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Vote-kick immunity added to CS2

4-stack queues now enabled for premier mode

Valve shipped a hefty CS2 update earlier today, fine-tuning the gunplay, among other things. The update came with a new vote-kick immunity for solo players, queued up with 4-stack lobbies.

Synchronizing spread values between the server and client, the tracers and decals now match more closely with their server positions. A movement inconsistency with regard to jump height, has also been treated.

Mirage receives clip brush fixes and again stickers were tweaked to better match their CS:GO counterparts. An array of audio enhancements and fixes were rolled out. Here are Valve's Patch notes for the update:

GAMEPLAY

  • 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

MATCHMAKING

  • 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

  • Adjusted the algorithm for re-establishing CS Rating after a period of inactivity in Premier mode

AUDIO

  • Reduced the maximum audible distance of grenade bounce sounds

  • Improved occlusion filter quality

  • Addressed issue where sometimes headshot dink sounds playing as feedback for the attacker could be mistaken for incoming damage

  • Lowered volume of sound for headshot damage with no armor from a victims perspective to bring it inline with volume of other headshot sounds

  • Changed jump land sounds to have the same maximum audible distance as footstep sounds

  • Changed volume falloff curve of jump landing sounds to better convey distance

  • Improved molotov extinguish effects to sound better when multiple are playing at once

  • Brought back spark sound feedback when bomb defuse is cut short due to player spinning

  • Fixed issue where at very close proximity, a victims death groan could be mistaken as coming from the attacker

  • Fixed a case where unsilenced m4a1-s did not have any distant gunfire sounds

MAPS

Mirage

  • Fixed clipping on bench in palace

  • Lowered the height of box on A site to match CS:GO

EFFECTS

  • Improved performance of blood effects at close range

  • Improved bomb light visibility from back of bomb

  • Reduced muzzle flash during quickswitch from scoped rifles

  • Reduced the strength of the kill streak HUD effect after five kills

CSTV

  • Added setting "tv_record_immediate" to control when CSTV demo file will start recording content. If the setting is enabled then content will start at the moment when tv_record is executed on the server. If the setting is disabled then content will start recording from tv_delay earlier

  • CSTV demos can now be recorded without delayed CSTV spectating enabled. Requires setting "tv_record_immediate 1" and executing "tv_record" at the moment when recording should start

MISC

  • Adjusted wear values of some stickers to better match CS:GO

  • Fixed a bug with workshop tools that would prevent light_environment from baking static shadows in some circumstances

  • Improved quality of 'Performance' HDR rendering mode

  • Enabling the upload of workshop maps for Wingman mode

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