The Klik Empire has released 36 videos since CS:GO last received an update worth covering.
So let’s go read some patchnotes.
As expected, they have ‘fixed a spawn bug in competitive mode’, which I covered just
a few days ago on this channel.
I can’t say how they fixed it, but I can say how they haven’t fixed it- the maps
haven’t been changed, and when you’re picking your team and all that, your view
will still go to where the viewcontrol entities are on the level.
So it’s just where your player actually spawns after reconnecting to a server that
has been fixed.
Which is good, cos that’s the proper fix which should apply to all levels from now
on.
This SHOULD cut down on the amount of spawn abuse that we see, but I have been told today
that there are still ways for more devoted cheaters to use to teleport to wherever they
want to, so this might not be the end of it.
And the OTHER exploit they’ve attempted to fix is to disable the cl_showpos command…
unless cheats are enabled.
This command displays your position and angle on-screen.
This has numerous benefits- it can help you to line up very exact pre-planned grenade
throws, and also, the cl_showpos command lets you line up exact angles for stunts like THIS,
which Birkir used to pixel-jump onto this box just here.
Disabling cl_showpos doesn’t STOP you from doing these things, but does disable a very
powerful and easy way of doing them quickly and effectively.
You’ll now need to use your surroundings to line these things up, just as Gabe intended.
Well done to Spunj for pointing this exploit out.
Normally people like being shouted out by Valve in the patchnotes, but in Spunj’s
case, it might not have been such a good thing, as it appears that some people were fond of
this feature.
I hope Spunj hasn’t received anything nasty, but he did feel the need to tweet about it,
showing the message he sent off to Valve in the name of transparency.
He didn’t ask for it to be banned, he merely wanted clarification on if this feature should
be allowed in professional matches.
Well, I guess he got his answer!
If you’re playing a normal match, the pistol rounds have 1 loss bonus per side, meaning
that which ever team loses the pistol round will get 500 more than normal to get them
back on their feet again for the second round.
This has been upped to 2 for short games -and short games only- so it now looks like THIS
when one team wins the pistol round.
The reasons for this whole mess date back quite a long way.
Because short games didn’t used to be a thing, nor did the loss bonuses in the form
that we have them today.
But to summarise: clearly, losing the pistol round in a shorter match with fewer rounds
per side dictated the game’s outcome too greatly, so Valve has reduced the financial
punishment that the losing team receives.
If you want my opinion on this, I don’t see why they couldn’t apply this change
to longer matches, where there’s the same problem but to a lesser extent.
But I guess we’ll see what happens.
There’s a new sticker collection.
Which is fine.
You can see them all here, they’re all currently available for easy inspection from CS:GO’s
main page, but in case you’re watching this video from the year 2027 or whenever, I’ll
leave a link in the description to where you can easily inspect them all in-game.
There was a Molotov throw on Vertigo that would set fire to the room below it, causing
harm to players it really shouldn’t be able to reach.
Valve has fixed this by adding grenade clipping to the rebar on the floor above.
…but this doesn’t fully address the issue either, it seems.
And they’ve updated ar_shoots… and the updates to this map are subtle, to say the
least.
It’s apparent that it’s been rendered with slightly different lighting settings-
the distant trees don’t cast shadows any more, making them stand out more against the
landscape.
And a clip brush has been applied to these rafters, presumably to fix dodgy collision
where peoples’ faces would get stuck in them, or something.
But yeah, subtle changes, and the vague patchnotes to describe it makes me think that Shoots
may have received other small changes over the years and only now have the developers
bothered to update it in-game.
Valve are continuing to gear up for the Steam Deck’s release by optimising CS:GO’s controls
and menus for the device’s many quirks.
I believe this applies to the UI changes in this update as well.
Like I’ve said before, it’s very important for Valve that their own games work well with
the Steam Deck, even a game like CS:GO which you’d think would be the worst sort of game
imaginable to use with a controller.
And last, there was fear that this update broke the bind that makes your character scream
in… pain.
But it’s still there, renamed as something else, proving once and for all that CS:GO
is…
…pay 2 whine.
It requires is a new bind.
It isn’t hard- so get up, and keep these characters coming on radio!
Actually, there is another last thing: thank you to everybody who voted me community member
of the year for the 6th year in a row over on the globaloffensive subreddit!
I have to admit I haven’t been so active there recently, as the focus has shifted more
towards the pro scene which doesn’t overlap with my own content too much.
But it’s lovely to still have the support from the community there, and the many kind
comments that I received have meant a lot to me, and give a meaning to what I do in
my room, on my computer screen.
So thank you.