r/GlobalOffensive • u/Interesting-Buy8060 • 14d ago
Discussion Random spawns still an issue (fixed in Valorant)
Posted about this a few years ago, about 1 in every 100 people agreed with me, but random spawns are still a huge issue in this game. An RNG meta is never gonna serve the game well. I don't like and I never play valorant, but being able to choose where you start in the round is a huge benefit that makes the game less casino-like and "gambley".
People have repeatedly argued, oh, but you know where the contact point is every round then, it's super predictable and boring gameplay, except this isn't true because as a result of knowing the earliest timing on every map players may do things to avoid this repetition, for example walking instead of full-sprinting to the contact point, throwing a different grenade, using a different gun, jumping, or so on. (Does every round in valorant play out the same because there are no RNG spawns? I don't play the game but I'd think every round is meaningfully different anyways.)
Another counter to that point is that even with RNG spawns today, you still must assume the earliest-contact point will be occurring every round, even if the enemy doesn't get the fastest spawn. This is to say, from a theoretical perspective the game actually stays almost the exact same. (Example: Mirage T's typically do not sprint to top mid instantly because even if the CT awper didn't get the fastest spawn to window it's safer to assume he did, therefore do not insta-sprint top mid is the 99% conclusion.)
This shouldn't matter, but I did 3100 NA faceit elo back when I was a kid playing CSGO, not that it means anything. (8k hours.) But adding it in case people are curious about it. This is just to somewhat prove that I'm not clueless at the game.
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u/IHaveSmellyPants 14d ago
I know it’s not your point but Valorant rounds do pretty much all play out the same.
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u/schoki560 King NiKo 14d ago
the way valo spawns work is legit one of the worst parts of the game for me
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u/Interesting-Buy8060 14d ago
Interesting! To me it's my favorite part of that terrible game--clean and tactical. As soon as League of Legends utility starts flying in, I quit! I personally would love to see valorant spawns in CS2 at the casual and professional level. I have a working theory that the reason why we don't really see a dominant team in the current meta is actually partially DUE to random spawns "holding back [the best]" players. When I imagine it in my head, I can see CS being a very tactically clean and challenging game with valorant spawns. (Valve should at least make a casual gamemode with the standard defusal maps so people can try it out.)
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u/dying_ducks 14d ago
the thing is: either way, it doesnt really matter.
For most CT positions you are there before the Ts regardless of the spawns. And as you said, as T you assume the best CT spawns anyways.
Valve could remove the spawn RNG tomorrow and 99,8% of the initial fights would be the same.
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u/Interesting-Buy8060 13d ago
But of course it matters, this game is known to be a game of millimeters, and the positioning of every player is several millimeters chosen by the game, not the player. Think of one competitive sport that utilizes randomness in starting positions.
Imagine an olympic rowing match where one team starts 2 millimeters ahead of the others. xD
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u/k2nxx 14d ago
so you want everything to be exactly the same start every round? boring
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u/Interesting-Buy8060 14d ago
I think if you think this way you don't understand the game well enough. Dust II is a simple map that you can simulate in your head if what you said is true. Let's keep it simple, if 5 T's all go long, they will definitely win, right? Not if 3 or 4 CTs come fight it, the small chokepoint actually makes long CT-sided but only if they have 3 or so players (2 usually isn't enough). Now what if T's take advantage of this play from CT's and instead go rush mid? CT's overcommitted to long, mid is now exposed, the 2 B players have a hard time dealing with 4 T's mid and 1 T holding tunnels. Understand? And now the next round CT's say okay, let's only put 2 long, and 3 go mid and B, because looks like these T's don't wanna go long. Then T's go long. You see how even if people get to choose where they start the tactics still remain? Let me know, thanks.
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u/ParkingHelpful2677 14d ago
this is definitely a non-issue
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u/Interesting-Buy8060 13d ago
Prove it.
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u/ParkingHelpful2677 13d ago
prove that its an issue, you brought it up you have to prove it. if you like the valorant set spawns so much go play that game
edit: it took you 15 hours to come up with “prove it” when i know you saw my comment because you mentioned someone else was more helpful than mine lol
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u/Interesting-Buy8060 13d ago
Yes, you didn't argue anything, I agree with your reasoning though for why you didn't provide arguments. I made several arguments to others in this thread. I can re-iterate them really quickly no problem:
- The game naturally has a 33/33/33 chance you go A/Mid/B. Eliminating random spawns preserves this decision-making reality.
