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CS: GO 5th February Patch – Content Analysis

We have had another large update drop for Counter-Strike: Global Offensive which introduces new weapon and map adjustments, performance improvements and a new sticker system.

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This article was originally published on GameSpot's sister site onGamers.com, which was dedicated to esports coverage.

Front End Changes

Changelog

STICKERS

  • Added Sticker Capsules. Each capsule contains one sticker out of a series of sticker designs.
  • Sticker Capsules can be received as drops at the end of matches, and are opened using a Sticker Capsule Key.
  • A sticker can be applied to any gun, and each gun can hold multiple stickers.

MISC

  • Several adjustments to improve performance for a range of hardware configurations.
  • Ended Operation Bravo.
  • Overpass and Cobblestone maps are now available to everyone.
  • Removed the following items from the store:
  • - Season's Gifts. They are still marketable on the Community Marketplace and remain fully functional.
  • - Operation Bravo Passes. They are still marketable on the Community Marketplace and can be redeemed for an Operation Bravo Coin.
  • Doing an ent_create now orients the created entity opposite the player's orientation so it's facing the player.
  • Added a new material type called 'Lightmapped_4WayBlend' that can be used on displacements. Documentation can be found here: https://developer.valvesoftware.com/wiki/Lightmapped_4WayBlend
  • Added more diagnostic information for buffer overflows in network channel.

UI

  • Removed rouge [sic] pixel on mode map selection UI.
  • Added player teammate colors in Competitive Mode that displays a unique color per teammate in the radar, playercount panel, scoreboard and the arrow over their head (can be toggled offline with cl_cmm_showteamplayercolors).
  • Reduced translucency of avatars in playercount panel and did some minor visual updates.
  • Enemies icons on radar are now a different shape than teammates.
  • Hostages on radar now have an H in the dot and never rotate.
  • Added sort method 'Equipped' to the Inventory.
  • Added a setting to Game Options that allows hiding Team Tags in death notices.
  • Team tags now scale to fit in the scoreboard and no longer overlap ping or get get cut off.
  • Fixed an issue where sometimes no live games could be found in the Watch panel for the first minute after game launch.

GAMEPLAY

  • All grenades now have a secondary fire that throws an underhand grenade a short distance in front of the player.
  • - Secondary fire can be combined with primary fire to precisely adjust the strength of the throw.
  • Weapon balance has been adjusted:
  • - Improved Desert Eagle accuracy recovery
  • - Improved Sg553 and AUG rates of fire.
  • - Improved Sg553 and AUG scoped control ( reduced inaccuracy and recoil ).
  • - Increased movement inaccuracy on all automatic weapons by 50%.
  • - Movement inaccuracy when walking is now calculated differently, resulting in better walking accuracy across the board.
  • sv_airaccelerate has been slightly increased.

MAPS

Mirage

  • Fixed a bug where you could peek over a crate at CT stairs.
  • Added a peek position in Bombsite A connector, towards Palace exit.
  • Clipped benches inside palace.
  • Fixed some boost/exploit spots (Thanks F3RO!).
  • Breakable metal panels can no longer be shot through without triggering break effect.
  • Made it easier to get into hole leading to CT sniper window.
  • Made it easier to move over cart leading to B route from CT spawn.
  • Reworked cover in Bombsite A.
  • Reworked cover in Bombsite B.

Overpass

  • Changed cover in playground.
  • Fixed smoke sorting on water.
  • Made players easier to see in park connector stairs.
  • Raised upper park divider to prevent peeking over it.
  • Increased ambient lighting.
  • Made bridge near Bombsite B twice as wide.
  • Made it easier to spot players in T side of canal.
  • Simplified the layout of Bombsite B slightly.
  • Removed small tree at CT side of upper park.
  • Blocked visibility through truck in Bombsite A.
  • Tweaked soundscape.
  • General optimizations.

Inferno

  • Fixed a bug where players could get stuck in ceilingfans.
  • Fixed some areas where thrown C4 could get stuck.
  • Increased brightness slightly in hallway leading to balcony in Bombsite A.
  • Fixed gaps that players could see through in Bombsite B.
  • Made wall penetration in construction more consistent (Thanks Pawlesslol!).
  • Nerfed the refire rate on the churchbells (changed from infinite dings per second to 1 ding per second).
  • General optimizations.

Dust 2

  • Removed dark texture near tunnel stairs.
  • Removed sky collision over building near T spawn.
  • Covered up shadow that looked like a player near CT spawn.
  • Fixed invisible ledges on curved corners.

Assault

  • Fixed various graphical bugs.
  • Fixed bugs related to prop_physics_multiplayer.
  • Added a CT van to CT spawn.
  • Fixed an exploit where players could get out of the map.

Weapon Model Updates

Drag the slider all the way to the right to reveal the updated version of the weapon model.

