Post: Major CSGO Update.
09-16-2015, 12:34 AM #1
Toke
PC Master Race
(adsbygoogle = window.adsbygoogle || []).push({}); ANIMATION / GAMEPLAY

Replaced all player body animations (Existing character models retained for demo compatibility)
Replaced all world model weapon animation
Updated shared player skeleton
Re-rigged all player model geometry and player scaffold animation
Updated animation networking to continually synchronize animation state instead of periodically latching
Player animation sequence selection is now server-initiated
Added new player states including bomb defusal and ladder climb poses
Added thirdperson weapon deploy animations to more accurately represent viewmodel deploy state
Extended all vertical aim matrix ranges to encompass the majority of vertical aim pitch so weapons line up precisely to firing angle
Added reverse-bone-merge animation support so weapon models can store and play independent animation on the player holding them
Added support for arbitrary numbers of articulated mechanical parts on world weapon models
Updated weapon world model articulation points, bodygroup presets, holster positions and reverse-bone-merge skeletons
Added physics motion to holstered attachment weapon locations
Added support for non-polygonal capsule-shaped hit volumes, defined by a line segment and radius
Replaced shared hitboxes with new capsule-based set
Rebuilt player ragdoll angular constraints, physics hulls, and interaction pairs
Ragdolls now assume more exact pose of their parent player on physics init
Re-built animation statemachine to support blending locomotion over any weapon aim or action poses
Enabled support for dynamic player animation layer re-ordering
Sequence blendlayers now correctly contribute to computed cyclerate
Added defuser cables and multimeter model
Added hlmv support for capsule rendering, submodel attachment previewing, ragdoll constraint limit and bone name rendering, plus numerous small fixes
Added model format support for named bodygroups, combined physics hulls, activity modifiers and animation system specific metadata
UI

Fixed a bug where the mini-scoreboard armor/helmet information was not displaying for coaches
Added sv_show_voip_indicator_for_enemies server convar. If set, it will make it so the ‘voice chat’ icon shows over enemy players as well as allies when they are using their microphone.
Added sv_showbullethits feature to visualize server-confirmed hits and near-misses on listen servers
RENDERING

Fixed improper stencil state in glow pass rendering
GAMEPLAY

Added dynamic player culling to prevent players and weapons poking through thin walls and revealing their position
M4A1-S:

Reduced price
Reduced armor penetration
Reduced ROF
Increased base spread
Zeus x27

Reduced price to $100
Dual Berettas

Increased armor penetration
Increased range modifier
GOTV

Added viewmodel position lerp to gotv camera transitions
OVERWATCH

Players can now report enemies for anti-competitive griefing (i.e. deliberately losing).


in short

>nerfed silenced m4
>$100 zeus
>no more gun barrels through doors
>report for deranking
>and made my dualies stronger

The following 3 users say thank you to Toke for this useful post:

John, RTE, xXx-.-Moder
09-27-2015, 06:25 PM #11
Rath
Today Will Be Different
Originally posted by Hybrii View Post
The M4A1-S was too powerful with it's high damage and lack of recoil. Maybe the nerf will cause more players to learn how to control recoil better with the M4A4.


I've always used the M4A4 over the M4A1-S because of the extra ammo and being able to spam a lot smokes, spam spots, and generally deal potential damage. The M4A4, in my opinion is a better rifle in far more situations than the M4A1-S. Unfortunately in pugs, everyone wants to play different spots most rounds. And I cringe when I see a guy go long on Dust2 with the A1. I know that I'm doing to have to play a very passive mid/cat because he's going to inevitably run out of ammo trying to hold off a push.

Even if he doubles up with another A1, there's going to be at least one trade made. But nine times out of ten, both die. Even if a situation where you set up an AWP with the A1. That still happens. Don't get me wrong the A1 definitely has it's advantages because of it being suppressed. Especially if you can play a completely random spot or an off angle. If Valve wants to fix their balancing act, they should just bring back the M4 from Source. I'm just honestly tired of people complaining about the nerf because they can't use the M4A4 lol.

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Robert123
10-05-2015, 01:54 PM #12
Toke
PC Master Race
Originally posted by Vince
The M4A1-S is to CT what the AK is to Terrorist side. No one switches it up and the game pissed me off so bad because of that. It is why I stopped playing.


u stopped playin cus u suk
10-05-2015, 04:22 PM #13
Toke
PC Master Race
Originally posted by Vince
How many times was I top frag when it wasnt you? Every other game lol
Game just became annoying to me, like CoD.


shutup old man
10-08-2015, 02:17 PM #14
Rath
Today Will Be Different
Originally posted by Vince
How many times was I top frag when it wasnt you? Every other game lol
Game just became annoying to me, like CoD.


Once you start playing with more skilled players and less annoying shitters - toke - you'll probably enjoy the game. It still frustrating but I usually just remind myself it's only a game.

The following user thanked Rath for this useful post:

Vince
10-08-2015, 08:24 PM #15
Toke
PC Master Race
Originally posted by Dr
Once you start playing with more skilled players and less annoying shitters - toke - you'll probably enjoy the game. It still frustrating but I usually just remind myself it's only a game.


i am super shit i am now legendery igle i mean the day before yesterdays novas Tustin

The following user thanked Toke for this useful post:

Midnight

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