Counter Strike

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# Counter Strike - Counter Strike Official Blog m/cs is the home for the Counter-Strike community on Kbin and the Fediverse and a hub for the discussion and sharing of content relevant to Counter-Strike: Global Offensive (CS:GO), and the upcoming Counter-Strike 2 (CS2). Counter-Strike enjoys a thriving esports scene and dedicated competitive playerbase, as well as a robust creative community. This is the largest and most active CS sub on Reddit.


Socials - Discord

founded 1 year ago
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As you may have already seen most of Reddit has gone dark including r/GlobalOffensive. We, the mod team of r/GlobalOffensive have created this alternative Counter-Strike community here for people who want to continue discussing Counter-Strike, bypassing Reddit's shenanigans.

We can continue to operate here, and share more on our actions and developments with Reddit in the comming days. Please bear with us, while we try to get used to Kbin and the Fediverse.

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[update] A Call To Arms (store.steampowered.com)
submitted 7 months ago* (last edited 7 months ago) by PlzGivHugs to c/[email protected]
 
 

ARMS RACE

  • Added Arms Race to available game modes

Note: Zues is now included in default loadout, and steals progress similar to the knife.

  • Added maps "Baggage" and "Shoots"

WEAPON FINISHES

  • Introducing the Kilowatt Case, featuring 17 community-designed weapon finishes, and the Kukri Knife with original finishes as a rare special item

  • Various bug fixes and tweaks

STICKERS

  • The Ambush Sticker Capsule is now available for purchase

  • Added support for flexible sticker placement. Stickers can now be placed at user-specified positions and rotation when applied to weapons

  • All weapons now support up to five stickers

  • Added a zoom feature during sticker placement to allow for higher precision sticker application

  • Various bug fixes and tweaks

MUSIC KITS

  • The NIGHTMODE Music Kit Box is now available for purchase in standard and StatTrak versions

ZEUS

  • Made Zeus reusable in all game modes, after a 30 second recharge delay

  • Added support for applying stickers and name tags to the Zeus

  • Adjusted the Zeus first person model position

  • Added Zeus kill icon to kill cards and post round damage report

SMOKE

  • Smokes now cast shadows

  • Smoke rendering and animation have been improved

GAMEPLAY

  • Added a "Refund All" button to the buy menu

  • Added a setting to disable first person bullet tracers

  • Silencers can now always be reattached regardless of whether detaching them is enabled or not

  • Player pings are no longer blocked by invisible geometry

  • Various adjustments to sub-tick shooting

  • Fixed several cases where players could silently drop down vertical surfaces

  • Improved smoothness of sliding along surfaces

  • Fixed an issue where collisions between players were jittery

  • To ensure loadouts are correct at the beginning of matches, loadout changes are no longer allowed while searching for Premier, Competitive, or Wingman

SOUND

  • Added the option to select an audio input device for VOIP from the audio settings menu

  • Added the option to change your microphone threshold (the minimum loudness before we start transmitting audio) from the audio options menu, as well as metering for your current mic loudness

  • Added the option to listen to your own microphone from the audio settings menu to hear how you sound

  • Replaced the M249 fire sound effect

  • Replaced the Zeus charging, charge not available, and charge ready states sound effects

  • Further reduced occlusion effects

  • Minor mix adjustments

  • Fixed an issue where some player-centric sounds were being perceived as originating from slightly behind the player

NETWORKING

  • Reduced peeker's advantage in many cases

  • The amount of peeker's advantage in the steady state is reduced by 16ms

  • Also reduced the frequency of situations that lead to very large peeker's advantage due to excessive command queue depth

  • Added cl_ticktiming console command that prints a report breaking down the various sources of latency

  • Added an option to buffer server updates and user commands by one or more packets. This can be used to smooth over stuttering due to packet loss, at the expense of increased latency

UI

  • Added support for separate main menu and item inspect background map settings

  • Added "Baggage" and "Warehouse" as options for the main menu and item inspect background maps

  • In-game team-only chat will now be prefixed with the team (e.g., "[T]" or "[CT]")

