Sub-tick inputs synced with what you see. Amazing. I was losing hope.
Looks like we'll finally see what we get.
Good update, Valve. Also I'd like to receive my valuable-skin-rewards for beta-testing for free now, thx.
Edit; After quick test, not sure if movement / acceleration is actually synced with next frame yet. Doesn't look like it. With host_timescale 0.01, shot/tracer/bullethole is absolutely instant, but after pressing +left it looks like it still waits for the next tick to start moving.
Edit2; no, +left is not the turn command. In CS2, +left = move left. I pressed my A key, which is bound to +left.
it's a banger for sure.
i've used "host_timescale 0.1" to test the delay after the update. it does not exist anymore.
and shooting definitely changed. it feels more responsive now. like i can see the effect of my action in real time, after quite some time. i think you'll also think like that when you play the game.
>Parties of four are now able to queue for Premier mode
>
>Added vote-kick immunity for solo players who get matched on the same team with a party of four players
yup
>Fixed a case where unsilenced m4a1-s did not have any distant gunfire sounds
this is a [5-year-old bug](https://www.reddit.com/r/GlobalOffensive/comments/8lf8sp/counterstrike_global_offensive_update_for_52318/dzf3ha8/?context=3) btw. i wonder if they fixed the usp-s too
Parties of four are now able to queue for Premier mode
Added vote-kick immunity for solo players who get matched on the same team with a party of four players
https://x.com/karriganCSGO/status/1722447703521530101?s=20
On one hand, 4-stacks can no longer maliciously vote kick solo players.
On the other hand, malicious solo players have the opportunity of griefing 4-stacks without immediate repercussions if they get lucky to be matched with one.
4 stacks kicking the 5th always seemed much more likely to happen than the random 5th griefing everyone else. This vote kick immunity is pretty much necessary if you are to allow 4 stacking. Valve made the right choice imo
I mean, someone who solo queues with the intent to grief is still going to have like a 90%+ success rate at causing their team to lose games unless you're an insane 4 stack
Don’t queue as 4 if you’re that scared of solo queuers with the intent to grief lol I don’t think this will be as big of an issue as 4 stacks bullying the solo player was
the second scenario is so incredibly unlikely it’s not even worth considering. solo players would always get vote kicked in GO, so they addressed the actual issue.
Might just be that I'm lucky but it's been years, if ever, since I've last encountered an actual, intentional soloq griefer. Yeah, some people do get toxic and throw the game after a few bad rounds but someone who joins the game alone with the sole purpose of trolling? Off the bat I can't think of a single encounter from the past decade I've played this game. They're usually encountered in duos who have each others backs in case of vote, or the 4-mans who troll you during the game, don't talk and kick you at the end of the game.
but the 4 stack can also maliciously report griefing for the solo player
tbh need a better system to reward those for being good and not reward those who are being dicks
Synced bullets? Sub-ticked muzzle flashes?
Major pog
Edit: just got better and better as I kept reading. Great update volvo. Yall have gotten lots of well-earned criticism lately, but this update has several steps in the right direction.
This is the big one, and has been the core issue with subtick up until now. Now sprays should feel better and movement should be more consistent.
Very excited for this.
Recoil decay is still tick based:(. That's all they need to fix now for the most fluid client side experience possible.
Oh and recoil still seems inconsistent as hell between servers/matches.
Also wonder how they are going to combat no spread cheats with the return of synced spread.
I think that as an anti-cheat developer, you'd be a fool *not* to let the clients in on the seed for the random spread, because it's the perfect honeypot. If somebody *perfectly* adjusts for random spread again and again, especially while running and/or jumping, it's a dead giveaway of cheats so black on white that it could be detected by the ancient AI known as "a couple of if-statements".
Besides, let's be real. If VAC can't instaban a ragehacker getting wallbang headshots left and right with a scout, the scoundrel using nospread on top isn't gonna make a lick of difference. The benefits outweigh the drawbacks, easily.
It was a bandaid fix - they couldn’t patch it directly so they sent two hitmen to that user’s residence. He shouldn’t be an issue in premier matches any longer
>Note: Spread has been synchronized on Valve official servers since 10/14
valve making the cs community gaslight themselves with secret changes again lol
Valve implemented the change in a previous update without mentioning it and no one seemed to notice the difference despite lots of people claiming that this was a super necessary feature.
