A Valve lançou à momentos mais uma actualização para o Counter-Strike: Global Offensive que traz algumas alterações bastante interessantes para o futuro do jogo.

Já era esperada esta actualização pois a data da Operação Bravo chegava ontem ao fim. Para além do fim desta Operação, a Valve introduziu alguns novos aspectos, como autocolantes onde os utilizadores podem "colar" nas suas armas. Estes autocolantes serão dados aleatoriamente após os jogos, tal como acontece com as armas e caixas.

Para além de inúmeras alterações, podemos também ver que finalmente a Desert Eagle foi mexida, dando a entender que estará melhor do que anteriormente, facilitando assim a sua jogabilidade.

Confere em baixo o changelog total deste novo update:

 
[ 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/Lightmapp.. 
– 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.

 



Que achas destas novas alterações?