  • Added 'XP Overload' status which is awarded to players who have earned all of their normal XP during the week (11,166 XP) and reached reduced XP gain. XP Overload status is attached to players' names in scoreboard, main menu, death notices, etc. XP Overload status is awarded for a minimum of one week. Additional tiers of XP Overload status can be unlocked by earning all of the normal XP over multiple consecutive weeks

  • Agents with unique end-of-match cheer animations now have unique defeat animations as well. You can disable playing defeat animations for the local player in settings

  • Added more accolades to end-of-match

MISC

  • Adjusted the range of CS Ratings allowed to party together in Premier matchmaking

  • Fixed a case where high-DPI mice would result in jittery mouse movement

  • Added Minor improvements to animations during demo playback

  • Disabled rich presence update when running Steam Client in tournament mode

MAPS INFERNO

  • Fixed various gaps and adjusted grenade collision to make grenade bounces more predictable

  • Adjusted texture blending to improve player visibility

ANCIENT

  • Adjusted grenade collision on bombsite B ground to make grenade bounces more predictable

ANUBIS

  • Fixed holes in world at Lower Tunnel

  • Fixed collision on all pillars so players can no longer pixel boost

  • Fixed collision so utility does not fall out of world on top of structure at T Start

  • Fixed missing collision on steps at Street which would allow dropped weapons to fall out of world

  • Improved vis at CT spawn

  • Fixed invisible boost ledge at Bombsite B

  • Fixed various gaps in the world

  • Fixed missing collision on stair geo at CT spawn that allowed weapons/bomb to fall out of world

  • Fixed missing collision at Fountain that allowed weapons/bomb to fall out of world

  • Fixed some doors not generating bullet decals

  • Fixed vis issue at Street

OVERPASS

  • Fixed some collision that was causing unpredictable player movement

MIRAGE

  • Added collision to prevent bomb becoming unreachable

  • Adjusted some collision to prevent a ledge/pixel walk

  • Fixed player getting stuck when strafing on Middle Ramp by simplifying floor and wall

  • Removed a clip brush from Apartments to improve flash lineups

NUKE

  • Built some collision to prevent bomb from getting stuck behind barrels

  • Fixed some disappearing mesh

  • Fixed dynamic shadow clipping on characters at Vending

  • Improved clipping in vents

  • Fixed bombsite water to have better reflections on low settings

  • Fixed vis issue at t-spawn

  • Fixed collision on ramp in Bombsite B

  • Fixed holes in world

VERTIGO

  • Fixed holes in world and other minor geometry bugs

ITALY

  • Adjusted some collision to prevent players getting stuck in apartment

OFFICE

  • Fixed a case where players could jump on a wall

  • Fixed a case where players could get stuck if they crouched

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submitted 8 months ago* (last edited 8 months ago) by PlzGivHugs to c/[email protected]
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If you go into your match history or any counterstrike community you will see lots and lots of banned CS2 players. It seems the latest ban wave has some sort of mistake and lots of innocent players are involved. I am personally not banned but a few of my friends who were definitely not cheating were banned.

It also seems that playing a game right now has decent odds of banning you mid-game. There's lots of footage of this happening during mundane gunfights.

With the scale of this, there's no way they don't reverse most, if not all, bans in this wave. There's simply no way that this many players were actually cheating.

Just putting something here in case someone who avoids other social media wants to know what's going on.

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This video draws a comparison on how the toxicity in CS2 is related to Premier mode and the suppression of alternative, non-competitive game modes.

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3kliksphilip (with help from Nvidia) dives into latency testing both in CS2 specifically and in games more generally.

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We had the opportunity to speak to the CS2 development team at Valve to ask about the past, present, and future of one of the greatest PC games ever made..

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Use this method if your microphone doesn't pick up your voice while talking normally in CS2(Counter-Strike 2).

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
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CS2's and CS:GO's muzzle flash is shown on the next tick of the client.

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This is just a quick and dirty video on Recoil Control with the AK47 in Counter-Strike 2.

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The sensitivity of the microphone in CS2 is really bad. Unless you yell at the mic, it will not pick up what you said. This has gotten me into arguments with my teammates, because they thought I was ignoring their calls.

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I made this when the Limited Test had just released, and I feel like it is relevant to post now, given that many people have issues with the recoil.

