CS:GO Update 25.03.2017+29.03.2017

POSTED BY Michael Hohlweger März 28, 2017 in Allgemein
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Mit dem Update vom 25.03.2017 wurden sowohl der R8-Revolver als auch die Negev aus dem Competitive-Bereich entfernt. Außerdem wurde das Schussverhalten und die Spray-Control dieser Waffen verändert. Der Revolver schießt etwas schneller und die Negev wird mit zunehmender Schussdauer genauer, jedoch sind die ersten vier bis fünf Schüsse nicht kontrollierbar.

Desweiteren wurde die neue Map Canals noch einmal überarbeitet, was sich lediglich in Bugfixes und marginalen Veränderungen zeigt.

[GAMEPLAY]

– Revolver and Negev have been removed from Competitive Matchmaking as they undergo substantial revision.
– Revolver:
— Firing delay significantly reduced
– Negev:
— New attributes to promote suppressive fire.
— Reduced price.
— New sounds that dynamically indicate weapon accuracy.

[MISC]

– Added ability to add friends using CS:GO friend codes.
– Added recent teammates and invites UI on the main menu.
– GOTV connections will now use SDR in most of the regions.
– Fixed missing texture on Huntsman Knife | Ultraviolet
– Added convar mp_items_prohibited which takes a comma-delimited list of weapon definition indices to prohibit from purchase on the server.
– Lowered volume of ambient sound in de_vertigo to match ambient volume of other maps.
– Fixed several OSX graphics crashes related to running out of vertex shader constants.
– Fixed a game crash related to game stats.

[MAPS]

Canals:
– fixed more pixelwalk spots & places where bomb could get stuck
– fixed sticky clip brush at B
– fixed Z-fighting railing at bridge
– fixed visible nodraw underneath a bridge
– improved clipping under T side bridges
– fixed Z-fighting below CT arches
– adjusted courtyard statues and stairs for better movement
– fixed various fade distance issues
– widened B site and palace doors
– aligned palace windows better
– fixed floating clothesline
– adjusted pecklesteiner
– fixed missing texture at back alley
– removed clip from garden lamp post because it’s at jumping height
– prevented planting bomb on railing at A
– removed lamp posts between A and CT spawn

Ein weiteres Update erschien am 29.03.2017, welches den Usern nun ermöglicht sich die Pattern Template, Finish Style, Finish Catalog Number und die Float aller Skins anzusehen. Außerdem wurde der Algorithmus, nach welchem die Nearby-Lobbies angezeigt wurden, verändert. Jetzt werden viel mehr Lobbies aus dem näheren Umfeld angezeigt. Zu guter letzt gab es die gewohnten Bugfixes und einige wenige Neuerungen auf der Map „Canals“ und „Militia“

[ MISC ]

– When inspecting in game items from user’s own inventory, from other users’ inventories, and from Community Market, players can now see an official Item Certificate that includes Finish Style, Finish Catalog Number, Pattern Template, and Wear Rating.
– Adjusted the nearby lobbies search algorithm, in addition to geographic proximity by distance, to include more results from the same country as the searching user, providing more relevant results for players living near borders.

[ MAPS ]

Canals
– fixed gap in bomb site B wall
– fixed missing texture in bridge visible from arch
– fixed overlapping geometry at A site
– fixed a few places near T spawn where bomb could get stuck
– increased fade distances on some props that were distracting
– adjusted wall geometry in prison stairs to fix lighting glitch
– increased lightmap grid resolution in prison lobby
– added a piece of cardboard under new toolbox at B to block glitchy sightline
– removed one of the picnic tables at Short
– fixed pixelwalk in shoe shop
– fixed errant clip brush on balcony
– made it more difficult to climb the wood sign to B from boost
– trimmed top corners of courtyard building facing the stairs
– fixed nav file where lamp posts were removed
– adjusted balcony arch prop to fix gaps

Militia
– Moved up CT spawns and hostage rescue zone
– Blocked off river and area around old CT spawn
– Shortened underground tunnel, now exits into garage
– New hostage spawn positions, removed position from small house in yard, hostages will always spawn one on upper floor and one on lower floor of main house/garage
– Opened up house near silos, can now use door to enter/exit instead of window only
– Added some cover near tunnel exit in yard
– Moved terrorist spawn area to balcony at back of house
– Added cover in long-range areas
– Fixed several boosts/exploits
– Smoothed out movement in general

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