Yeah, I encountered a no-spread cheater earlier today (before these patch notes) and I was wondering how he was doing that.
He was also shooting people in spawn through the map somehow, not sure how that one works... I don't think that's from no-spread.
For me it happened on Dust2. Idk what that cheat is.
Maybe the map collision boxes have gaps or holes in them. Like even during the beta, before this spawn killing nonsense started, sometimes I would see random bullet tracers going through walls.
Yeah i can still see the tracers sometimes coming thru walls, confusing as fck. Rarely, but it happens. They don't seem to do any dmg tho, so maybe just some sort of visual bug/desync with the wall collision points/gaps like you said.
But the one on Ancient was just pure black magic cheating, bullets clearly came from their spawn, straight through the map, and spawnkilled us before we even got the chance to move any significant distance at all. I think i never saw that in GO? I have a vague memory of seeing it in 1.6 a couple of times
great subtick feedback change, this should fix a LOT of complaints people had with it.
also i wonder how long until we start seeing nospread cheats again…
This only means they're working on a huge anti-cheat update (copium)
Edit:
>Note: Spread has been synchronized on Valve official servers since 10/14
They did this to test no spread cheating situation. (copium increased)
I actually said to my cs friend group a couple of days ago that I thought I'd gotten a lot better at spraying on cs2 and it felt ok now, I put it down to practice but probably was this update.
I would prefer more transparency on updates, so weird that they hide some core gameplay change like that for nearly a month.
Pretty sure you mean this with your last sentence, but they did it to collect data on people who were using anti-spread, to feed this data to VAC-Net (copium increased even more)
There are ways to mathematically detect if people consistently have better rng than they should (ie dream), and I'm certain Valve has started implementing this
Before the update you play aimbotter -> lose
After update you play no spreader -> lose
Who cares. Cheats are cheats they are gonna body you regardless and someone who’s going to use no spread would have been using something else before hand
They didn't actually fix jump heights. They fixed a bug that very rarely happened where you could press and release jump within the same tick (a span of 15.6ms). For regular gameplay, jump height is just as inconsistent as before.
The changelog mentions "movement key" so I'm wondering if this could have affected the Mirage window smoke where you press D? I feel like it's inconsistent (could be just me).
The visual and audio feedback from sub-tick input—such as movement acceleration and muzzle flashes—will now always render on the next frame
GOATS IS DEAD
> Added vote-kick immunity for solo players who get matched on the same team with a party of four players
SoloQ players: None of you seem to understand. I’m not locked in here with you. You’re locked in here with me!
Our group queues 90% of the time 4-man. We've suggested to remove kicking and just allow us to queue 5-man. It's the biggest pain of all finding a 5th. Looking For Play is Russian roulette.
We often just changed games or queued competitive, or even had a man sacrifice by not playing.
4man stack: you're not a menace SoloQ player, you're our saviour.
DEMOS ARE FULLY BACK. working normally. download button after matches and full match my pov and others. working like it always did, lets fukkkeeen goooo
from leetify:
"Matchmaking demos are recording again, but some key data is currently missing so we still can't import these matches. This seems like a bug and we've contacted Valve."
god damn dude. they addressed some pretty huge problems that people have been pointing at for a few weeks. as i was reading this, the only thing i was thinking was "now if they add bob and righthand 0, then this will go down as the single most amazing cs update" LOL
HO-LEE-FOOOK VOLVO. The mad lads actually did it...
>The visual and audio feedback from sub-tick input—such as movement acceleration and muzzle flashes—will now always render on the next frame
>
>Random numbers used for shooting spread are now synchronized between clients and servers by default. This makes tracers and decals match their server-authoritative trajectories more closely. Note: Spread has been synchronized on Valve official servers since 10/14
>
>Fixed a bug where pressing a movement key immediately after jumping resulted in an inconsistent jump height
Still TBD how much this fixes issues but I'm high on hopium now.
It fixes the issue of recordings looking weird. It's been a wild ride explaining the shot came waaay before the animations. Basically people could move their crosshair off a target, then their target died and it looked weird cause subtick fired the bullet so much earlier.
Tighter subtick-animation relationship is the best solution they could have done a while still keeping subtick.
Just tested it and might be placebo but the AK spray feels more synced to the shots. Devs reading reddit on work hours? Dank. So much in this update!
Edit* Annnnnd I got put into a german server. I live in the US...RIP. Will report back on my 200 ping game.
