AlienTech2jA'Vi1EventMaps / statscobblestone (14:16)dust2 (16:5)cache (19:16)OtherNo demo - MatchpageRefuse2iNETKOXTV1EventMaps / statscache (6:16)dust2 (16:11)inferno (16:8)OtherNo demo - MatchpageMillenium11LDLC16EventMap / statsdust2OtherDemo - MatchpageEscape8Tricked16EventMap / statsOtherDemo - MatchpageAlpha7DenDD16EventMap / statsOtherDemo - MatchpageSlashCry7ALTERNATE aTTaX16Arcade16Lions13PRIDE16TOASTBROT10EventMap / statsOtherDemo - MatchpageDobry&Gaming2noMERCY0fguru11ex-Deathtrap16
Valve has released a new update for CS:GO which introduced some important gameplay changes.
May 1st's update sees some tweaks being made to the weapons, like the Desert Eagle, whose inaccuracy has been reduced, and the Mag-7, whose cost and cycletime have been increased.
Players getting shot in the arm or legs no longer experience aimpunch, while the environment fog while using a scope on a weapon has been reduced. In the classic competitive mode, it is now possible to have two flashbangs and four grenades in total.
Other changes include some minor map fixes and a tweak to the weapon inventory HUD, which now displays the number of grenades held of a single type.
Below you can find the official patch notes:
[ GAMEPLAY ]
- Tweaked weapons
DEAGLE: Reduced inaccuracy
Mag-7: Increased cycletime. Increased cost.
XM-1014: Increased ArmorRatio. Increased cycletime.
UMP-45: Reduced price. Reduced recoil angle variance.
Mac-10: Increased maxspeed. Reduced price.
- Classic Competitive now allows 2 flashbangs and 4 grenades total.
- Implemented bodygroups penetration for maximum damage, now shooting through arms at the enemies head will apply headshot damage, or shooting through arms at the stomach will apply stomach damage multiplier.
- Removed aimpunch resulting from getting shot in the arms or legs.
- Auto switch when dropping a weapon (or after throwing a grenade) avoids weapons with 0 bullets in the clip.
- Reduced environment fog when scoped with a weapon.
[ MAPS ]
- CS_Militia: Fixed collision in CT spawn, added radar names
- CS_Assault: Added radar names
- CS_Museum: Fixed and updated radar and overview scales.
- DE_Library: Fixed bug where some clients would crash on bomb explosion.
- DE_Favela: Fixed bug were a prop was causing server lag, other gameplay tweaks
- DE_Seaside: Fixed bug were players would get stuck near Terrorist spawn.
[ MISC ]
- Weapon inventory HUD now displays the number of grenades held of a single type.
- Fixed a sound bug that resulted in ghost footsteps when taking over bots.
- Fixed player money getting set to the wrong value if the player took over a bot in competitive and survived to the end of the round.
- Added a server convar "sv_maxusrcmdprocessticks" to limit maximum number of user commands backlog, defaulting at 3; observed player speed by others will now always be within max movement speed even when user is cheating, experiencing high packet loss or exteremely low fps.
- Vote kick will record user's SteamID in the banlist and remove user from ongoing competitive match even if the user disconnected from game server before required number of votes have been collected.
- Spectating Operation Payback games via GOTV is now allowed without Operation Payback pass.
- Fixed crash on exit.
Post edited 2013-05-02 02:39:47
these updates should have been made weeks if not months ago.
update for noobs, gj valve
But their experience of game will be better. Everybody wins :-P
deagle is playable but still lacks something
Post edited 2013-05-02 02:42:03
The update cycle is generally fine with CS:GO so far, except during busy periods full of tournaments, which is understandable.
It gives an advantage to the person with faster reflexes, and makes it so that you don't just pull down to the left 30 degrees every single time.
http://www.youtube.com/watch?v=16-tfhan8Yg << they finally fixed it!
Hope they keep making updates like this ... took a bit long.
Great update valve!
will test that update soon but it sounds great.
Post edited 2013-05-02 03:47:05
that means if your pistol is empty and if you drop your rifle it wont switch to your pistol
you get it now?
"Auto switch when dropping a weapon (or after throwing a grenade) avoids weapons with 0 bullets in the clip."
I personally don't like it. The player doesn't know which weapons still have ammos, and it should stay this way. I mean we're on a battle, not in a store, it's not like in the middle of a fight the dude will go like :"well let's see, this one is fine, still got bullets in it". No, he'll be like "GIVE ME A FUCKING GUNNNNN". And if this gun has no bullets, he's fucked, that's the price to pay for taking the risk of dropping instead of reloading.
