New subtick update recieves praise from community
Another day - Another update to CS2. But this time it seems to have hit home.
The 18th patch to CS2 was released last night by Valve, where the game developer deployed fixes for a number of the most reported issues.
- The visual and audio feedback from sub-tick input—such as movement acceleration and muzzle flashes—will now always render on the next frame, Valve writes in the first line of the release notes.
The small delay in visual and audio after a shot had been registered by the new subtick system had been one of the biggest problems with the new game compared to CS:GO. The news about the patch was well received by the professionals, who can look forward to playing the new update right away at the CS Asia Championships, where the patch has been implemented right away.
Valve also made adjustments to the algorithm that decides how much your CS rating will decrease after a period of inactivity. In the new update parties of four are now allowed to queue for Premier mode. If you solo queue into a four-stack in the future, you are now protected against being kicked with a vote-kick immunity.
You can read the full release note here.
Release Notes for 11/8/2023
[ GAMEPLAY ]
The visual and audio feedback from sub-tick input—such as movement acceleration and muzzle flashes—will now always render on the next frame
Random numbers used for shooting spread are now synchronized between clients and servers by default. This makes tracers and decals match their server-authoritative trajectories more closely. Note: Spread has been synchronized on Valve official servers since 10/14
Fixed a bug where pressing a movement key immediately after jumping resulted in an inconsistent jump height
[ MATCHMAKING ]Parties of four are now able to queue for Premier mode
Added vote-kick immunity for solo players who get matched on the same team with a party of four players
Adjusted the algorithm for re-establishing CS Rating after a period of inactivity in Premier mode
[ AUDIO ]Reduced the maximum audible distance of grenade bounce sounds
Improved occlusion filter quality
Addressed issue where sometimes headshot dink sounds playing as feedback for the attacker could be mistaken for incoming damage
Lowered volume of sound for headshot damage with no armor from a victims perspective to bring it inline with volume of other headshot sounds
Changed jump land sounds to have the same maximum audible distance as footstep sounds
Changed volume falloff curve of jump landing sounds to better convey distance
Improved molotov extinguish effects to sound better when multiple are playing at once
Brought back spark sound feedback when bomb defuse is cut short due to player spinning
Fixed issue where at very close proximity, a victims death groan could be mistaken as coming from the attacker
Fixed a case where unsilenced m4a1-s did not have any distant gunfire sounds
[ MAPS ]
MirageFixed clipping on bench in palace
Lowered the height of box on A site to match CS:GO
[ EFFECTS ]Improved performance of blood effects at close range
Improved bomb light visibility from back of bomb
Reduced muzzle flash during quickswitch from scoped rifles
Reduced the strength of the kill streak HUD effect after five kills
[ CSTV ]Added setting "tvrecordimmediate" to control when CSTV demo file will start recording content. If the setting is enabled then content will start at the moment when tvrecord is executed on the server. If the setting is disabled then content will start recording from tvdelay earlier
CSTV demos can now be recorded without delayed CSTV spectating enabled. Requires setting "tvrecordimmediate 1" and executing "tv_record" at the moment when recording should start
[ MISC ]Adjusted wear values of some stickers to better match CS:GO
Fixed a bug with workshop tools that would prevent light_environment from baking static shadows in some circumstances
Improved quality of 'Performance' HDR rendering mode
Enabling the upload of workshop maps for Wingman mode