legends, abilities add new layers of depth and complexity to FPS games. Abilities can have a wide array of uses in games—healing, damage, mobility, recon, and other effects that can easily turn the tide in your favor.

Valorant was one of the first mainstream titles to try and blend abilities with gunplay in tactical shooters, and it was a massive success. The Riot Games title introduced abilities as an alternative to utility like smokes and flashes in Counter-Strike, garnering the attention of gamers across different genres.

Unlike Overwatch or CS, Riot tried to give equal weight to both aim and abilities in an attempt to bring the best of both worlds to Valorant. But as time went by, the balance began to shift.

Why Aim Matters

Why Aim Matters

Before we dive into the importance of raw aim in tactical FPS, let’s rewind back to the good old days of CS 1.6. Remember how you’d try and contest the mid double-doors of Dust 2 with an AWP in hopes of getting the first pick of the round? No amount of utility would be able to help you win that duel. You’d have to rely on your mechanical skill, timing, and crosshair placement to win what was arguably the most iconic 1v1 duel that era of Counter-Strike had to offer.

Whether you were playing CS, Quake, or Unreal Tournament, our aim was the primary determining factor of whether you’d win or lose a duel. Sure, there were nuances like map control and weapon choice, but raw mechanical skill took the center stage.

Does that mean utility usage didn’t exist back then? Of course not. If you suspected an AWPer was holding an angle, you’d throw a smoke or a flash at their position to flush them out and improve your odds of winning the fight. What you couldn’t do, however, was secure a “free” kill by asking your Breach to stun them for you.

These mechanics not only rewarded raw skill and reaction time, but also elevated the emotional appeal of clutches, flicks, and 1vX situations as pros had little to rely on other than their aim.

Tyson “TenZ” Ngo, one of the most prominent Valorant pros renowned for his mechanical skills in FPS games, said in one of his livestreams, “Think about back when Valorant was first introduced, what was the promise into the game? The game was a precise tactical shooter where gunplay reigns supreme, and utility helps you elevate your gunplay. Nowadays, the utility kills everyone for you.”

Abilities & Tactical Creativity

While mechanical skills undoubtedly defined the early days of competitive FPS, a number of recent titles have shown that there might be more to winning than just popping heads.

As we have already discussed earlier, abilities are just modern-day alternatives to classic utilities like smokes and grenades. However, unlike traditional utility, abilities offer far more room for player creativity.

Most importantly, abilities enable players to make plays out of nothing. Imagine a scenario where you’re stuck in a 1v4 situation with a weak pistol while your enemies are on a full-buy. While even the most mechanically skilled players would struggle to make it out of that alive relying on their aim alone, a well-placed stun or flash can help you get that first crucial kill and secure a better weapon.

Aside from helping you secure kills and take map control, abilities also incentivize teamplay and proper coordination between teammates, rewarding teams that can communicate effectively and execute strategies as a unit.

In Valorant, Initiators like Breach, Skye, or Sova are extremely effective at disabling enemies for a short span of time and scouting out their positions, but struggle to secure kills on their own. When paired with a well-timed Duelist entry, though, their utility can make taking sites feel effortless.

Pro Scene vs Ranked

Valorant Esports

Pro scene and regular pubs in Valorant, or in any tactical FPS, exist as two entirely different realities. While ranked games are dominated by raw aim, mechanical skills, and overall game sense, plays in the pro scene primarily revolve around coordination, utility usage, team synergy, and strategy.

In the average Valorant pub game, it’s easy to get away with bad utility usage if you’re an aim god, while in pro play, even the sharpest aim means little without proper team play. For the same reason, aim-dependent Agents like Reyna and Iso shine in ranked games, whereas they are barely even picked in the big stages. On the other hand, Agents like KAY/O and Astra thrive in the pro scene due to their dependence on strong team coordination, but they tend to underperform in solo queue.

Due to the contrast between the pro scene and the ranked environment, Riot faces a unique challenge in balancing the game for two drastically different ecosystems. Buffing an Agent to make them more viable in ranked can easily make their win rates skyrocket in pro play, while tuning an Agent around coordinated playstyles can render them extremely weak in typical ranked lobbies.

Should Aim and Abilities Ever Be Equal?

Should Aim and Abilities Ever Be Equal

The debate between aim and abilities isn’t quite black and white, which raises a deeper question: is balance even the right goal?

