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Discussion Update 9/15

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Hey guys new update just came out!
Here's what it includes;

[ 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).

source

I personally like it a lot more, I didn't notice it until I started playing my aim maps, but the M4A1-S I hit a lot more shots now. I'm also loving the new animations! Thoughts?
 
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Sobriquet

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M4A1-S is kill. Rip.

But Zeus is $100 :biggrin:
 
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denz

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M4A1-S is kill. Rip.

But Zeus is $100 :biggrin:

Every Eco, Zeus is ez.

Rip a1, I think ROF is a little low, and could be raised a little. Overall I decided to stick with the a1 instead of a4 due to silencer and try for smarter play. Not such a big deal as I try to AWP as often as possible anyway.

Good job on hit boxes though.
 
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Eycd

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a1 is much better for long range now with the improved spray pattern and slower rof. If you are an A site/mid player a1 still good, but most b sites a4 >>>>. Dualies buff looks good and zeus is viable on pistol and eco rounds now. as you can afford it + armor, good for a first kill due to one shot potential.
 
A

ApexDesigns7S

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M4A1-S I'm gonna have to practice with again now
 
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Dini

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Kind of late. Why did they have to nerf M4A1-S ;-;
 
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Sobriquet

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a1 is much better for long range now with the improved spray pattern and slower rof. If you are an A site/mid player a1 still good, but most b sites a4 >>>>. Dualies buff looks good and zeus is viable on pistol and eco rounds now. as you can afford it + armor, good for a first kill due to one shot potential.
Gonna be a lot more useful for CT than T IMO, corner hiding and such with the zeus ezpz.
 
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Kind of late. Why did they have to nerf M4A1-S ;-;
1 day late, and nobody else posted.. ;-;

M4A1-S I'm gonna have to practice with again now
If you were good with it before, you probably don't have to practice with it.
Always practice anyways, I think that's how I feel it's better (:
 
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Zymic

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They lowered the XP you get after each comp match. I'm not getting over 100 xp anymore...
 
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Ryse

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They lowered the XP you get after each comp match. I'm not getting over 100 xp anymore...
You've probably used all your bonus xp and now you get reduced xp until it resets.
 
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BitTorrent

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They lowered the XP you get after each comp match. I'm not getting over 100 xp anymore...
I usually get 400 exp + weekly bonus which at times can get me 2k a game.
 
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