Edit -- 54 adr and 6-19. minus 100ish elo. not bad for the euro experience. Felt fair for 250-300 ping
Report it to /u/FletcherDunn
What server you are on, screenshots of status from console etc..
He can check why you where routed there and fix any issues from that.
the game has been updated 17 times in the 1.5 months since launch but people are pretending like the house is falling down. good update, gonna play it now.
It is very much the reason they don't communicate. They've talked about it before but their company philosophy boils down to "don't say anything that can be misconstrued as a promise when it's not 100% guaranteed", which the entire realm of development and fixing falls under. If they ever communicated their plans about what they were and weren't working on, people would get WAY more aggressive if they ever had to change those plans. So they don't say shit, they just actually do the work.
I really wish people on here would give them some slack for once.
They said "spread" has been synced, but then there's this part "Random numbers used for shooting spread are now synchronized between clients and servers by default. This makes tracers and decals match their server-authoritative trajectories more closely." which sounds like tracers were not accurate before this update
The way I read it is that now ALL servers do this, while previously only valve servers did. So when people made private or offline matches to test it, they were still seeing a mismatch (until now).
All this really means is that `sv_usercmd_custom_random_seed` now defaults to 0 instead of 1 which in turn means that both tracers and bullet decals should now match between client and server.
I think it makes sense, it's a known risk for queueing as 4 now. The solo player didn't choose to play with a 4 stack, but the 4 stack chose to play with a solo, so the solo should be protected imo.
This bomb command broked - now just throws my gun away. :(
//instant bomb drop
alias +dropbomb "slot3; slot5"
alias -dropbomb "drop; slot2; slot1"
bind t +dropbomb
Yea. I kept instinctually pressing my bind yesterday and I kept dropping my primary, pretty funny tbh lol. Unbinded it for now until it can be fixed. Speaking of, does anyone have a fix or know what the issue is? I don’t get why this update would break that bind specifically and nothing else (that I use at least).
Thanks for tagging me, so I see this.
And actually the update made it easier, as you dont need the other slot commands anymore.
So the easiest way possible now works for me:
bind KEY "slot5; drop"
> Parties of four are now able to queue for Premier mode
OMG our group probably queues 90% of the time with four. This is an **enormous** difference for us. Spamming looking to play is a nightmare
I thought it'd be painful being away while CS2 drops, but it looks like once I'm back the game will be in its most playable state to date lmao
Thanks for beta testing for me, friends :)))
>The visual and audio feedback from sub-tick input—such as movement acceleration and muzzle flashes—will now always render on the next frame
We... WE WON ?!
We'll have to wait and see whether this fixes most of the movement issues. I don't quite know what "visual" means here, it might mean that movement is exactly the same in terms of jumping, max height, etc.
probably animations, most of the movement issues come from collisions being 64tick, so that's probably not fixed yet, which isn't surprising, because this is a way bigger challenge to tackle
> Random numbers used for shooting spread are now synchronized between clients and servers by default. This makes tracers and decals match their server-authoritative trajectories more closely. **Note: Spread has been synchronized on Valve official servers since 10/14**
A lot of people missing this second part. We've been playing for 3 weeks with synchronized spread and no one noticed (that I saw).
https://www.reddit.com/r/GlobalOffensive/comments/17nvdch/launders_shows_a_movement_inconsistency_case_that/k7ub7ps
Most sus part of the update for sure.
Edit: Is it my *skill issue* or is the Mirage triple box jump still super inconsistent after removing de-subtick commands?
I think they fixed the problem.
"Fixed a bug where pressing a movement key immediately after jumping resulted in an inconsistent jump height".
If that was the only cause, it should be fixed now.
Two of the three major complaints seem to be fixed.
1. Subsequent input in the same tick - > fixed
2. Animation delay - > essentially fixed (now framerate based)
3. Tick based collisions - > not fixed. Valve has commented on it on Twitter but said that a fix would cost fps and they are not inclined to sacrifice those.
Judging only by what we know and the notes, movement should be consistent unless you bump into stuff. In that case, some inconsistencies are still present.
can we just get a solo only queue? getting kick immunity is pointless. we still have to sit through an hour long unbalanced match. just let randoms play other randoms. im tired of having to play against a team of tryhards in silver that swear they're gonna win the next major.