SSG 553

P250

Map Updates

Drag the slider all the way to the right to reveal the updated version of the map.

Mirage

Fixed a bug where you could peek over a crate at CT stairs.

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Added a peek position in Bombsite A connector, towards Palace exit.

Breakable metal panels can no longer be shot through without triggering break effect.

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Made it easier to get into hole leading to CT sniper window.

Made it easier to move over cart leading to B route from CT spawn.

Reworked cover in Bombsite A.

Reworked cover in Bombsite B.

Overpass

Changed cover in playground.

Made players easier to see in park connector stairs.

Raised upper park divider to prevent peeking over it.

Increased ambient lighting.

Made bridge near Bombsite B twice as wide.

Made it easier to spot players in T side of canal.

Simplified the layout of Bombsite B slightly.

Removed small tree at CT side of upper park.

Blocked visibility through truck in Bombsite A.

Other changes.

Inferno

Increased brightness slightly in hallway leading to balcony in Bombsite A.

Fixed gaps that players could see through in Bombsite B.

Made wall penetration in construction more consistent.

Dust 2

Removed dark texture near tunnel stairs.

Fixed invisible ledges on curved corners.

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Other misc changes.

Boosting onto this door will no longer reveal other parts of the map due to lack of rendering.

Assault

Added a CT van to CT spawn.

Weapon Changes

The patch has also introduced some new weapon balancement, you can see the raw value changes below and what they effect.

Weapon NameOld ValueNew ValueComments
AK-47InaccuracyMove = 117.06InaccuracyMove = 175.06Movement inaccuracy increased by 50%.
AUGCycleTime = 0.10CycleTime = 0.08Minimum time between shots decreased.
AUGInaccuracyMove = 90.45InaccuracyMove = 135.45Movement inaccuracy increased by 50%.
AUGSpreadAlt = 0.50SpreadAlt = 0.30Scoped fire now has less spread than standard.
AUGInaccuracyMoveAlt = 70.45InaccuracyMoveAlt = 105.45Movement inaccuracy increased by 50% (alt fire).
AUGDidn't existRecoilMagnitudeAlt = 14Scoped fire now has less recoil than standard.
PP-BizonInaccuracyMove = 18.57InaccuracyMove = 27.57Movement inaccuracy increased by 50%.
Desert EagleRecoveryTimeCrouch = 0.489927RecoveryTimeCrouch = 0.439927Accuracy recover time when crouched.
Desert EagleRecoveryTimeStand = 0.8912RecoveryTimeStand = 0.7912Accuracy recover time when standing.
M249InaccuracyMove = 106.25InaccuracyMove = 156.25Movement inaccuracy increased by 50%.
M4A4InaccuracyMove = 92.88InaccuracyMove = 137.88Movement inaccuracy increased by 50%.
M4A4InaccuracyMoveAlt = 82.00InaccuracyMoveAlt = 122.00Movement inaccuracy increased by 50% (alt fire).
MAC-10InaccuracyMove = 15.99InaccuracyMove = 24.99Movement inaccuracy increased by 50%.
MP7InaccuracyMove = 26.86InaccuracyMove = 39.86Movement inaccuracy increased by 50%.
MP9InaccuracyMove = 13.04InaccuracyMove = 19.04Movement inaccuracy increased by 50%.
NegevInaccuracyMove = 109.14InaccuracyMove = 159.14Movement inaccuracy increased by 50%.
P90InaccuracyMove = 21InaccuracyMove = 31Movement inaccuracy increased by 50%.
SG 553CycleTime = 0.11CycleTime = 0.09Minimum time between shots decreased.
SG 553InaccuracyMove = 91.01InaccuracyMove = 136.01Movement inaccuracy increased by 50%.
SG 553SpreadAlt = 0.50SpreadAlt = 0.30Scoped fire now has less spread than standard.
SG 553InaccuracyMoveAlt = 91.01InaccuracyMoveAlt = 136.01Movement inaccuracy increased by 50% (alt fire).
SG 553Didn't existRecoilMagnitudeAlt = 19Scoped fire now has less recoil than standard.
UMP-45InaccuracyMove = 19.76InaccuracyMove = 28.76Movement inaccuracy increased by 50%.

Grenade Secondary Fire

All grenades now have a secondary fire that throws an underhand grenade a short distance in front of the player. Secondary fire can be combined with primary fire to precisely adjust the strength of the throw.

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Demonstration

In this clip the secondary fire is used first, then the secondary fire with primary fire combined and then finally your standard primary fire throw.

Sticker Capsule

Sticker Capsules are new series of items that will drop when you play CS:GO like Weapon Case. Capsules contain one sticker (out of several different designs), and can be opened with a special Sticker Capsule Key. Any sticker can be applied to any weapon you own, and you can apply multiple stickers to a single weapon.

