Valve released the latest in game-altering patches for Counter-Strike: Global Offensive today. Changes to the ‘Accuracy Recovery Rate’ for the primary rifles (M4A4, M4A1-S, AK-47), coupled with the array of sound fixes to pistols, makes this is one of the most impactful updates we’ve seen in some time. Below are the patch notes:
– New accuracy recovery method and new recovery rates for the M4A1-S, M4A4, and AK-47.
– Increased fidelity of firing sounds for P250, Five-Seven, Tec-9, CZ75-Auto, and Dual Berettas.
– Added unique reload and distant sounds for P250, Five-Seven, Tec-9, and Dual Berettas.
– Added defusekit player state to game state integration support.
– cl_weapon_debug_print_accuracy 2 is now a tab delimited formatted output of information.
– Fix a bug that rarely caused a player to be on the wrong team in competitive mode.
– Fix a bug that allowed players to spawn in unexpected (invalid) locations on various maps.
– Added logic to prevent airstalling (where a player appears to float in midair by disrupting their network stream).
– Added sv_clamp_unsafe_velocities convar (default: 1) that community servers can disable to support surfing, etc.
– Misc security improvements.
– Modified report and commend GC logic to clearly signal failure in the case of spoofed reports.
Accuracy Recovery Rate Explained
Valve has split the numerical value for ‘Accuracy Recovery Rate’ into separate variables within the game engine. This will allow them to tune tapping, bursting, and spraying independently from now on.
Accuracy of these values have commonly come up in discussion. The ability to maintain precision while spraying had become more valuable than raw aim in most cases. This change was a crucial step towards reducing spray down engagements and increasing raw aim battles.
It’s been a common theme, recently, for Valve to continue to update their weapon sound effects. Most have been received with much hesitation from the community, and this patch has proven no different.
After some testing, it’s very clear to me that the new pistol sounds will be moderately game changing in the short-term. While the added fidelity of the sound is there, it feels like majority of these new audio files are of the same origin, but with varying pitch. Below are are my observations:
– The P250 sounds like a lightweight airsoft gun. The audible clicking of the slide retracting back and loading a new round into the chamber, is a bit too pronounced.
– The Five-Seven is a throatier variation of the P250. I would almost guess to say that it is the same sound, but modified.
– The CZ75 is reminiscent of a paintball gun, or even comparable to some of the new SMG sounds, which could lead to confusion when making calls.
– The Tec-9 is still, in my opinion, the most distinguishable of them all, and my pick for the best improved.
– Finally we have the Dual Berettas. The new sound is easily recognizable and leaves little room for complaint.
This is a community that doesn’t welcome change with open arms. Like all sound updates prior, it will take some extended play time to dial in your ears before recognizing the disparities between the lot.
Key Miscellaneous fixes
In the past few weeks we have seen a variety of bugs and exploits people have encountered during normal play, many of which have been addressed.
Airstalling was an exploit one could achieve by interrupting their network stream, allowing them to float in place mid-air. Some took advantage of this by utilizing bizarre angles and positional advantage to catch their enemies off-guard.
Another strange bug that players ran into on rare occasions, was the unfortunate spawning with the enemy team at the start of a round.
Both of these issues are claimed to be fixed, according to the patch notes.
Mo’ Patches Mo’ Problems
As is with every patch, countless bugs are already being reported. I’ve listed the most notable below, and will continue to archive them as they arise:
If you enjoyed this patch review or have anything to add, touch base with me on Twitter @csgodevil.