Image Courtesy: Steam

Valve ships QoL updates to improve spraying in CS2

The train however, has still not left the station

In a mid-sized update earlier today, Valve shipped an array of quality of life improvements to Counter-Strike 2 which on paper should make spraying feel much more reliable and closer to CS:GO. Jumping in the same place on a sloped surface will no longer make the player slightly slide away from their original position.

The adjustments made to the bullet hit feedback now displays a visible particle like CS:GO to show where the previous bullet landed and a lag compensation issue where the target hitboxes would go back in time to match the client-server keyframes has also been addressed.

Hotfixes to the inverse-kinematics logic has been deployed to improve a player model's feet postures, especially on slopes. The recently discovered bug where players could defuse the C4 from ridiculous heights have now been fixed and it could also be the reason for a rushed update. Matchmaking now shows additional details when queuing during off-peak hours and armory passes no longer give a free credit upon activation.

The update also shipped fixes across various maps but community's big question is- "Where is Train?". Valve has been teasing the map's reintroduction with banner changes and the classic ropz banter. This update even used the exact phrasing that was used to tweet (at the time) out Train's rework in CS:GO. 3kliksphilip's outdoor T-pose also surfaced on X, indicating that was significant update was on the way.

One possible explanation could be that Valve wanted to deploy an immediate fix to the glaring defuse bug and decided to sidechain other fixes and improvements that were supposed to come out with Train but were ready to ship at the time.

Here are Valve's release notes for the update:

GAMEPLAY

  • Various adjustments to bullet hit feedback.

  • Fixed a case mid-spray where lag compensation would rewind target hitboxes further into the past than what was on screen.

  • Jumping in place on a sloped surface will no longer result in players sliding a short distance.

  • Fixed a bug where C4 could be defused from any height.

ANIMATION

  • Fixes for IK logic to improve third-person feet posing, especially on slopes.

  • Fixed a case where the feet and legs of players could pop out of position when exiting the bomb-plant animation.

  • Reduced animation-related network bandwidth usage.

MATCHMAKING

  • Added more detailed matchmaking stats for players who try to find a match at off-peak times of day.

MISC

Activating an Armory Pass no longer grants the first Armory Credit immediately. All 40 Armory Credits can be earned by playing and earning XP.

MAPS

  • Office

    • Fixed geometry in the problematic jumping corner.

  • Ancient

    • Reworked collision on the staircase to A-main for better player movement.

    • Removed a tree that was creating a distracting shadow at A site.

    • Adjusted collision to better match visible geometry so that players can hug the walls more closely.

    • Fixed a few lighting bugs.

    • Reduced shadows to increase perf in some areas.

    • Fixed some spots in house where you could get stuck.
      -- Fixed collision gap at the bottom of B ramp.

    • Fixed some disappearing mesh.

  • Nuke

    • Fixed some lighting errors on lower graphics settings.

  • Anubis

    • Fixed a gap in geometry.

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