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Thread: Huge CS:GO Update

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    Huge CS:GO Update

    hi guys,

    major updates for CS:GO were released. I've highlighted the important bits in green for your convenience.

    Release notes for 1/23/12

    [ MAJOR CHANGES ]
    - A new game mode has been added to matchmaking and offline play: Deathmatch.
    - Weapon balance and recoil were adjusted with pro community input ( Thanks to J3Di, NiP, VeryGames, ESC, 4NOT, mTw, and FM TOXiC )
    - In addition to global changes that affect all weapons, specific adjustments have been made to: rifles, pistols, and the P90.
    - Weapon purchasing changes:
    - The AWP's kill reward was increased from $50 to $100.
    - The Glock is now a Terrorist only weapon.
    - The FiveseveN is now a CT only weapon.
    - The Terrorists' molotov price has been reduced to $500. The CT's incendiary grenade remains $850.
    - Note that the pistol arrangement has changed in the buymenu.

    - The messaging system has been converted to protobuf.
    - Demos recorded with previous versions of CS:GO will not be compatible as of this update. In order to view old demos, set your 'beta' to 'demo_viewer' in the CS:GO betas property panel, in Steam. Don't forget to set it back to 'NONE' when you want to play online again.
    - If you are running SourceMod on your server, you will need to update to the latest version. For details, see: http://www.sourcemod.net/index.php


    [ MINOR CHANGES ]
    - Added some performance improvements for low-end clients.
    - Fixed some fence materials that were allowing players to see through smoke grenades.
    - GOTV spectator UI will now correctly show kevlar and helmet information for players.
    - Avatars will now correctly load for all players when connected to a GOTV server or when watching a demo.
    - Added support to notify players during servers maintenance downtime.
    - Fixed a dedicated server exploit where community dedicated servers could masquerade as official and get players searching for official game modes connected to them (saigns.de)
    - Fixed a rare problem when clients matchmaking for Classic Competitive game could be stuck on green Accept screen
    - Fixed a rare problem when clients could connect to a Classic Competitive game and then later be disconnected for failing to accept the match.
    - Improved algorithm pinging whitelisted dedicated servers when searching for Classic Competitive games, pinging less addresses fixes occasional problems for some customers where address translation tables on their routers would fill up and their routers would fail to route required packets to display the green Accept screen.
    - Added support for mm_dedicated_search_maxping to restrict client's ping when matchmaking for Classic Competitive games. ( Matchmaking algorithm will still be prioritizing best servers to minimize ping of all party members. )
    - Fixed a rare server crash when bots attempted to shoot the bomb defuser.
    - Fixed a client crash when downloading a lot of custom assets from community servers.


    [ NOTES TO MAPMAKERS ]
    - DEATHMATCH:

    - Deathmatch uses the nav mesh to create spawn points. Make sure that your nav is contained within the bounds of your map to ensure that players aren't spawned outside of it. Use map_showspawnpoints to see where spawn points were generated.
    - If you want to use mapper-placed spawnpoints instead of the randomly generated ones, place an info_map_parameters in your map and set usenormalspawnsfordm ("Use Normal Spawns in Deathmatch?) to true.

    These updates pose for big change and improvement for CS:GO. Especially now being able to use deathmatch without any sourcemod plugin.

    Hope you now move onto CS:GO!

    Also here i'll be updating this thread with some videos of the new update from goesea. Their channel is here: http://www.youtube.com/user/goesea?feature=watch
    PISTOL CHANGES



    RIFLE CHANGES

    Cheers
    Last edited by xtra.; 25-01-13 at 04:46 PM.

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  3. #2
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    most anticipated update.
    mtw
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    Will check out recoil soon, hopefully it's not as fked
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    Quote Originally Posted by Undercover Martyn View Post
    Will check out recoil soon, hopefully it's not as fked
    yeah this is the bit the whole world is looking forward to.

    AN ACTUAL PREDICTABLE SPRAY PATTERN!

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    is the spray pattern still the usual T as seen in the other games, and yeah liking this update some things were really needed thanks for this extra didnt know bout this
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    "- Added some performance improvements for low-end clients."

