CS:GO

Release Notes for 8/14/2024


Release Notes for 8/14/2024

25 Comments

  1. **[ MAPS ]**

    *Mills*

    * Updated to the latest version from the Community Workshop ([Update Notes](https://steamcommunity.com/sharedfiles/filedetails/changelog/3152430710))

    *Pool Day*

    * Updated to the latest version from the Community Workshop ([Update Notes](https://steamcommunity.com/sharedfiles/filedetails/changelog/3263935964))

    **[ MISC ]**

    * Slightly delayed tagging effects to reduce instances of players experiencing teleportation when taking damage. Delaying tagging results in a smoother experience, however players will have slightly more time to move at full speed when receiving damage. The delay can be adjusted on servers using convar sv_predictable_damage_tag_ticks (default 2)

    * Fixed a case where players could start the bomb plant animation outside of bomb sites

    * Fixed a case where the revolver barrel would rotate erroneously

    * Reduced initial loading times for the Settings and Play menus

    [Counter-Strike.net](https://www.counter-strike.net/newsentry/4254298937819686068) | [Steam event](https://store.steampowered.com/news/app/730/view/4254298937819686068)

  2. References of “snap tap”? `CCSUsrMsg_SnapTapStats` is Valve just collecting stats to make up their mind in the future?

  3. TimathanDuncan

    The tagging thing is huge, the feeling when getting hit is so bad atm and one of the worst things in the game, CSGO had it too you need that in a game but it felt better

  4. Valve must really love French cuisine with the amount of slow cooking they’re doing. Sous vide-ing the shit out of the game. Better Nate than lever, I guess.

  5. DarthReid

    Hmmm, hoping the tagging changes allows for more people to determine what is causing their teleportation problems.

  6. Arisa_kokkoro

    Slightly delayed tagging effects to reduce instances of players experiencing teleportation when taking damage. Delaying tagging results in a smoother experience, however players will have slightly more time to move at full speed when receiving damage.

    WOW,

    can valve fix 100ping enemy??

    First you hear the shot, then you see the enemy , but you are already dead.
    Very consistent experience.

    Not like other fps game I’ve played , 100ping is dogshit , but except CS2.
    I guess it is subtick.

  7. “however players will have slightly more time to move at full speed when receiving damage” – Doesn’t this mean even worse Ferrari peeks

  8. futurehousehusband69

    PLEASE i need some testing on the tagging

  9. Weird_Tower76

    How the fuck are people not raving about the tagging change? It’s literally the single worst thing about subtick and it seems to be a massive step in the right direction.

  10. Original_Mac_Tonight

    Is there any video demonstration of the tagging differences? I won’t be able to play until next week but I’d like to see what’s different

  11. This sounds like some hackish bandaid type shit to me

    Take a deep breath and repeat after me, five times;

    I must not trust high latency clients
    I must not trust high latency clients
    I must not trust high latency clients
    I must not trust high latency clients
    I must not trust high latency clients

  12. St3rMiN4ToR

    Still no mic robotic bug fix :((( This is so fucking annoying

  13. Valve just doesn’t miss with these updates 🔥

  14. kinginprussia

    I don’t care if tagging effects take a couple frames longer if that means I can actually microadjust after getting hit first. Hopefully a solid change – we’ll see.

  15. Tostecles

    >Fixed a case where the revolver barrel would rotate erroneously

    Don’t they mean cylinder?

    Also, deja vu, I know they did this before but I can’t find it lol

  16. TrashManDevito

    I’d be happier with the updates if they didn’t break Faceit for 12 hours each time!!!

    Hope this does fix the tagging issues though.

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