·Developer post·Original 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