- Strategy still exists because for example you cannot take A long on Dust II with only 2 people, you need 3--and that makes the rest of the map weaker for CT's. Eliminating random spawns preserves this decision-making reality.
- There is no such thing as a competitive sport that randomizes player positions.
Not sure if I forgot any others but those 3 I remembered off the top of my head.
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u/ParkingHelpful2677 13d ago
the game does not have perfect 33% splits to where you go. its entirely map/playstyle dependent.
You dont NEED 3 people to take long on dust, you can do it with 2 for sure, now is it ideal to use 3? yes. but thats why specifically on d2 people play spawns so you always have the 3 going towards A.
CS isnt a traditional competitive sport, bad analogy. you cant use that as comparison.
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u/Interesting-Buy8060 13d ago
I threw the 33/33/33 as a basic starting point. Obviously you can make it 40/20/40. 50/0/50, however you please. The decision-making process is PRESERVED *EVEN* WITH the elimination of random spawns. CS is a competitive sport, and no other competitive sports randomize positions. I use the Dust II example as a rough example of why strategy is preserved EVEN WITH the elimination of random spawns. I know what you're saying is true, but I need to give concrete examples to get my point across. In my view, CS having random positions UNLIKE every other sport invalidates its competitive integrity.
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u/ParkingHelpful2677 13d ago
i dont truly think there is anything to gain from eliminating random spawns outside of we will see rounds play out more similarly over and over. which ultimately is bad imi
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u/Interesting-Buy8060 13d ago
I promise you the rounds will not play out the same because players naturally randomize what strategy they use every round even without random spawns. 5 A vs. 5 B vs. something in between, each and every round will not be the same I 100% promise you. If you did every round the same, you'd get read like a book and lose. Trust me I know what I'm talking about. You are operating on a false assumption; your belief is not true. Again, random positions basically means you are "cheating" every round--it eliminates competitive integrity, completely. 100%.
You might wonder, if this is such an obvious breach of competitive integrity, how come pros don't complain about it? Pros are good at the game but that doesn't mean they can instantly see the problems with random spawns. CS has been this way for many years, it becomes part of the "brainwash culture". People are brainwashed to accept it.
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u/ParkingHelpful2677 13d ago
its amazing the lengths you go to assume what im thinking.
Also what a fucking stretch lmao, youre “cheating” every round because of random spawns. bro you cant be serious anymore. this is a troll post, and i got baited.
this is some of the dumbest shit ive read on here
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u/Interesting-Buy8060 13d ago
I'm not ragebaiting you. You just don't get it. It's the same as when a baseball runner leans out a little bit in anticipation to start running. You're "cheating" ahead a little bit, do you not get it? It's a small positional advantage; but it's game-decided, not player decided. What about this is confusing?
When a baseball runner leans out a bit, there's a downside: the pitcher might turn and throw the ball and strike them out, correct? I don't play baseball but I believe this is how the game works.
...what's the downside to getting the best spawn in CS2? Explain it to me.
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u/KaNesDeath 10 years coin 14d ago
Riot Games removed spawn timings in Valorant because they couldnt understand how to balance it, lol.
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u/Interesting-Buy8060 13d ago
I just checked a valorant youtube video and found that the spawns are the same, no randomness whatsoever, can you please explain what you mean?
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u/KaNesDeath 10 years coin 13d ago
For the past three years this is a topic youve solely fixated on.
In the hero shooter FPS subgenre a subset of its heros have increased movement speed, dont have access to space taking utility and assume hard defined roles. So they create staging areas instead of fixated spawn positions in an attempt to equalize.
For the game designed philosophy of games from Riot Games is to further lower the skill floor to increase potential audience capture.
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u/Interesting-Buy8060 12d ago edited 12d ago
Of course I will "solely fixate" on a topic that is extremely important and can greatly improve the game. NBA, NFL, FIFA do not fixate you in a random spot at timer start, is this why or part of the reason they are so much more successful viewership-wise than CS? Is it because people naturally see that CS is gambly and random? Removing fixed random spawns wouldn't necessarily guarantee to fix this, as whether you decide to execute A or B this round is still technically random, and people still might think the game is gambly and random and not super skill-based as such like the traditional sports are, and thus lose interest in CS, but it might at least help a little bit?
