Vote-kick immunity added to CS2
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
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The visual and audio feedback from sub-tick input—such as movement acceleration and muzzle flashes—will now always render on the next frame
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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
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Fixed a bug where pressing a movement key immediately after jumping resulted in an inconsistent jump height
MATCHMAKING
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Parties of four are now able to queue for Premier mode
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Added vote-kick immunity for solo players who get matched on the same team with a party of four players
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Adjusted the algorithm for re-establishing CS Rating after a period of inactivity in Premier mode
AUDIO
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Reduced the maximum audible distance of grenade bounce sounds
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Improved occlusion filter quality
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Addressed issue where sometimes headshot dink sounds playing as feedback for the attacker could be mistaken for incoming damage
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Lowered volume of sound for headshot damage with no armor from a victims perspective to bring it inline with volume of other headshot sounds
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Changed jump land sounds to have the same maximum audible distance as footstep sounds
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Changed volume falloff curve of jump landing sounds to better convey distance
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Improved molotov extinguish effects to sound better when multiple are playing at once
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Brought back spark sound feedback when bomb defuse is cut short due to player spinning
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Fixed issue where at very close proximity, a victims death groan could be mistaken as coming from the attacker
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Fixed a case where unsilenced m4a1-s did not have any distant gunfire sounds
MAPS
Mirage
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Fixed clipping on bench in palace
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Lowered the height of box on A site to match CS:GO
EFFECTS
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Improved performance of blood effects at close range
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Improved bomb light visibility from back of bomb
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Reduced muzzle flash during quickswitch from scoped rifles
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Reduced the strength of the kill streak HUD effect after five kills
CSTV
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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
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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
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Adjusted wear values of some stickers to better match CS:GO
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Fixed a bug with workshop tools that would prevent light_environment from baking static shadows in some circumstances
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Improved quality of 'Performance' HDR rendering mode
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Enabling the upload of workshop maps for Wingman mode