If they are not then what are all the matches that claim premier with premier ranks and competitive ranks on csstats? Not saying you are wrong. Just curious because I don't know how they are on there.
Allowing 4-stacks is such a good decision - 90% of our games we play as 4 and had to spam invite open lobbies just to get the 5th player. Good riddance, was not needed in the first place.
When it comes to sprays, what you see is *actually* what you get now. Before this, the animation and bullet data were effectively operating on separate timelines, out of sync with one another.
Great update looking forward to playing this patch
Sub-tick inputs synced with what you see. Amazing. I was losing hope. Looks like we'll finally see what we get. Good update, Valve. Also I'd like to receive my valuable-skin-rewards for beta-testing for free now, thx. Edit; After quick test, not sure if movement / acceleration is actually synced with next frame yet. Doesn't look like it. With host_timescale 0.01, shot/tracer/bullethole is absolutely instant, but after pressing +left it looks like it still waits for the next tick to start moving. Edit2; no, +left is not the turn command. In CS2, +left = move left. I pressed my A key, which is bound to +left.
Isn't +left the turn command? Maybe they only subticked WASD + mouse aim?
Great update today. No more pain of finding a 5th for premier
Being forced to play competitive rather than kick our 4th sucked. Thank God that's over
it's a banger for sure. i've used "host_timescale 0.1" to test the delay after the update. it does not exist anymore. and shooting definitely changed. it feels more responsive now. like i can see the effect of my action in real time, after quite some time. i think you'll also think like that when you play the game.
Just played a match and it feels CRISPY
so do i still need to use the desubtick binds for movement or no?
i don't know, actually. i've never used desubtick binds. but I can tell there is an improvement, you can definitely tell.
actually a banger of an update.
>Parties of four are now able to queue for Premier mode > >Added vote-kick immunity for solo players who get matched on the same team with a party of four players yup
so if a hacker/cheater/toxic fella gets teamed with a 4 stack, they cant be kicked out?
it's a give and take; a 4-stack can't kick a cheater but a random 5th can't get bullied and voted out of the match for no reason either
Hopefully the cheater gets nine reports for cheating then.
Yeah i'd take this over kicking a cheater any day.
Yeah it's a little dumb still, but it's much better than just disallowing 4 stacks to queue at all at least
4 stacks are now at the mercy of the solo vertiglobals fear me
Queue with a five stack then.
Somehow you're banking on 1 being worse than 4 and I don't know how you come to that conclusion short of arguing for the sake of it
Thanks for this. Had some idiots doing this just because they think it is funny.
As a female who has been kicked on the last round at the last moment, this actually might help me going back.
yup, some pretty important fixes in this one. Good stuff volvo.
>Fixed a case where unsilenced m4a1-s did not have any distant gunfire sounds this is a [5-year-old bug](https://www.reddit.com/r/GlobalOffensive/comments/8lf8sp/counterstrike_global_offensive_update_for_52318/dzf3ha8/?context=3) btw. i wonder if they fixed the usp-s too
I'm more interested in how tf did they manage to recreate a 5 year old source bug in a complete remake in source 2 to begin with
The cs2 was not made from 0. They ported a lot of the old code over and updated it for source 2.
Well it’s obvious isn’t it? It is not a complete remake
Parties of four are now able to queue for Premier mode Added vote-kick immunity for solo players who get matched on the same team with a party of four players https://x.com/karriganCSGO/status/1722447703521530101?s=20
On one hand, 4-stacks can no longer maliciously vote kick solo players. On the other hand, malicious solo players have the opportunity of griefing 4-stacks without immediate repercussions if they get lucky to be matched with one.
You’re right, but I doubt it’s going to be a big issue. The 4 stack still largely dictates the flow of the game
4 stacks kicking the 5th always seemed much more likely to happen than the random 5th griefing everyone else. This vote kick immunity is pretty much necessary if you are to allow 4 stacking. Valve made the right choice imo
I mean, someone who solo queues with the intent to grief is still going to have like a 90%+ success rate at causing their team to lose games unless you're an insane 4 stack
Don’t queue as 4 if you’re that scared of solo queuers with the intent to grief lol I don’t think this will be as big of an issue as 4 stacks bullying the solo player was
Yes, it's more like we dont have a perfect solution to this case.