What's next ? Choosing which grenades are picked and which are not ? Come on.
Anyway, it's not like it's game changing but I don't like that.
This is actualy good idea :D pre E to pick it up... :D
Well.. kinda noob-friendly change. Most good players don't have auto-wep switch anyways.
Anyway, it's not like CS is meant to be 100% realistic.
Post edited 2013-05-03 15:16:44
Okay, so people who never used guns in real life are extremely ignorant ? I don't think you realize how many people have used guns in their life... Maybe in USA it's common sense to know that, well not in the rest of the world, sorry.
As I explained, it's not about firearms knowledge. It's about what happens in real fights. Whatever, I won't explain myself several times for the same point, you obviously chose to not understand me.
For your next discussion, I suggest you to be more open minded.
You seem to be forgetting that we're talking about a video game and not the real world. This has nothing to do with the average person in real life that doesn't have basic knowledge about guns. This is about a video game which happens to depict highly trained counter-terrorists against equally skilled terrorists.
Surely a counter-terrorist would not only have basic knowledge on how firearms work, but also he would be training daily in high stress live fire exercises.
The fact that you're trying to argue that a counter-terrorist would not be able to tell if the last round had been shot in a gun he is picking up is just absurd.
It's ironic you suggest me to be more open-minded when you just admitted you were trying to explain the same point even though I had already explained why your point is illogical.
And we must not have the same definition of being open-minded.
Anyway, I can't discuss with someone who is discussing with himself. Not to mention the fact that you seem to confuse (voluntarily or not) everything we talked about when trying to develop your point, and I admit I don't really want to try to put every piece apart again just to see you replying that I must be a complete moron because I have apparently no logic and no knowledge whatsoever :). Last answer for me, see you on another thread. It's a shame because you could have had a nice point if only you weren't obsessed with being right and me being wrong (which is not the goal of a discussion).
Me: "Most guns in real life after you've shot the last round lock the slide or bolt back in the rear position"
You: "my point is that in a middle of a fight you don't have time to check anything on the gun on the ground when you're out"
Me: "Just by simply looking at a gun and picking it up anyone who knows how guns work would instantly know if every bullet has been shot from it"
You: "It's about what happens in real fights"
Me: "Surely a counter-terrorist would not only have basic knowledge on how firearms work, but also he would be training daily in high stress live fire exercises."
Guess for arms and legs and what not its not really related to aim punch for what bothers me. It bothers me that you don't even seem to slow down when you're getting hit. Still running across the map like sonic which is silly.
Post edited 2013-05-02 02:58:37
Post edited 2013-05-02 13:35:58
To dodge bullets you had double-duck and thanks to the high air-acceleration you may had to luck to strafe away (but that required some skill most people didn't have).
In CS:GO you basically just ADADADADA and if he misses you can just run away.
Post edited 2013-05-02 13:40:12
Post edited 2013-05-02 13:49:24
I am pretty positive about the next Update stages. they will fix more and it seems they using a concrete source to fix the community wishes now.
maybe the official forum or maybe they are in contact with some concrete guy of the pro scene and listen to him.
A few things have to be changed and GO could become an awesome game ... if Valve wants their vision of GO ..ok...at least release a normal SDK so the community can mod the game as they want/need it.
If you're already adjusting the nades in MM to standard league settings, will you also change the roundtime and c4 timer? Every beginner who starts with MM but then get's into the league environment has to get used to the "new" settings because he's been using the "wrong" settings for quite a long time.
And _se maps + mirage for competitive MM would be nice too ;)
The only pistol that really needs changing is the Five-Seven. It really makes the CT-side too overpowered wielding five Five-Sevens; 4 bullets to the body(20 in the clip!) and even an armour-wearing person is likely to be dead. Couple that with the fact that a headshot on close-range is an instant kill and that it has an even better accuracy&firerate than the p250(which is actually also too deadly)...all that for 500$.
Plus the deag in css was rediculous
The money system is different in CS:GO, players can win more cash on a round, and the defuse kit is just at the right prize in my opinion.
But if you have arguments concerning why the price should be changed I'm interested.
Concerning the glock damage, maybe you're right, but it should still stay superior to the p2000 I think.
concerning the defuse price i think its stupid because terrorists have way more options to make money(planting c4,cheaper aks,more advantage in pistol rounds) which makes the ct side much fragil to those situations..