    Thats me, thanks valve
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    Quote Originally Posted by Rebellium View Post
    is the spray pattern still the usual T as seen in the other games, and yeah liking this update some things were really needed thanks for this extra didnt know bout this
    no it is very very different to other counter strikes. i havent got to try this update out yet but i cant wait.
    Quote Originally Posted by Jetpackin View Post
    "- Added some performance improvements for low-end clients."

    Thats me, thanks valve
    suprisingly, thats me too jet! :')

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    Exciting stuff, especially the map workshop!!
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    wow really thats gonna be tricky changing from the t recoil ;L

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    I never got why the incendiary grenade is more expensive than the molotov

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    Quote Originally Posted by Nechayyy View Post
    I never got why the incendiary grenade is more expensive than the molotov
    the main reason being is that CTs are often defending bombsites and if they were very cheap CTs would be able to throw incendiary nade at every chokepoint on the map.

    whereas the only use of molotovs for terrorists are once they have taken control of the bombsite. which doesnt occur every round.

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    Quote Originally Posted by Nechayyy View Post
    I never got why the incendiary grenade is more expensive than the molotov
    I believe it's because for de maps, CTs have the apparent advantage as they don't have to push and they can camp the bombsites but Ts are forced to make the push.

    So I do see why they did it, saying that, I prefer T for most maps and often find it slightly easier, so I don't understand why the AK is $400 cheaper than the M4. (Especially since I find the AK better in every way compared to the M4 in GO, though perhaps with this recent update it has been tweaked).

    Edit: Yep as xtra said
    Last edited by Davey_Boy; 24-01-13 at 09:27 PM.

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    Quote Originally Posted by Davey_Boy View Post
    I believe it's because for de maps, CTs have the apparent advantage as they don't have to push and they can camp the bombsites but Ts are forced to make the push.

    So I do see why they did it, saying that, I prefer T for most maps and often find it slightly easier, so I don't understand why the AK is $400 cheaper than the M4. (Especially since I find the AK better in every way compared to the M4 in GO, though perhaps with this recent update it has been tweaked).
    to add onto that, things on T side are cheaper. ak cheaper than m4. molotov cheaper than incendiary.

    also davey after recent update the m4 is ALOT better in terms of spraying, you can spray and pull down 6-7 bullets and they will all be closely spread.

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  22. #16
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    Quote Originally Posted by xtra. View Post
    to add onto that, things on T side are cheaper. ak cheaper than m4. molotov cheaper than incendiary.

    also davey after recent update the m4 is ALOT better in terms of spraying, you can spray and pull down 6-7 bullets and they will all be closely spread.
    That's good to hear, but the $400 price difference makes no sense to me.

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    AK's are cheaper since competitively, T side is harder than CT side.
    Typically T's would win around 5-6 rounds, so they don't have much money to play around with.

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    Quote Originally Posted by Untouchable View Post
    AK's are cheaper since competitively, T side is harder than CT side.
    Typically T's would win around 5-6 rounds, so they don't have much money to play around with.
    I know that's supposed to be the logic, but I've never really found that while playing. I either find T easier or equal to CT for every de map except Dust 1 (which is a lot easier for CTs) and I prefer CT on Nuke.

    But I guess it must make sense when two teams of equal skill go against each other, something which doesn't happen often in the public servers.

    And then there's the hostage maps where T have a huge advantage on Italy, and an advantage on Office.

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    Quote Originally Posted by Davey_Boy View Post
    I know that's supposed to be the logic, but I've never really found that while playing. I either find T easier or equal to CT for every de map except Dust 1 (which is a lot easier for CTs) and I prefer CT on Nuke.

    But I guess it must make sense when two teams of equal skill go against each other, something which doesn't happen often in the public servers.

    And then there's the hostage maps where T have a huge advantage on Italy, and an advantage on Office.
    this is because you play pub, not competitively

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    Quote Originally Posted by xtra. View Post
    this is because you play pub, not competitively
    Yeah lol, but they should even the prices a bit for casual mode perhaps.

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