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Patch 20238

Added

  • Hidden, Right handed & mirrored weapon mode
  • Steam Achievements

Changed

  • Lower volume reload saiga, ak
  • Add 18% random offset to individual spray pattern shot
  • Bomb speaker range 38 -> 46m
  • Hostages receive 25% more damage
  • Bomb defuse and hacking panels give score points (12 total, equally distributed to all involved players)
  • Reduce falling damage threshold / multiplier

Weapon balancing

  • Generally lower TTK for full auto weapons; RPM & basedamage increased (details on the bottom of this article)
  • Slightly increase spread on most full auto weapons, reduced on MP5 & FAMAS

Movement balancing

  • The goal is to make the movement feel more responsive while trying to prevent "chaotic" situations
  • Player gravity 2.025 -> 2.130
  • Running speed 600 -> 610
  • Braking Deceleration 400 -> 1500 (player stops faster)
  • Ground Friction 9.5 -> 8.5 (faster direction changes while running)
  • Acceleration 1950 -> 2025

Fixed

  • Nade spawn clipping through thin walls
  • Delayed nade spawn into next round possible
  • Map switch bug (CTF / TDM servers)
  • Minimap hacking panel marker not visible
  • SpecHUD scope overlay
  • Outline visible in water
  • Init money after swap teams, inverse round winner array & swap team score

MAP-Blister

  • Fixed the LOD (popping effect) on the carpets on the floor (plum0)
  • Added extra buildings near lower bombspot. This prevents SF from create a rain of nades onto the left hallway from Terrorist towards lower bombspot (ccKane / plum0)
  • Closed the little gap in between boxes on left corridor towards lower bombspot (seen from terrorist) (kummelmuck)
  • Fixed the hole in the wall on palm tree area (ccKane)

Smoothen movement / blocked obstacles:

  • Board on the wall on the outside ring of lower bombspot (ghosty)
  • Little area on SF side, where you enter the tunnel of middle area (ghosty)
  • Wall segment in the tunnels near palm tree (wingah / ghosty)
  • Lower wall on high bombspot in sniper lane (ccKane)

MAP-Drought

  • Changed skylight bpadded a bit more light to the map in general
  • New light positioning on both terror and sf entrances

MAP-TrainYard

  • Windows on the train now block bullets (Kummelmuck)
  • Removed the hole in the floor towards the main entrance on bombspot A (ccKane)
  • Changed the ladders system towards the balcony on bombspot B. Its now part of a semi-trick-jump (wingah / kummelmuck)
  • Removed the text from the Oil reservoirs (for some reasons this keeps popping up through all other walls and meshes :D) (Remus)
  • Added more general lighting from: PostProcess Gain on Global Color (1.3 to 1.5), SkyLight (Intensity 1.2 to 1.5)

MAP-TrooperII

  • Changed Mid building floor (nades where getting slowed down)
  • Corrected a blocking volume at the elevator
  • Rearranged boxes on elevator corridor
  • Reduced elevator delay time by 0.3 (Kummelmuck)
  • Blocking volumes blocking nades fixed (pLum0, koystikojo)
  • Getting stuck on spawn fixed (pLum0)
  • Getting stuck on lower mid building on the stairs
  • More damage added, decals and props

MAP-Followthemoney

  • Removed the collision in the staircases, where you could walk on the ledge (kummelmuck)
  • Added breakable glass to some interior windows (testing phase)

MAP-Fueled

  • Added a little stairs in the canals, next to the bridge. This way you can get from canals into Terrorist spawn (Kummelmuck)
  • Replaced the red tank in the canals, now its slightly more easy to make the jump from the tank to the normal grounds (Kummelmuck)
  • Added some extra details to the canals

MAP-RapidWaters

  • Block railing on Terrorist side of low water ladder exit (ccKane)
  • Changed the railing of high-bridge. Less blocking points, mainly to have a better overview towards water entrance, terrorist side
  • Changed the plants on the high-bridge, giving better sight on all sides
  • Made the water entrance on Terrorist base smaller; easier to spot enemies
  • Slightly less opacity on the water; players are harder to see. There has also been a fix on character model skins that would help here. Needs testing
  • Gave the door meshes a little more thickness
  • Replaced the Terrorist sides waterfall rock, giving a little more space for a player to move there unseen (remus)
  • Reworked some rocky areas below (espcially lower bridge) to prevent fall damage from the bridge to the rocks below / in the water (remus)
  • Removed some water plants for better sight underwater
  • Added cover near the stairs on Terrorist side water ladder (also blocking OP spot on the ladder into Main Area with this (ccKane)

MAP-Arena-LockDown

  • Gave general light a little boost - easier to spot enemies
  • Gave a minimal amount of light to the little tunnel in the middle (it was pitch black)
  • Fixed the broken material of the little stuff laying on the floor (Remus)

MAP-Arena-RGB

  • Changed the box material back to standard grey (Remus)
  • Fixed the strange seam on the material when boxes where on each other (Remus)
  • Added an extra cover box, directly left from SF spawn
  • Moved the little box, directly right from Terrorist base slighlt closer to the larger box. You can now make the jump on the larger box

MAP-Arena-KillThemAll

  • New Look WIP

Weapon balancing comparison


TTK


Weapon spread


Base damage


RPM