The Ts will have to think about which player should get a better pistol dropped (so he can also buy a kevlar-west).
And where the fuck is the silencer?
but if you use the fire rate really slow it can be really effective, but that needs almost the time between two awp shots.
you just gotta open a lan server with sv_cheats 1 = on and sv_showimpacts 1 = on and test it a bit on any wall.
what's really nice about this update besides those minor fixes are the two flashbangs in mm.
that's good for anybody who wants to play a fast competitive match that feels at least a bit right besides the lack of communication in those besides esl and esea.
Post edited 2013-05-02 03:50:05
2. mag7 nerf done
3. mm 2 flashes done
You doin' it right guys from valve keep moving forward.
It BARELY changed. It still shakes around like shit ... deagle was nearly perfect before the big patch ...
If I understand correctly this will mean it will be easier to spraydown a big group of enemies with a rifle? That is a pretty big change.
If you shot through the arm of an opponent and it went to the head of another opponent, the two hits were registered.
If you shot through the arm of an opponent and it went to the head of this same opponent, the shot to the head wasn't registered. And it seems it was the same with arm>stomach.
good fixes on the other stuff, but releasing it with the other problems is like serving a blueberry cake without blueberries but great pastry.
am i the only one ?
Valve, please just give us the deagle as it was before you destroyed it with the inaccuracy-update.
All we need still are some "more" fps commands and 128 tick!
-silencer in m4
-fast zoom/no scope shooting with awp
-after throwing one flash second is in the hand
-he granade fix, i mean damage through the wall, more accuracy
and many many more... like change completly rewards shaking awp zoom and more more.....
Post edited 2013-05-02 10:22:41
Finally, a worthwhile update to the game though. I love the Deagle now!
Post edited 2013-05-02 10:51:31
Post edited 2013-05-02 14:26:47
next one ADADADADAD, smoke, radar.
if they could increase the p250 price a little bit and make no scope possible 100% of times would be great
Post edited 2013-05-02 10:53:34
You are the first person i head of who complains about that :D
Post edited 2013-05-02 16:39:14
Other than that you can instantly know when there's a stack and just rotate to the other bombsite.
And a good team can talk about how to deal with the guy, instead of talking about where he is.
Post edited 2013-05-02 17:01:37
anyway, can't wait to play tonight :D
This is like gold.
now change tapping + mmovement
Post edited 2013-05-02 13:31:58
Post edited 2013-05-02 14:03:10
"recoil gets after the second shot to the point were tapping and spray has the same recoil"
What? What is that supposed to mean?
"..and spray has the same recoil if you shoo more than 1 bullet while tapping"
That doesn't make sense...
Tapping = Shooting single bullets.
Burtsting = Shooting 2-4 bullets.
I guess we are all taking about bursting because tapping was never a problem with kickback was it?
Post edited 2013-05-02 14:12:36
Post edited 2013-05-02 14:23:24
Actually UMP is pretty good, now it's going to be useful @ eco rounds.
But still deagle is not a eco god.
Post edited 2013-05-02 13:35:40
Recoil: Improve n silencer
Movement: Movement of 1.6
Animations: Improve sensations
easy valve, go patch please, thinkkkkkkkkkkkkk!
Post edited 2013-05-02 14:27:08
btw. Just update mirage_go, and that it :D
In 1.6 I could play with my eyes closed.
Just like #271
I have seriously no clue what you are talking about
Post edited 2013-05-02 15:49:25
imo footsteps from far should be quiet for example when i'm at ct spawn in d2 there's no difference when i hear footsteps from catwalk stairs above ct spawn and footsteps from mid area.
It happens with all the updated guns.
Now change sound,maps(inf and train) and movement.
Great update Valve, keep it up.
Post edited 2013-05-02 17:15:31
something to do with the sv_maxusrcmdprocessticks I DONT REALLY KNOW and I never ever had a problem before this update.
Post edited 2013-05-02 22:19:22
-Fixed a sound bug that resulted in ghost footsteps when taking over bots.
There is another bug without bots in online matches
its really a small step forward
Post edited 2013-05-02 22:30:10
Everyone try it by yourself to confirm the bug.
Buy smoke and through it near corner on any wall of plant side 'A', when I smoke I can clearly see it passes through walls, so is this a bug or its normal?
I think smoke should not pass through walls.
please check guys
I hope valve working on it and release soon.
end of story.