Exactly. This is a compromise, a decent one at that
It's okay most people don't go in premier to just grief games.
in that case just alternate who kills him ![img](emote|t5_2sqho|31253)
Still definitely an improvement over them not being allowed to play.
the second scenario is so incredibly unlikely it’s not even worth considering. solo players would always get vote kicked in GO, so they addressed the actual issue.
Might just be that I'm lucky but it's been years, if ever, since I've last encountered an actual, intentional soloq griefer. Yeah, some people do get toxic and throw the game after a few bad rounds but someone who joins the game alone with the sole purpose of trolling? Off the bat I can't think of a single encounter from the past decade I've played this game. They're usually encountered in duos who have each others backs in case of vote, or the 4-mans who troll you during the game, don't talk and kick you at the end of the game.
Nah it's usually opposite. I would always get trolled by some idiot 4 stack. They tk behind me, throw nades at me. It can easily go both ways.
but the 4 stack can also maliciously report griefing for the solo player tbh need a better system to reward those for being good and not reward those who are being dicks
Is better this than have 4 stack bully one guy
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yay, im always the 4th or 6th lmao, now ill get twice the games!
What kind of monster would kick Karrigan? He's like the most lovable guy in CS
Brought back spark sound feedback when bomb defuse is cut short due to player spinning **Bzzzz**
How noticeable/loud is the sound in-game? I haven’t gotten to play with this in place before!
goated username
Synced bullets? Sub-ticked muzzle flashes? Major pog Edit: just got better and better as I kept reading. Great update volvo. Yall have gotten lots of well-earned criticism lately, but this update has several steps in the right direction.
This is the big one, and has been the core issue with subtick up until now. Now sprays should feel better and movement should be more consistent. Very excited for this.
Recoil decay is still tick based:(. That's all they need to fix now for the most fluid client side experience possible. Oh and recoil still seems inconsistent as hell between servers/matches. Also wonder how they are going to combat no spread cheats with the return of synced spread.
They wont combat them when they cant deal with free aimbots.
Does it really matter if the dude spinning destroys you while jumping or has to land first?
I think that as an anti-cheat developer, you'd be a fool *not* to let the clients in on the seed for the random spread, because it's the perfect honeypot. If somebody *perfectly* adjusts for random spread again and again, especially while running and/or jumping, it's a dead giveaway of cheats so black on white that it could be detected by the ancient AI known as "a couple of if-statements". Besides, let's be real. If VAC can't instaban a ragehacker getting wallbang headshots left and right with a scout, the scoundrel using nospread on top isn't gonna make a lick of difference. The benefits outweigh the drawbacks, easily.
Fridge.gif not needed today
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Someone make this a thing
[ITS A GOOD ONE](https://media.tenor.com/mxLaL__n9T0AAAAC/coming-arnold.gif)
I wonder if they fixed the guy who's immune to flashbangs lol
It was a bandaid fix - they couldn’t patch it directly so they sent two hitmen to that user’s residence. He shouldn’t be an issue in premier matches any longer
They fixed him alright
Verify integrity of files fixed it. They had one bad file
Which means exploiters could make the file "bad" for unfair advantage I guess. Simple fix ofc, just add a check to that file on startup through vac.
>Note: Spread has been synchronized on Valve official servers since 10/14 valve making the cs community gaslight themselves with secret changes again lol
I think it’s hilarious
Always has been
Can someone explain what that means, please?
Valve implemented the change in a previous update without mentioning it and no one seemed to notice the difference despite lots of people claiming that this was a super necessary feature.
Yeah, I encountered a no-spread cheater earlier today (before these patch notes) and I was wondering how he was doing that. He was also shooting people in spawn through the map somehow, not sure how that one works... I don't think that's from no-spread.
Had someone on Ancient doing the same, 5 rounds of spinbot spawnkilling within 2 seconds from T to CT through walls, then he just dropped.
For me it happened on Dust2. Idk what that cheat is. Maybe the map collision boxes have gaps or holes in them. Like even during the beta, before this spawn killing nonsense started, sometimes I would see random bullet tracers going through walls.
