CS:GO has gotten another big update- the second time in under a week this has happened.
Something that might finally make the game playable is the option to view other people’s
custom crosshairs. You can now borrow ideas from the top-fragger, or get inspiration from
strange setups to give you a gameplay advantage. You’ll be able to configure your crosshair
to be the same as theirs in the scoreboard, using this option.
I’m still unsure whether a crosshair can make you play better, but there definitely
are a few configs that you should avoid using. But still, it’s a nice customization feature
to have. You don’t HAVE to use this- the option can
be configured just here in the game’s options menu. You can disable the option completely
if you like. Or you can limit it to friends and family and whoever you’re queuing with.
Or you can view everybody’s crosshairs. By default it’s set so you’ll only see
your party’s. There was a post on the CS:GO subreddit a few weeks ago discussing this
feature in Valorant and saying it would be cool to have in the game. So I guess that
Valve has listened, stealing a feature from a game that, let’s face, has already borrowed
quite a lot from Counter-Strike. This next thing may change the gameplay a
little bit more- and that’s a new weapon parameter called ‘inaccuracy jump apex’,
which for now, only the deagle’s using. But because there are so many factors which
make up your jumping accuracy, I’ll just explain how the deagle’s changed, step by
step. Immediately after you jump, the deagle will
be really inaccurate because of another change to its properties in this update that Valve
didn’t mention. Its accuracy remains poor for the duration
of the jump, because it’s using the old AND new inaccuracy, combined. In short: don’t
bother jump-shooting because the bullet could end up going anywhere on your screen.
And then, after you’ve landed, its accuracy will suddenly become a lot better again because
the new parameter forgets about the jump immediately after you’ve landed.
Really, I could spend a whole video talking about how this could change things, but since,
right now, it’s only being used on the deagle, and because the old system is still active,
I’m going to wait for the next update before I talk about it more because honestly I don’t
think even Valve know what they’re going to do with it right now. It might be rolled
out for all weapons, it might replace the old parameter completely. There’s even another
new parameter they haven’t used yet for choosing your inaccuracy the moment after
landing. All you need to know is that Slothsquadron
is happy with this change, saying it’s how he would have wanted jumping inaccuracy calculated
in the first place, and now there’s this feature, he’ll be adding it to a future
iteration of his weapon balance mod. The old system meant that dropping off a small prop
like this crate on Dust2 would punish your accuracy, even for a while after landing.
But the new one would be more forgiving, returning to standard inaccuracy the moment after landing
again.
There’s also another change to the weapons behind the scenes. It now remembers weapon
stats, cooling inaccuracy down even when they’re not equipped. You know how players would quickly
switch from the deagle and back to it again to reset its accuracy more quickly? This update
means there’s no point anymore because the weapon will regain accuracy at the same rate,
whether you’ve got it equipped or not. It will only make a difference to guns with high
recovery times such as the deagle and m249 but just so you know, there’s no longer
a gameplay benefit to quick-switching weapons for this reason.
Let’s face it, warmups are a confused period before a match in Counter-Strike. What are
you supposed to do for those almost 5 minutes while you’re waiting for that 10th person
to connect? Some people remain AFK, while others rush to the other team’s spawn to
assert dominance over said AFKers. I feel like they should have changed warmup to deathmatch
and been done with it. But this update sees the first step towards a more interesting
warmup period- in WINGMAN, on Train and Vertigo only, you’ll be placed into a 1v1 arena.
You can see footage of me playing here with a crosshair that my teammate later judged
me for in-game. Funny thing is, by then I had stolen the enemy’s one which proved
to be a lot better, so maybe your crosshair won’t update on other people’s screens
if you change it mid-match. If that IS the case, then be sure to choose the stupidest
one you can before entering a game to impress your teammates when you eventually do something
awesome, like killing an enemy. I expect digital-stalking-to-steal-crosshairs will become rather popular, for the Counter-Strike
player who must have it all, including Get_Right’s actual crosshair. Back to wingman now- you
seem to always spawn in the same room as the same enemy, resetting between duels with different
weapons, though I think these maps need some balancing because I kept losing. Valve pls
fi But these new rooms are good news for active
players because it means you won’t have to go so far to reach the AFKers, and if the
other team’s willing you might even get a decent 1v1 out of it. It just means that
more time can be spent playing the game, rather than waiting or running about. And it means
that rivalries can be forged even before the first round begins.
It doesn’t matter at all, but I know you want to know- where are these rooms situated?
Well, on Vertigo they’re situated on the sunny side of the building, but they’re
not actually part of it. They’re floating in the air just above the building you can
see down here. There are 5 of them, each about 1000 units above the other.
Here is the view from all 5 of them. The bottom is still a long way up, but close enough to
the building below to really see the limitations with the skybox’s graphics. You can’t
jump out of these places since the view of the city is actually just a solid wall.
There’s no way of seeing these from the proper map, and they’ll have 0 impact on
performance, though it might inflate the map’s filesize, and could take a fraction of a second
longer to load the map up. You’ll never believe this but there are
also 5 on Train- and they’re situated behind bombsite B, not in the train station where
you might have expected it to take place. Not that it matters in the slightest.
In the future we might see them added to more maps, and the fact there’s 5 of them suggest
that it could be rolled out to competitive mode in the future. Also, it says that’s
their plan on this update’s blog post. Oh yeah and there are 7 new music kits. And
stat-trak ones, because why not. But why? Their anthems will play when inspected on
the main menu, even if all music is turned off in-game.
There are also many map changes which I’ll reserve for another video. But it looks like
they haven’t given up on Vertigo just yet.