Like nametags, stickers let you customize your favorite weapon. You can remove a sticker using the new ‘scrape sticker’ option – your sticker will get worn down each time you click, and will eventually be removed entirely.

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Container Series #9

Contains one of the following:
Lucky 13
Aces High
I Conquered
Seek & Destroy
Black Dog
Fearsome
Cerberus
Easy Peasy
Luck Skill
Vigilance
Aces High (Holo)
Fearsome (Holo)
Vigilance (Holo)
Lucky 13 (Foil)
Luck Skill (Foil)

Opening & Using The Stickers

The Sticker Capsule acts like a normal Weapon Case with stickers instead of weapons.

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The key for the Sticker Capsule is much cheaper than a standard Weapon Case key.

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The prize.

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Using the sticker from your inventory.

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The stickers can be applied on any of your weapons and can be featured in a number of locations.

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You can also stack different stickers.

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The Stickers

Lucky 13

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Aces High

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I Conquered

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Seek & Destroy

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Black Dog

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Fearsome

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Cerberus

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Easy Peasy

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Luck Skill

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Vigilance

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Aces High (Holo)

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Fearsome (Holo)

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Vigilance (Holo)

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Lucky 13 (Foil)

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Luck Skill (Foil)

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UI Updates

Added player teammate colors in Competitive Mode that displays a unique color per teammate in the radar, playercount panel, scoreboard and the arrow over their head (can be toggled offline with cl_cmm_showteamplayercolors).

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Enemies icons on radar are now a different shape than teammates.

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Hostages on radar now have an H in the dot and never rotate.

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Added a setting to Game Options that allows hiding Team Tags in death notices.

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Team tags now scale to fit in the scoreboard and no longer overlap ping or get get cut off.

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Added sort method 'Equipped' to the Inventory.

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Back End Changes

Updated Strings

Cases have been renamed to Containers.

"Item_FoundInCrate" " %s1 has opened a container and found: %s2"

"CSGO_Type_WeaponCase" "Container"

"Attrib_SupplyCrateSeries" "Container Series #%s1"

"TF_Tag_Crate" "Container"

"SFUI_InvTooltip_Crate" "You must use the <b>%s1</b> to open this container"

Updated string to reflect the end of Operation Bravo.

"CSGO_Ticket_CommunitySeasonTwoAutumn2013_Desc" "The Operation Bravo event ran from September 19th, 2013 to February 5th, 2014. This pass no longer grants access to an Operation, but may be redeemed for a commemorative Operation Bravo Coin."

Sticker strings.

"CSGO_crate_sticker_pack01" "Sticker Capsule"

"CSGO_sticker_crate_key_1" "CS:GO Capsule Key"

"CSGO_sticker_crate_key_1_desc" "This key will open any Valve Series Capsule."

"CSGO_Tool_Sticker_Desc" "This sticker can be applied to any weapon you own and can be scraped to look more worn. You can scrape the same sticker multiple times, making it a bit more worn each time, until it is removed from the weapon."

"SFUI_InvUse_Remove_Stickers_Warning" "Remove all stickers applied to this item?n(Previously applied stickers will be discarded)"

"SFUI_InvUse_Apply_Stickers_Warning" "Are you sure you want to apply this sticker?"

"SFUI_InvUse_Remove_Stickers" "Remove All Stickers"

"SFUI_InvUse_Stickers_Full" "All Sticker positions are being used"

"SFUI_InvUse_Header_Sticker_Wear" "Scrape Sticker"

"SFUI_InvUse_Items_InStickerBox_Header" "Items that might be in this Sticker Capsule:"

"SFUI_Sticker_Remove" "Remove Sticker"

"SFUI_Sticker_Remove_Desc" "Scraping this sticker further will remove it from the item and it will be destroyed."

"SFUI_Sticker_Wear_Warning" "Scraping a sticker will make it look more worn. You can scrape the same sticker multiple times, making it a bit more worn each time. Scraping a sticker enough will remove the sticker.n<font color='#ff0000'>The results are permanent!</font>"

"SFUI_Sticker_Wear_Warning_Full" "No more stickers can be added to this item. Scrape off an existing sticker to make room for a new one."

"SFUI_Sticker_Wear_How_To" "Clicking on a sticker will increase its wear a little bit. Scrape it enough and the sticker will be removed.n<font color='#ff0000'>There is no undo and the results are permanent.</font>"

New settings.

"SFUI_Settings_UniqueTeammateColors" "Show Teammate Colors in Competitive"

"SFUI_Settings_ClanTag_In_Death_Notice" "Display Team Tags In Death Notices"

Other Changes

There is a new first person weapon pedestal in the files now which is used as a background for a number of weapons when applying stickers.

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Operation Charlie

The map voting system continues to be present in game allowing you to vote on the next set of maps to be used in Operation Charlie. The CS: GO blog revealed today the first map that has made it into the collection: Cache.

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