On one hand, we have a portion of the community that condemns the over-reliance on utility in tactical shooters. Many players believe that mechanical skill and gamesense should reign supreme in FPS games, and while there’s certainly a place for utility in games, they shouldn’t be able to compensate for a lack of raw aim.

On the other hand, players argue that the introduction of Agent abilities is what makes Valorant stand out from the plethora of other titles in the genre, and makes the game’s pro scene unique and enjoyable to watch.

In a complex game like Valorant, it can be incredibly difficult to find the right balance between aim and abilities without compromising the integrity of pro play or the ranked environment. Maybe the goal shouldn’t be to put aim and abilities on equal footing, but rather create an ecosystem where both styles can coexist.

Verdict

In a recent Dev Updates video, Riot Games confirmed that they’re actively working on addressing the “ability overload” issue in Valorant, and we’ve seen several instances of visual clarity being improved over the past few updates with additions like useful minimap icons, better audio cues, and more.

However, despite these additions, it’s unlikely that Riot will ever be able to “solve” the balancing problem, and that might just be okay. The brilliance of Valorant lies not in its perfect balance but in the chaos that unfolds in the heat of battle. 

Instead of solely rewarding the sharpest aimer in a lobby, Valorant puts more emphasis on quick thinking and adapting. While it’s easy for newer players to feel overwhelmed by the constant ability dumps, those same abilities can also be utilized to create counter-play opportunities, which gives Riot’s flagship FPS its core identity.

Game-Changer or Game-Breaker? Breaking Down CS2’s New Buy System

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When Valve released Counter-Strike 2 (CS2), Counter-Strike enthusiasts worldwide welcomed the long-awaited sequel to Counter-Strike: Global Offensive (CS:GO). With the Source 2 engine, visual enhancements, and responsive sub-tick architecture, CS2 was a new era for competitive first-person shooters. Among all these transitions, however, none provoked as much fiery controversy as CS2’s new buy system.

Is it a considerate update for contemporary gameplay, or a mistake that drives away the heritage fan base? In this opinion, we examine the new buy system closely and evaluate whether it genuinely upgrades the competitive experience or has the potential to dismantle it.

A Modern Overhaul of an Iconic System

For more than a decade, CS:GO players were used to a radial buy menu, grouped by weapon type. Though good enough for the vets, it was usually daunting for new players. In CS2, Valve presents a flat, grid-based buy interface and an all-in-one menu that displays all the available weapons, equipment, and grenades on a single screen. It’s a departure from the norm, more in line with the minimalist interfaces of newer tactical games, such as Valorant.

Additionally, Valve introduced a loadout restriction: players must pre-choose 15 weapons to take into a match. This consists of five pistols, five mid-range weapons (such as SMGs, shotguns, or heavy weapons), and five rifles/snipers. Players can no longer choose from the full array of weapons mid-match but are stuck with their loadout selection from the beginning.

One more monumental addition is the refund. When a player mistakenly purchases the wrong gun or utility and hasn’t utilized it in the buy phase, they can now return it for a full refund. This basic quality-of-life update releases casuals and pros from frustration, defraying the cost of misclicks that could ruin early rounds.

The Pros: Accessibility, Strategy, and Modernization

cs2 buy menu

Accessibility is one of the most obvious advantages of the new buy system. The flat grid makes decisions easy for new players. Rather than having to dig through submenus, all choices are laid out in plain sight. For players transitioning from other tactical shooters, the UI is intuitive and modern.

The loadout system, though originally restrictive, expands into a whole new level of strategic depth. It is possible for teams to now customize their loadouts to fit their playstyles. Want to have both the M4A4 and M4A1-S options active within a match? You can now do so. The same applies to sidearms such as the Tec-9 and Five-SeveN, which can now coexist, granting tactical flexibility that was previously constrained by the game’s mutual exclusivity settings.

The refund mechanism is another huge success. It minimizes frustration, particularly in tense games where a single ill-advised buy can affect the economy and morale. With a speedy refund, players can correct course and keep their team’s strategic advantage.

Valve also included a way to view what your team members have bought during the buy phase. This minor but important feature promotes coordination. When you notice two teammates already buying rifles and armor, you might choose utility instead. It promotes wiser buys and a greater focus on team economy.

