CSGO Sticky thread

Any idea when arms race will be back?

Only Valve can answer that question, but all the game modes are still in the code. I do think that they are currently placing emphasis on their maps, and collecting data on players. Once the maps are updated to "Source 2" standards I think that we will see some or all game modes return.
 
For those who don't know:


Arms Race Has Returned!

Grab your guns and brace yourself for a chaotic race to the top. Get two kills with each weapon to reach the final stage, or steal your opponents’ progress with your knife (or now with the Zeus)! Work your way up to the knife stage and earn the final kill to secure the win. Go! Go! Go!

This is a big one:

Release Notes

ARMS RACE
  • Added Arms Race to available game modes
  • Added maps "Baggage" and "Shoots"
WEAPON FINISHES
  • Introducing the Kilowatt Case, featuring 17 community-designed weapon finishes, and the Kukri Knife with original finishes as a rare special item
  • Various bug fixes and tweaks
STICKERS
  • The Ambush Sticker Capsule is now available for purchase
  • Added support for flexible sticker placement. Stickers can now be placed at user-specified positions and rotation when applied to weapons
  • All weapons now support up to five stickers
  • Added a zoom feature during sticker placement to allow for higher precision sticker application
  • Various bug fixes and tweaks
MUSIC KITS
  • The NIGHTMODE Music Kit Box is now available for purchase in standard and StatTrak versions
ZEUS
  • Made Zeus reusable in all game modes, after a 30 second recharge delay
  • Added support for applying stickers and name tags to the Zeus
  • Adjusted the Zeus first person model position
  • Added Zeus kill icon to kill cards and post round damage report
SMOKE
  • Smokes now cast shadows
  • Smoke rendering and animation have been improved
GAMEPLAY
  • Added a "Refund All" button to the buy menu
  • Added a setting to disable first person bullet tracers
  • Silencers can now always be reattached regardless of whether detaching them is enabled or not
  • Player pings are no longer blocked by invisible geometry
  • Various adjustments to sub-tick shooting
  • Fixed several cases where players could silently drop down vertical surfaces
  • Improved smoothness of sliding along surfaces
  • Fixed an issue where collisions between players were jittery
  • To ensure loadouts are correct at the beginning of matches, loadout changes are no longer allowed while searching for Premier, Competitive, or Wingman
SOUND
  • Added the option to select an audio input device for VOIP from the audio settings menu
  • Added the option to change your microphone threshold (the minimum loudness before we start transmitting audio) from the audio options menu, as well as metering for your current mic loudness
  • Added the option to listen to your own microphone from the audio settings menu to hear how you sound
  • Replaced the M249 fire sound effect
  • Replaced the Zeus charging, charge not available, and charge ready states sound effects
  • Further reduced occlusion effects
  • Minor mix adjustments
  • Fixed an issue where some player-centric sounds were being perceived as originating from slightly behind the player
NETWORKING
  • Reduced peeker's advantage in many cases
  • The amount of peeker's advantage in the steady state is reduced by 16ms
  • Also reduced the frequency of situations that lead to very large peeker's advantage due to excessive command queue depth
  • Added cl_ticktiming console command that prints a report breaking down the various sources of latency
  • Added an option to buffer server updates and user commands by one or more packets. This can be used to smooth over stuttering due to packet loss, at the expense of increased latency
UI
  • Added support for separate main menu and item inspect background map settings
  • Added "Baggage" and "Warehouse" as options for the main menu and item inspect background maps
  • In-game team-only chat will now be prefixed with the team (e.g., "[T]" or "[CT]")
  • Added 'XP Overload' status which is awarded to players who have earned all of their normal XP during the week (11,166 XP) and reached reduced XP gain. XP Overload status is attached to players' names in scoreboard, main menu, death notices, etc. XP Overload status is awarded for a minimum of one week. Additional tiers of XP Overload status can be unlocked by earning all of the normal XP over multiple consecutive weeks
  • Agents with unique end-of-match cheer animations now have unique defeat animations as well. You can disable playing defeat animations for the local player in settings
  • Added more accolades to end-of-match
MISC
  • Adjusted the range of CS Ratings allowed to party together in Premier matchmaking
  • Fixed a case where high-DPI mice would result in jittery mouse movement
  • Added Minor improvements to animations during demo playback
  • Disabled rich presence update when running Steam Client in tournament mode
MAPS
INFERNO
  • Fixed various gaps and adjusted grenade collision to make grenade bounces more predictable
  • Adjusted texture blending to improve player visibility
ANCIENT
  • Adjusted grenade collision on bombsite B ground to make grenade bounces more predictable
ANUBIS
  • Fixed holes in world at Lower Tunnel
  • Fixed collision on all pillars so players can no longer pixel boost
  • Fixed collision so utility does not fall out of world on top of structure at T Start
  • Fixed missing collision on steps at Street which would allow dropped weapons to fall out of world
  • Improved vis at CT spawn
  • Fixed invisible boost ledge at Bombsite B
  • Fixed various gaps in the world
  • Fixed missing collision on stair geo at CT spawn that allowed weapons/bomb to fall out of world
  • Fixed missing collision at Fountain that allowed weapons/bomb to fall out of world
  • Fixed some doors not generating bullet decals
  • Fixed vis issue at Street
OVERPASS
  • Fixed some collision that was causing unpredictable player movement
MIRAGE
  • Added collision to prevent bomb becoming unreachable
  • Adjusted some collision to prevent a ledge/pixel walk
  • Fixed player getting stuck when strafing on Middle Ramp by simplifying geo of floor and wall
  • Removed a clip brush from Apartments to improve flash lineups
NUKE
  • Built some collision to prevent bomb from getting stuck behind barrels
  • Fixed some disappearing mesh
  • Fixed dynamic shadow clipping on characters at Vending
  • Improved clipping in vents
  • Fixed bombsite water to have better reflections on low settings
  • Fixed vis issue at t-spawn
  • Fixed collision on ramp in Bombsite B
  • Fixed holes in world
VERTIGO
  • Fixed holes in world and other minor geometry bugs
ITALY
  • Adjusted some collision to prevent players getting stuck in apartment
OFFICE
  • Fixed a case where players could jump on a wall
  • Fixed a case where players could get stuck if they crouched
 
