Spike defuse progress and the timer — most underrated part of world ESP?
Closed thread Editorial exampleNobody talks about the spike fields. Defuse progress and time. That's it, two indicators, and they answer the single most stressful question in the game, which is whether you have enough seconds to re-peek the defuser or whether you have to commit right now.
Every other overlay element is about people. This one is about the objective, which is what the round is actually decided on.
For anyone who's used this stuff on other games — is progress info as valuable as it sounds, or does it just duplicate a timer you're already watching?
comments: Spike defuse progress and the timer — most underrated part of world ESP? 5
Replies are closedDefuse progress is the part that isn't duplicated anywhere. The round timer doesn't tell you how far into the defuse someone is. That's genuinely new information.
Exactly. Half-defused is a completely different decision to freshly touched.
Does the docs say anything about where the spike is though, or just the progress and time? Because location would matter as much.
Docs don't say location is separately highlighted. Just defuse progress and time under world visual options. Don't want to assume more than that.
Progress plus time is already the important half. Location you can usually hear or infer.