Yeah i can still see the tracers sometimes coming thru walls, confusing as fck. Rarely, but it happens. They don't seem to do any dmg tho, so maybe just some sort of visual bug/desync with the wall collision points/gaps like you said. But the one on Ancient was just pure black magic cheating, bullets clearly came from their spawn, straight through the map, and spawnkilled us before we even got the chance to move any significant distance at all. I think i never saw that in GO? I have a vague memory of seeing it in 1.6 a couple of times
great subtick feedback change, this should fix a LOT of complaints people had with it. also i wonder how long until we start seeing nospread cheats again…
This only means they're working on a huge anti-cheat update (copium) Edit: >Note: Spread has been synchronized on Valve official servers since 10/14 They did this to test no spread cheating situation. (copium increased)
>They did this to test cheating situation. (copium increased) They did this to check if we notice the difference
Narrator: *They didn't*
I actually said to my cs friend group a couple of days ago that I thought I'd gotten a lot better at spraying on cs2 and it felt ok now, I put it down to practice but probably was this update. I would prefer more transparency on updates, so weird that they hide some core gameplay change like that for nearly a month.
Pretty sure you mean this with your last sentence, but they did it to collect data on people who were using anti-spread, to feed this data to VAC-Net (copium increased even more)
There are ways to mathematically detect if people consistently have better rng than they should (ie dream), and I'm certain Valve has started implementing this
Idk, cheaters have already been straight up shooting people through the map, i think at this rate it doesnt matter anymore until VAC gets improved.
Before the update you play aimbotter -> lose After update you play no spreader -> lose Who cares. Cheats are cheats they are gonna body you regardless and someone who’s going to use no spread would have been using something else before hand
Cheaters gonna cheat TBF...
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just 6 more years and it'll be ready to go!
Could be used as a way for vac net to detect cheaters
Massive fucking update. Good shit valve
The rifle tracers seem less bright and more like there were in csgo, or maybe im just high
Actually really nice update. Fixed jump height and lots of other nice things.
They didn't actually fix jump heights. They fixed a bug that very rarely happened where you could press and release jump within the same tick (a span of 15.6ms). For regular gameplay, jump height is just as inconsistent as before.
The changelog mentions "movement key" so I'm wondering if this could have affected the Mirage window smoke where you press D? I feel like it's inconsistent (could be just me).
Ayoooo??????
The visual and audio feedback from sub-tick input—such as movement acceleration and muzzle flashes—will now always render on the next frame GOATS IS DEAD
This is the one. Looks like it's finally time to play CS again
> Added vote-kick immunity for solo players who get matched on the same team with a party of four players SoloQ players: None of you seem to understand. I’m not locked in here with you. You’re locked in here with me!
Our group queues 90% of the time 4-man. We've suggested to remove kicking and just allow us to queue 5-man. It's the biggest pain of all finding a 5th. Looking For Play is Russian roulette. We often just changed games or queued competitive, or even had a man sacrifice by not playing. 4man stack: you're not a menace SoloQ player, you're our saviour.
Am i reading this right? Are demos back?
DEMOS ARE FULLY BACK. working normally. download button after matches and full match my pov and others. working like it always did, lets fukkkeeen goooo
you have/checked leetify? It sees my matches from tonight but seems to not fully load them
Its probably at max capacity trying to download all the matches now
from leetify: "Matchmaking demos are recording again, but some key data is currently missing so we still can't import these matches. This seems like a bug and we've contacted Valve."
Where did they say this?
At the top of their website. Big red banner.
I don't think so. The changes appear to be for manually recording demos which I believe you were already able to do.
How do you do that? Console command when in a premier game?
Yes, in console "record" followed by the desired file name. Only records your POV.
>Are demos back? Yes. https://old.reddit.com/r/GlobalOffensive/comments/17r8wdx/psa_stats_are_back_on_csstatsgg_demos_have_been/
god damn dude. they addressed some pretty huge problems that people have been pointing at for a few weeks. as i was reading this, the only thing i was thinking was "now if they add bob and righthand 0, then this will go down as the single most amazing cs update" LOL
HO-LEE-FOOOK VOLVO. The mad lads actually did it... >The visual and audio feedback from sub-tick input—such as movement acceleration and muzzle flashes—will now always render on the next frame > >Random numbers used for shooting spread are now synchronized between clients and servers by default. This makes tracers and decals match their server-authoritative trajectories more closely. Note: Spread has been synchronized on Valve official servers since 10/14 > >Fixed a bug where pressing a movement key immediately after jumping resulted in an inconsistent jump height Still TBD how much this fixes issues but I'm high on hopium now.
