* 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
References of “snap tap”? `CCSUsrMsg_SnapTapStats` is Valve just collecting stats to make up their mind in the future?
Darkspark322
Major stickers finally removed
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
DrunkLad
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.
Konrad62
Major stickers are gone
Tomico86
New content where?!
DarthReid
Hmmm, hoping the tagging changes allows for more people to determine what is causing their teleportation problems.
m_bechterew
Fixed optimization for more fps…NOT.
yar2000
THE NETCODE FIX LETS GOOOO
inflamesburn
tagging change could be nice
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.
plO_Olo
“however players will have slightly more time to move at full speed when receiving damage” – Doesn’t this mean even worse Ferrari peeks
futurehousehusband69
PLEASE i need some testing on the tagging
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.
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
FazeXistance
Broke retake servers with this one
eakeak
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
St3rMiN4ToR
Still no mic robotic bug fix :((( This is so fucking annoying
xSp1Cy
Valve just doesn’t miss with these updates 🔥
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.
ripinpiecez
Were gonna get gta 6 before a cs2 operation
mcmiller1111
fridge.gif
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
TrashManDevito
I’d be happier with the updates if they didn’t break Faceit for 12 hours each time!!!
25 Comments
**[ 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)
References of “snap tap”? `CCSUsrMsg_SnapTapStats` is Valve just collecting stats to make up their mind in the future?
Major stickers finally removed
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
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.
Major stickers are gone
New content where?!
Hmmm, hoping the tagging changes allows for more people to determine what is causing their teleportation problems.
Fixed optimization for more fps…NOT.
THE NETCODE FIX LETS GOOOO
tagging change could be nice
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.
“however players will have slightly more time to move at full speed when receiving damage” – Doesn’t this mean even worse Ferrari peeks
PLEASE i need some testing on the tagging
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.
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
Broke retake servers with this one
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
Still no mic robotic bug fix :((( This is so fucking annoying
Valve just doesn’t miss with these updates 🔥
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.
Were gonna get gta 6 before a cs2 operation
fridge.gif
>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
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.