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Counter-Strike 2 will give players a rank for each individual map. Players will also receive a single rank based on the Premiere mode (pick-and-ban maps for each match).

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TL, DR:

  • Existing ranking system is now on a per-map basis
  • A new ranking system, called CS Rating, will be used for premier mode, with global and regional leaderboards
  • Inferno has been added to the CS2 limited test
  • CS2 invites will now go out to "as many eligible players as possible". To be eligible means that you have an active matchmaking rank, have prime status, and be in a region where the test is available.
  • MR12 is now officially implemented in competitive play.

Full release notes:

[ PREMIER ]

  • Added Premier mode
  • Added a visible CS Rating and CS2 Leaderboards. For more information visit the CS2 Leaderboard FAQ
  • Added CSTV for spectating Premier matches

[ SOUND ]

  • Fixed a case where grenade throw sounds would play twice
  • Added music preview button to music volume sliders
  • Various adjustments to sound effects

[ WORKSHOP TOOLS ]

  • Added Paint Kit enhancements to CS2 Item Editor. Paint Kit finishes can now support:
  • Enabling custom normal maps and AO for all styles
  • Optional pearlescent mask
  • Optional standard PBR roughness texture
  • Custom Paint-By-Numbers masks (enabling Paint-By-Number masks for Spray-Paint style)

[ MAPS ]

  • Added Inferno to all available game modes
  • Various bug fixes and tweaks for all shipped maps

[ MISC ]

  • Fixed a bug with hostage rescue prediction
  • Enabled first-person shadow for carried hostages
  • Fixed water effects showing in the wrong place when a bullet hit the water after penetration
  • Various fixes for weapon finishes
  • Replaced "Secondary Fire Hold" setting with "Zoom Button Hold"
  • Fixed "Disable all voice comms" button in scoreboard
  • "Temporarily Disable Incoming Chat" now mutes voice chat
  • Various CS:GO settings will be imported when launching the CS2 Limited Test
  • Fixed a case of inconsistent crouching with Duck Mode: Toggle enabled
  • Updated the invulnerability visual effect
  • Adjusted 'sv_infinite_ammo 2' grenade behavior to match CS:GO
  • Desert Eagle third-person muzzle flash smoke now dissipates faster
  • Continued iterating on smoke shape
  • Adjusted Competitive mode match length to 12-round halves

[ CS:GO ]

  • Recent ranked matches in "Your Matches" menu will now show Competitive, Wingman, and Premier matches

[ GAME AUTHENTICATION CODES ]

  • Access to match history granted to third-party websites will now cover Competitive, Wingman, and Premier matches
  • GetNextMatchSharingCode API used by third-party websites must now supply a match sharing code that is no more than 1 month old to obtain the next match sharing code.
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And another one from Puffin, Rigman and Medic! This time it's a USP-S skin that was initially showing a canine skull. However, in the process of making it, they decided to have it show a human face instead (China still doesn't like skulls on its skins after all).

A great skin if you ask me, especially in mega battle-scarred condition.

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[ MAPS ]

  • All maps previously shipped in the Limited Test are available in casual and deathmatch matchmaking
  • All maps and game modes previously shipped in the Limited Test are available for offline play

[ GAMEPLAY ]

  • Dropped bombs no longer sink in water
  • Reworked the bullet penetration system
  • Enabled bot takeover where applicable
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According to Aquaismissing's comb through the update, valve are rethinking the competitive and Premier modes. Here's the tweet text if you can't see it:

Subtle, but significant Matchmaking changes in the latest Counter-Strike 2 update:

  • From now on Competitive is first to 13 rounds (including Premier)
  • Seems like the devs are getting rid of Short Competitive
  • Premier matches will have 20s freezetimes, 1 overtime (the game ends as tie, if you tie the OT) and four 30s timeouts

If these changes are here to stay, I think it would be safe to assume, that esports is going to adapt MR12 as well?

Thoughts?

If this is a response to games getting longer and longer in the pro side, I feel it's not the most subtle way to do it. Also it would have to come alongside changes to the economy, which is what made the matches longer in the first place.

Also, having an OT is nice, but it just brings you back to the 30 rounds of before. You'll still be able to finish 15:15 just as you do now but it'll feel different

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