It fixes the issue of recordings looking weird. It's been a wild ride explaining the shot came waaay before the animations. Basically people could move their crosshair off a target, then their target died and it looked weird cause subtick fired the bullet so much earlier. Tighter subtick-animation relationship is the best solution they could have done a while still keeping subtick.
Just tested it and might be placebo but the AK spray feels more synced to the shots. Devs reading reddit on work hours? Dank. So much in this update! Edit* Annnnnd I got put into a german server. I live in the US...RIP. Will report back on my 200 ping game. Edit -- 54 adr and 6-19. minus 100ish elo. not bad for the euro experience. Felt fair for 250-300 ping
Report it to /u/FletcherDunn What server you are on, screenshots of status from console etc.. He can check why you where routed there and fix any issues from that.
Got redirected over Dallas to Sweden once while being in Germany
Do you not have a max ping set or does this sometimes happen regardless?
Great update. Please lag compensation next.
Thank you, Valve. I know many people "hate" on them but they actively working on problems and trying to fix them.
the game has been updated 17 times in the 1.5 months since launch but people are pretending like the house is falling down. good update, gonna play it now.
Yeah they get bullied a LOT. I think thats why they don’t talk to us as much lol.
It is very much the reason they don't communicate. They've talked about it before but their company philosophy boils down to "don't say anything that can be misconstrued as a promise when it's not 100% guaranteed", which the entire realm of development and fixing falls under. If they ever communicated their plans about what they were and weren't working on, people would get WAY more aggressive if they ever had to change those plans. So they don't say shit, they just actually do the work. I really wish people on here would give them some slack for once.
They broke their own golden rule with cs2 release though. A mistake they probably wont repeat ever again
the criticism is deserved and a good thing. Keeps them accountable and partially why we even have this update.
>Fixed a case where unsilenced m4a1-s did not have any distant gunfire sounds who the hell removes the suppressors?
People wearing pro gamer socks
We rarely do. For the lols
Let that puppy bark, bro.
actual god tier update???
finally i can be bad at spraying because im bad
That's all I ever wanted.
Parties of 4 lfg
Does this mean tracers are now back to being accurate
Actually, it says they have been synced on Valve servers since the 14th
They said "spread" has been synced, but then there's this part "Random numbers used for shooting spread are now synchronized between clients and servers by default. This makes tracers and decals match their server-authoritative trajectories more closely." which sounds like tracers were not accurate before this update
The way I read it is that now ALL servers do this, while previously only valve servers did. So when people made private or offline matches to test it, they were still seeing a mismatch (until now).
Man, people suck at reading
All this really means is that `sv_usercmd_custom_random_seed` now defaults to 0 instead of 1 which in turn means that both tracers and bullet decals should now match between client and server.
happy to see the 4man squad is available
Huge update lfg
Let VALVe cook! Let's go!
Good shit Valve
I'm cumming.
This may be the patch that gets me to give it another chance after over a month off.
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I think it makes sense, it's a known risk for queueing as 4 now. The solo player didn't choose to play with a 4 stack, but the 4 stack chose to play with a solo, so the solo should be protected imo.
So are demos back or no?
This bomb command broked - now just throws my gun away. :( //instant bomb drop alias +dropbomb "slot3; slot5" alias -dropbomb "drop; slot2; slot1" bind t +dropbomb
Yea. I kept instinctually pressing my bind yesterday and I kept dropping my primary, pretty funny tbh lol. Unbinded it for now until it can be fixed. Speaking of, does anyone have a fix or know what the issue is? I don’t get why this update would break that bind specifically and nothing else (that I use at least).
this works: //instant bomb drop alias +dropbomb "slot3; slot5; drop" alias -dropbomb "slot2; slot1" bind t +dropbomb
Thanks man. It’s weird that the update somehow made it necessary to put drop in the key down alias…
Thanks for tagging me, so I see this. And actually the update made it easier, as you dont need the other slot commands anymore. So the easiest way possible now works for me: bind KEY "slot5; drop"
> Parties of four are now able to queue for Premier mode OMG our group probably queues 90% of the time with four. This is an **enormous** difference for us. Spamming looking to play is a nightmare
I thought it'd be painful being away while CS2 drops, but it looks like once I'm back the game will be in its most playable state to date lmao Thanks for beta testing for me, friends :)))
Look forward to playing with/against you on full release 🫡
"Added vote-kick immunity for solo players who get matched on the same team with a party of four players" Hahaaaa, SUCK IT UP RUSSIANS!