Yeah. Many updates, including reusable zeus and skinned zeus for those that care about skins.
 
New update:


Release Notes for 2/7/2024

[ STICKERS ]
  • Fixed a bug where AMD graphics users couldn't move stickers
  • Stickers with custom offsets will now render properly when inspecting other items in-game from Steam Community Market and Steam Inventory
[ SMOKE ]
  • Various bug fixes and tweaks
[ SOUND ]
  • Fixed a performance bug with certain microphone setups
[ NETWORKING ]
  • cl_interp can no longer be changed directly. Some players had scripts that were setting this to a large value, leading to very bad rubber-banding. The interpolation amount can be adjusted through the "Buffering to smooth over packet loss" setting instead
[ ANIMATION ]
  • Fixed a bug with the Kukri knife inspect animation
  • Fixed a bug where a player holding an incendiary grenade would sometimes show fire effects at their feet
[ UI ]
  • Removed XP Overload icon from the kill feed
  • The swap weapon prompt will now show the weapon/finish name rather than the custom name
  • Fixed a bug with switching background maps while inspecting gloves
[ MAPS ]
  • Vertigo:
    • Fixed a gap in world geometry at Crane
[ MISC ]
  • Fixed a bug with keyboard input from non-English keyboard layouts
  • Various crash fixes

I am curious what they have done with mics because with my setup, it is delayed, sometimes broken, and nowhere close to how it should sound.
 
anyone still playing? I played a little bit recently, the game feels good overall, just have a small skill issue
 
anyone still playing? I played a little bit recently, the game feels good overall, just have a small skill issue
A mate and I still try play in the evenings once the kids go to bed, if you interested in just social playing and talking ****, feel free to add me.
Steam friend code:

441481901​

 
Lol lol lol


The cheats used aren't anything new, but glasses like that have been around. I can see that MSI AI monitor doing something like this, 'casting' the external visuals.
 
