It's actually happening! The new update to
CSGO changes things. The animations and hitboxes
have been redone. The animations themselves
are a lot more fluid. Noclipping players float
around like the Gods that they are and the
landing animations are juicy. There's a lot
of potential for comedy as well, which is
always nice. As you can see on this hitbox
picture possibly set on de_nuke2, since necks
are now counted as heads, this could make
headshots easier to achieve! I've briefly
tested the impacts in-game and am pleasantly
surprised. I can now hit enemies on slopes
on baggage! Of course, this could all just
be placebo or because I'm awesome so I won't
be analysing this in this video. It's best
left to the thousands of CSGO players to test
it across millions of different server configurations,
though I'll be on the lookout for interesting
rumours and problems with this new system
over the next couple of weeks. There's a new
sv_showbullethits 1 command which shows hits
and near misses as SPIKES that get fired from
your weapon. It's great fun and I feel less
cheated when it acknowledges that I was close,
but not quite close enough. I've included
a cfg file in the description of this video
should you like to test it out as I'm doing
here.
Also, they've borrowed from the Left 4 Dead
2 damage system to hide characters as they
pass through walls. This is great since guns
will no longer be visible through Dust's doors.
Just by looking into the walls slightly, it
will cut off the end of the weapon, meaning
that you'll even be able to conceal the AWP
from view! This isn't without its fair share
of glitches but I'll let them pass. All of
them, apart from your shadow disappearing
when this takes effect! Valve please fix.
Defuses now show a visible cord, which is
a nice little touch. This is shown even if
the CT has no defuse kit. I noticed that the
player's model doesn't move as much while
defusing and that any movement is smoother
and delayed. Perhaps this is to help with
the hitreg, though I wouldn't be surprised
if it leads to strange jumps in the character
model if they stop defusing mid-way through
by spinning 180 degrees. That being said,
I couldn't find anything wrong with them in
practice. Thumbs up to Valve for trying to
fix the issues! Time will tell if they've
managed it.
Players can now report enemies for griefing.
This is an interesting move, clearly it's
intended to prevent premades from deranking
by jumping off the side of Vertigo and the
like.
The Zeus is now $100 instead of $400. Could
this make it so cheap that people buy it by
default if they have any left-over money?
Unlike the decoy, it actually serves a lethal
purpose. I expect there to be a lot more ninjas
around, especially during eco CT rounds.
The dual berettas have been given improved
armour penetration and do more damage at range.
It's not going to suddenly make them capable
of one-hit-killing against helmeted enemies
or anything like that, but it's a step in
the right direction.
And finally, the changes to the M4A1-S! They're
big, and not exactly positive. It's had $100
knocked off the price so is now the same as
the M4A4. It's now the worst of both worlds,
combining the damage of the M4A4 with the
slower fire-rate of the AK47.This will make
it far less dangerous in close-quarters combat.
That being said, it's also been made more
accurate since the spray pattern has been
made smaller. Combined with the reduced rate
of fire, this may make it easier to use in
long-range combat. Clearly this is where Valve
wants the M4A1-S to be used. As pointed out
by Slothsquadron, they tried to reduce the
armour penetration as well but failed by changing
the wrong values. Had they managed it, this
would have significantly weakened the weapon
and would have made it very poor in long-range
combat. This may be included at some point
and if it is, the M4A4 should be the better
gun.
The real treat in this update is the hitbox
and animation overhaul. But don't take my
word for it, load it up and see for yourself!
There will no doubt be teething issues, but
I feel that it's a step in the right direction
and may be the most important update that
CSGO has had in a long time. Well done, Valve.