The Cons: Restrictive Loadouts

cs2 buy menu

While the loadout system brings with it strategic planning, it also constrains mid-game flexibility. In the old CS:GO, players could use the entire gun collection. If there was a peculiar situation at hand, suppose the opposing team was stacking B with an auto-sniper, players could adjust by buying a gun that neutralizes that particular threat. Now, if the gun is not in your pre-game loadout, you’re out of luck.

This situational unresponsiveness can also infuriate accustomed players to CS:GO. For professional and high-stakes matchmaking, the lack of adaptability due to opponent buys or control of the map may cause unnecessary drawbacks.

The other area of contention is the interface. As friendly to new players as it is, experienced players have complained of misclicks and disorientation, particularly during the early CS2 days. Years of muscle memory in CS:GO do not directly translate to CS2’s layout, creating an infuriating learning curve.

In addition, customization still lacks. Players cannot reorganize their weapons within the grid or favorite regularly used items. This can prolong the buy phase for people who have not adapted to the visual hierarchy of the new menu yet.

The Esports Aspect

cs2 esports

Professional Counter-Strike is established on layers of strategic complexity. Each second of a buy phase matters, and teams tend to make their entire round plan dependent on what weapons and utilities they possess. The new loadout system brings a metagame even before the game starts: how do you build an adaptive loadout that covers any scenario?

To some commentators, it is a pleasing innovation. It rewards squads that think about their pre-game preparation, and it makes team identities even more distinct. Others are concerned that it overemphasizes pre-game choices, limiting the amount of in-the-moment improvisation that characterized iconic plays in CS history.

The refunding capacity for purchases, though, has been universally embraced within the pro community. In big-stakes games, one misbuy had a chance to completely change an entire series previously. The refund mechanism relaxes that stress and makes room for the correction of mistakes without negatively affecting competitive integrity.

Comparisons with Valorant and Other Shooters

It’s no surprise CS2 is reacting, at least partially, to Valorant‘s success. Riot’s tactical shooter includes a minimalist UI, buy phases per character, and refunding abilities features now replicated in CS2. For Valve, updating the Counter-Strike experience might have been a necessity to keep up in a changing environment.

But whereas Valorant has never been afraid to prioritize style and convenience over substance, Counter-Strike has consistently valued raw tactical prowess and minimalism over cosmetic interfaces and hand-holding mechanics. The dance between legacy and innovation is intense in CS2’s buy system, as it takes cues from competitors but avoids homogenization and the loss of what made Counter-Strike an esports behemoth.

Verdict

Upon close examination, it is clear that the new CS2 purchase system is a lot more than a superficial face-lift; it’s a deliberate next step designed to make gameplay faster and deeper. The grid menu eliminates legacy drag, enhancing clarity and responsiveness without compromising game balance. At the same time, the refund system brings a useful, balanced quality-of-life adjustment that doesn’t damage economic integrity. The true change-maker, however, is the loadout system.

By making players decide in advance, it matches the role-based preparation that exists in other competitive games without diminishing the flexibility and improvisation for which Counter-Strike is renowned. Professional teams are already beginning to use the system to optimize player roles and pre-plan equipment strategies, unlocking its ability to optimize not only individual performance but entire-team coordination.

While contentious on the surface, these adjustments provide new avenues for strategic development and future-proofing. With the loadout system, Valve can add new gear and weapons incrementally without overpopulating the in-game economy. It also provides possibilities for more refined team builds, more profound map-specific loadout planning, and quicker adaptation to metas.

The evolution of the buy system fits within larger design trends in esports while honoring the fundamental values of precision, communication, and agility present in Counter-Strike. While improvements such as loadout swaps or team presets might enhance its capability further, the existing system is solid, scalable, and powerful. Rather than shattering the game, the new buy system reinvigorates the pre-round period as a domain of tactical imagination. In that context, it is not only a changer but also the most progressive update Valve has done for the franchise in years.

The Silent Nerf: How Subtick Is Subtly Changing CS2’s Meta

The transition from CS:GO to CS2 was far from smooth, and the latest iteration of the world’s favourite shooter received more than its fair share of criticism across multiple areas in the new game. However, most of the criticism was directed towards the new subtick system. It impacted the decade-old mechanics of the game, leading to its poor reception among professionals and casuals alike. What many fail to recognise is how it has become a silent nerf, fundamentally altering the gameplay mechanics and reshaping several metas across the game.

What is the Subtick system?

