Developer postOriginal post (opens in a new tab)

Patch 20095

Changed

  • Rework visuals of ammo counter, clean up player HUD (feel free to give feedback)
  • Start nade with sphere collision and blend it to capsule after first collision (more reliable bouncing)
  • Slightly faster nade throwing and faster switch to next weapon after throw
  • Boost smoke particles on spawn and make them smaller to avoid clipping
  • Further movement tweaking: -3% player gravity, -4% breaking deceleration, +5% ground friction
  • Sniper weapons precision: Max speed in air 128 -> 96, max speed general 255 -> 180 (cm/s)
  • -8% precision deagle
  • +2% dmg shotguns (dmg nerf after +2 bullets was slightly too much)
  • SAIGA RPM 142 -> 139
  • Deagle, M16 10% -> 12% more precision laser on (the M16 +2% were subtracted from the general precision)
  • Higher intensity damage taken feedback (view shake, bloody screen)
  • Remove auto chat when throwing nade
  • Increased steam authentication time limit 10s -> 30s ("Steam auth failed" kick message)
  • +15cm X spawn offset nades

Fixed

  • Replay player not switching to spectator HUD
  • Spamming server reset while using auto demo recording corrupts demo header
  • UMP pickup doesn't spawn
  • Closed small gap between smoke and floor

Added

  • Demo rename
  • Announce hostage rescue

MAP-Fueled

  • Blocked the rumble in the back of SF base. You could jump on it and snipe towards middle (remus / kummelmuck)
  • Moved the back player spawns of SF more forward. This gives a 1,5m faster spawn, so SF can be slightly faster on the bombspots
  • Set all blocking volumes to "PawnBlocker only". This removes the annoying effect that nades bounce off in mid air (wingah)
  • Removed trick jump onto the blue truck at Palm Tree (sniper lane) (sCion)
  • Fixed Default winner (Special Forces), no draw at the end of the round (wingah / remus)

MAP-RapidWaters

  • Removed all the splash effect on water (remus)
  • Added water foam on a few positions
  • Gave the underwater effect more brightness, now it's easier to spot enemies under water
  • Fixed the "No water flow in waterfall" (remus)
  • Gave the water material less opacity from above; players in the water aren't as visible anymore as before (iAmTheOne)
  • Redid the terrain next to the border/sidewalk opposing the Terrorist base. You can now move more fluently here (Vo0di)

MAP-Scope

  • Closed 1 window in lower mid building
  • Made 1 window in lower mid building so you can't move through, but shoot towards A roof
  • Give a little more general light in the outside areas