Well, I cant use RAIN anymore for playing CSGO...speeds are generally under 5mbps so I have been using MTN...speeds of 30Mbps+. Ever since RAIN did a deal with Vodascum its been pathetic.

I have a lower ping on MTN but it feels like there is a little bit of lag, almost like I am losing a frame or two, is this a network issue or the game server issue?
 
Well, I cant use RAIN anymore for playing CSGO...speeds are generally under 5mbps so I have been using MTN...speeds of 30Mbps+. Ever since RAIN did a deal with Vodascum its been pathetic.

I have a lower ping on MTN but it feels like there is a little bit of lag, almost like I am losing a frame or two, is this a network issue or the game server issue?
Hey Jam,

Maybe enable your GPU to show your FPS during gameplay and see if there is a drop now and then.
I have noticed before that when I have played, whilst running for example that I feel like I have missed a step kind of thing and jumped a bit forward, I have seen this on spectating some other players as well - I assume its server end related but not 100% sure.

I have a decent line and generally get between 2 - 5 ms ping and have experienced this so again makes me think it is server side.
 
Hey Jam,

Maybe enable your GPU to show your FPS during gameplay and see if there is a drop now and then.
I have noticed before that when I have played, whilst running for example that I feel like I have missed a step kind of thing and jumped a bit forward, I have seen this on spectating some other players as well - I assume its server end related but not 100% sure.

I have a decent line and generally get between 2 - 5 ms ping and have experienced this so again makes me think it is server side.
Thanks, I have an old PC so framerate isnt great - 70/80FPS on the ingame display...However its playable and as mentioned oddly enough I didnt have this issue with RAIN even with a higher ping and slower speeds and their never ending disconnects...

RAIN gives me less than 5Mbps these days and using MTN is between 30-35Mbps download.
RAIN is around 3-4Mbps upload and MTN is around 7-10Mbps.
RAIN ping is about 35 and MTN is about 25. (in game)

But its exactly as you say, it feels like I miss a step here and there and may occasionally lurch forward.
 
Well, I cant use RAIN anymore for playing CSGO...speeds are generally under 5mbps so I have been using MTN...speeds of 30Mbps+. Ever since RAIN did a deal with Vodascum its been pathetic.

I have a lower ping on MTN but it feels like there is a little bit of lag, almost like I am losing a frame or two, is this a network issue or the game server issue?
Now I have a MTN SIM in my router I dont get that lag I mentioned above, before I just connected my phone and used the phone's SIM.

Im also not getting the random freezing anymore so that was also network related then.
 
Yoh!


I heard that it is bad, but I have been avoiding this game since my internet was all loss and no play. To see the state in which it is in is sad.

At least the leagues seem to go swell. The LAN games.

Also this:


but that has always been the case. Never trust Valve's numbers. Even Archi Steam Farm, which I also use, has more than a million active users at times, and you can multi-bot. I don't even want to know about the other bots out there.
 
Discovered last night that in casual you can be in a game.. Then leave to spectate then return to the game with some extra money in your pocket...
 

[ VIEWMODEL ]
  • Adjusted viewmodel bob movement
  • Added "Preferred Viewmodel Left/Right Handedness" setting
  • Added "Switch Viewmodel Left/Right Hand" key binding (default: US keyboard letter H) to switch hands temporarily during gameplay
  • Viewmodel position setting and left/right hand state are now networked and visible to first-person spectators.
  • Deprecated "Couch" viewmodel position setting
 
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