The traditional tick system made sure that the game server was updated at a frequency of 64/128 with CS:GO, but the new subtick system took a different approach by assigning a timestamp to every action, which gets updated together in the server and as a result players notice improved hit registration, smoother movement, and a more responsive feel of the game or at least, that was the intention.

While the new system was supposed to bring a massive difference in the smoothness of the server, it failed miserably, leading to pro players calling out the developers for releasing an undeveloped game. NAVI captain Aleski ‘Aleksib’ Virolainen openly pointed out how CS:GO felt way smoother compared to CS2. While everything felt way off, it was difficult to point out what exactly needed to be changed to fix it.

As time went by, the developers addressed each and every concern from professionals to casuals, and the game saw a significant improvement in almost all areas, but the difference in mechanics was readily apparent.

How did it change the mechanics of CS2?

Arguably, the most frustrating change from CS:GO. The new subtick system takes a different approach in processing sprays mid-gunfights. Given each movement is paired with its timestamp, input precision takes a front-seat over tick synchronisation with the server, and while this makes it more accurate than before, you are likely to get more random misses despite your cross-hair being on point in your monitor. While this move enables room for players with more precision, the gap between the top aimers has significantly increased from the rest.

Not only does this make the spray feel out of place, but the bullet timings and first shot accuracy feel way off compared to before. While the hit registry got more accurate, on the surface level, the game looked sluggish and inconsistent, making it quite an annoying area to work on.

Movement feels inconsistent

Given subtick system impacts everything going on in the server, the movement mechanics, while remaining mostly the same, required a transition period for the players coming after mastering movement on CS:GO for over a decade. Given how each movement is registered with an individual timestamp, the movement is unpredictable, and often what we see on the screen may feel slow, floaty, and non-responsive. Despite remaining largely the same, players needed some time to get used to the new mechanics before they could get the hang of them.

End of Jump Throw binds

CS2 utility is now interpolated more smoothly and accurately with the introduction of the new subtick system, but this makes perfect lineups harder to pull off, especially if it requires a jump-throw. With inconsistent line-ups on several occasions, teams underwent a radical change in how they use the utilities during executions.

While utilities became more and more inconsistent in certain extreme cases, players with sharp aim have greatly benefited from the new system, which led to teams overly relying on smart utility usage, taking a backseat to the ones with more mechanically gifted players.

Client-Server Desync

With the game prioritising the input accuracy over visual accuracy, the developers have created a disconnect between what the players see and what is registered by the servers. YouTube is flooded with videos showing the vast desync existing between the client and the server, leading to players preferring the old system over this one, despite Valve being hell-bent on proving the new system to be better than the previous one.

Pro Player Feedback on Subtick

Let’s take a look at what CS2 pro players are saying:

  • s1mple: “Subtick feels weird, shooting is off. Something’s not right.”
  • ropz: “You can’t trust the spray anymore. Every time it’s different.”
  • EliGE: “There’s more peeker’s advantage now than ever before.”
  • NiKo: “Holding angles is a gamble. You’re better off swinging first.”

How It Changes the CS2 Meta

Players who overly relied on more cerebral approaches like clever positioning and smart utility usage are suffering against the sharpshooters, and this is quite evident at the highest level of the game, given the first-peek advantage has significantly become a cheat code.

The bit of unpredictability in the game has bridged the gap between top teams and the lesser-known ones. If the last Major is to be taken as a reference, it was very hard to separate the top teams from the lower-ranked ones, leading to fans enjoying several dark horses coming out on top. This may be fun from the viewers’ standpoint, but incredibly frustrating from teams on the receiving end.

The new meta has been challenging the fine blend of tactics and skills that have been mastered by the top teams over the years, and the volatility in the game mechanics has ensured that lesser-known CS2 teams get more appearances in premier tournaments.

Is It a Nerf or Just a Relearning Curve?

While many may argue that the new subtick system poses a steep learning curve for even the absolute best in the business, it can hardly be considered a nerf, given hardly any player has noticed a significant decline in their skill level transitioning to CS2. All of the stars from CS: GO have maintained their star status with the release of CS2.

Verdict

What was released as a technical update silently revolutionised the whole game, leading to a shift in strategies, metas, and dynamics. While many perceived it as a downgrade, the thriving esports scene of CS2 would indicate that not only have players adapted to it, but are taking full advantage of the improvements that the highly controversial subtick system brings to the table.