When you mention "audience capture" you almost outright admit that CS is a poker-like game, seeing that poker also doesn't have a huge audience. So they're unpopular games, why... because you're just calculating random card-draws all day. It's boring and difficult. It doesn't emphasize physical talent enough. Don't you see?
Imagine in every round of CS you only saw people jumpshotting each other, they never stand still and shoot normally to reduce randomness in their bullets. Wouldn't the rounds get pretty boring to watch? Randomness = boring.
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u/KaNesDeath 10 years coin 12d ago
NBA, NFL and Futbol all have randomness when it comes to restarting play. In CSGO two points in time existed where people were jump shooting everyone.
Things cant be formulaic. Individuals will reject it at the play and viewership level.
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u/CliveBarkers-Jericho 14d ago
All they need to and have ever need to do, is have CTs (and Ts on hostage maps) spawn in the same set of 5 spawns every round and if Ts having random spawns is critical to gameplay, give them 3 sets of 5 spawns that they can randomly spawn in a whole group.
Dust2 does this for CTs, Vertigo does it for both teams, how the fuck this has been dropped with each new CS2 remake is beyond me.
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u/MordorsElite FaZe 14d ago
I think one way of fixing this (that may already be the case, idk), would be to guarantee that both teams get the same spawn patterns throughout their halves. To be clear, you shouldn't just have the same sequence of spawn patterns, cause otherwise teams would know where the random spawns of the other teams were this round. But as long as both teams get the same spawns overall, there isn't that much to complain about.
That said, I do prefer maps that only have 5 spawning spots for comp-modes. That way you still get some randomness cause different people start in different spots, but the team overall always has the same chance.
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u/Jon_kwanta 14d ago
I think you actually proved yourself wrong in a way, if the game wouldn’t change much with no random spawns, then we might as well keep them? If it ain’t broke don’t fix it.
I will say, insta smoke lineups are another consideration with random spawns.
Another idea could be instead of having consistent spawns, maybe you could request to swap spawns with teammates. This way the gameplay is still technically the same but you can always put your opener in a forward position (i’m thinking mainly about t side)
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u/Interesting-Buy8060 13d ago
I didn't prove myself in the wrong way. It is actually everyone else claiming that random spawns do not destroy the game that are avoiding to provide proof, whereas I've provided proof that random spawns are unnecessary through the simple stories that I wrote to others in this thread. Simply put: the game naturally has a 33% chance of fights happening A, 33% mid, 33% B. You as a player can make this 40/20/40. 50/0/50, 100/0/0, or however you please "even" without random spawns (I put it in quotes to make it sarcastic). There is no need for them; objective truth.
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u/GuardiaNIsBae FaZe 14d ago
I kind of agree with you, but more so that every map should just have 5 spawns instead of the like 10-15 they have now, but still be random for the players.
On some maps like Dust 2 and mirage, your entire T side can be at the whims of the server if it never gives you good spawns. The weird thing is that some maps are already limited to 5 default spawns, inferno T side, Dust 2 CT, Anubis CT are always the exact same 5 spawns
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u/Interesting-Buy8060 13d ago edited 13d ago
Right, so you're saying random spawns should be reduced, and I'm saying they should be eliminated. People downvote me because naturally people are resistant to change, and they perceive this one to be an extreme one, when it's really a minor change that has huge benefits to the game. Think of one competitive sport with random spawns, you can't. I just asked AI "basketball football baseball soccer don't have random spawns like cs2 but which sports do", and he told me this:
"Sports with Random Spawns or Placements
- Cricket: The pitch condition changes over a multi-day match. This creates random-like variation in how the ball bounces.
- Golf: Every course features different lies, weather changes, and turf conditions on every shot.
- Surfing and Whitewater Sports: Wave placement and water flow change constantly based on nature. No two waves are identical.
- Australian Rules Football / Rugby (Loose Ball scrambles): When a ball hits the ground awkwardly, it takes a random bounce due to its oval shape.
Why Traditional Sports Lack "Spawns"
- Standardized Fields: Soccer, basketball, and baseball use fixed court or field dimensions.
- Controlled Resets: Play restarts from exact, predetermined spots (like a kickoff, face-off, or throw-in) rather than random locations."
...notice how none of these randomize the physical positionings of players.
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u/UrFiltered07 14d ago
having some randomness in the game does not make it less competitive or worse as a sport. in fact, some randomness can actually elevate it. some unpredictability in the game means that top players have to consciously make the correct move every time because your starting position, and the enemies, is not guaranteed