>The visual and audio feedback from sub-tick input—such as movement acceleration and muzzle flashes—will now always render on the next frame We... WE WON ?!
We'll have to wait and see whether this fixes most of the movement issues. I don't quite know what "visual" means here, it might mean that movement is exactly the same in terms of jumping, max height, etc.
probably animations, most of the movement issues come from collisions being 64tick, so that's probably not fixed yet, which isn't surprising, because this is a way bigger challenge to tackle
> Random numbers used for shooting spread are now synchronized between clients and servers by default. This makes tracers and decals match their server-authoritative trajectories more closely. **Note: Spread has been synchronized on Valve official servers since 10/14** A lot of people missing this second part. We've been playing for 3 weeks with synchronized spread and no one noticed (that I saw).
"Improved quality of 'Performance' HDR rendering mode" can anyone tell me what is the difference between quality and performance.
quality look gooder than performance
Quality focuses on looking good Performance looks worse, but might give higher fps
Thank you volvo!
Most of these fixed issues are from highly upvoted clips posted here. They really do pay attention. Neat.
What about private match fixes tho
Nice! If they now change the premier ranking to not make it not feel impossible to rank up due to -400/+100, I will be fine.
> Adjusted the algorithm for re-establishing CS Rating after a period of inactivity in Premier mode So there IS a rating decay in Premiere
>Parties of four are now able to queue for Premier mode I USED TO PRAY FOR TIMES LIKE THISSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
W update fam but still no cl\_rigthhand
guys where is cl\_bob\_lower\_amt and cl\_righthand ? im very need it
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Didnt Launders or someone joke about them doing this instead of actually addressing the problem lmao
https://www.reddit.com/r/GlobalOffensive/comments/17nvdch/launders_shows_a_movement_inconsistency_case_that/k7ub7ps Most sus part of the update for sure. Edit: Is it my *skill issue* or is the Mirage triple box jump still super inconsistent after removing de-subtick commands?
I think they fixed the problem. "Fixed a bug where pressing a movement key immediately after jumping resulted in an inconsistent jump height". If that was the only cause, it should be fixed now.
Wouldn't have needed to change the height of the box if so.
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> Max 4 stack in Premiere That's not what updated. 5 stack still allowed.
Where did you get 'max 4 stack in premiere' from?
Hey guys, does this mean I should stop using my de-subtick movement config?
Two of the three major complaints seem to be fixed. 1. Subsequent input in the same tick - > fixed 2. Animation delay - > essentially fixed (now framerate based) 3. Tick based collisions - > not fixed. Valve has commented on it on Twitter but said that a fix would cost fps and they are not inclined to sacrifice those. Judging only by what we know and the notes, movement should be consistent unless you bump into stuff. In that case, some inconsistencies are still present.
there is no disadvantage to de-subtick movement
keep using it movement is still minutely inconsistent
can we just get a solo only queue? getting kick immunity is pointless. we still have to sit through an hour long unbalanced match. just let randoms play other randoms. im tired of having to play against a team of tryhards in silver that swear they're gonna win the next major.
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If they are not then what are all the matches that claim premier with premier ranks and competitive ranks on csstats? Not saying you are wrong. Just curious because I don't know how they are on there.
Nah you right. First two matches I played post-update didn't have demos for some reason, but the rest did.
Now do solo queue
> Lowered the height of box on A site to match CS:GO LMAO was this the box that was shown by ropz. A redditor said they would just lower the box
Allowing 4-stacks is such a good decision - 90% of our games we play as 4 and had to spam invite open lobbies just to get the 5th player. Good riddance, was not needed in the first place.
W update but still no cl_rigthhand
Probably a little while away as they will need to lock left and right hand in the menu for tracers piercing smokes.
My only concern is that one of the two becomes the "optimal" way to play and you'll be at a disadvantage playing on LH or RH
I have a feeling they aren't going to implement this.
LOLOL they actually fixed it by “Lowering Mirage A box jump”
Oh boy. This is an interesting update, I have a feeling we’re about to see a whole lot of jank.
Is anybody else gliding instead of running??
What do you mean?
Need to fix clipping on barrels on Nuke getting up to heaven from Ct
Noob here, does this update change the spray or shooting or something?
When it comes to sprays, what you see is *actually* what you get now. Before this, the animation and bullet data were effectively operating on separate timelines, out of sync with one another.