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CS:GO Hitbox Update (15.9.2015)

shab3y

Hello guys,

 

I believe that a lot of you guys have saw recently the big update for CS:GO, which bought us a lot of improvements, but there was a HUGE "nerfing" of the M4A1-S which cause a big panic over the whole Steam Community Market and thats all. Here is my comment on that (if somebody is interested).

 

As a long-time CS fan and "pro :3 ", i must say the hitbox improvements are very good. Its really easier to hit the enemy, but with the hitbox improvement, some of you guys, and even i am, had improve our aiming, but for good.

 

The downgrading of the M4A1-S was really useless. The recoil of the weapon with and without the silencer are like by the AK-47, and the downgrading of the ROF (Rate of Fire) was totaly stupid, but reducing the armor penetration was (in my eyes) totaly nessesary, now its not so "overpower" like the CS:GO saying it the hole time. The Dual-Berettas are now usefull, and its a great investion in starting rounds of a competitive match.

 

The new animations are totaly nice, but the defusing animation, is a little weird. Those wires, and this "thing" in the hand of a CT, are not so realistic, such as in real-life is.

 

This was my comment on that update, but i want to hear comments of regular and pro CS:GO under the mass of the LTT Community.

 

Here is the complete release note:

 

[ ANIMATION / GAMEPLAY ]
– Replaced all player body animations (Existing character models retained for demo compatibility)
– Replaced all world model weapon animation
– Updated shared player skeleton
– Re-rigged all player model geometry and player scaffold animation
– Updated animation networking to continually synchronize animation state instead of periodically latching
– Player animation sequence selection is now server-initiated
– Added new player states including bomb defusal and ladder climb poses
– Added thirdperson weapon deploy animations to more accurately represent viewmodel deploy state
– Extended all vertical aim matrix ranges to encompass the majority of vertical aim pitch so weapons line up precisely to firing angle
– Added reverse-bone-merge animation support so weapon models can store and play independent animation on the player holding them
– Added support for arbitrary numbers of articulated mechanical parts on world weapon models
– Updated weapon world model articulation points, bodygroup presets, holster positions and reverse-bone-merge skeletons
– Added physics motion to holstered attachment weapon locations
– Added support for non-polygonal capsule-shaped hit volumes, defined by a line segment and radius
– Replaced shared hitboxes with new capsule-based set
– Rebuilt player ragdoll angular constraints, physics hulls, and interaction pairs
– Ragdolls now assume more exact pose of their parent player on physics init
– Re-built animation statemachine to support blending locomotion over any weapon aim or action poses
– Enabled support for dynamic player animation layer re-ordering
– Sequence blendlayers now correctly contribute to computed cyclerate
– Added defuser cables and multimeter model
– Added hlmv support for capsule rendering, submodel attachment previewing, ragdoll constraint limit and bone name rendering, plus numerous small fixes
– Added model format support for named bodygroups, combined physics hulls, activity modifiers and animation system specific metadata

[ UI ]
– Fixed a bug where the mini-scoreboard armor/helmet information was not displaying for coaches
– Added sv_show_voip_indicator_for_enemies server convar. If set, it will make it so the ‘voice chat’ icon shows over enemy players as well as allies when they are using their microphone.
– Added sv_showbullethits feature to visualize server-confirmed hits and near-misses on listen servers

[ RENDERING ]
– Fixed improper stencil state in glow pass rendering

[ GAMEPLAY ]
– Added dynamic player culling to prevent players and weapons poking through thin walls and revealing their position
– M4A1-S:
— Reduced price
— Reduced armor penetration
— Reduced ROF
— Increased base spread

– Zeus x27
— Reduced price to $100

– Dual Berettas
— Increased armor penetration
— Increased range modifier

[ GOTV ]
– Added viewmodel position lerp to gotv camera transitions

[ OVERWATCH ]
– Players can now report enemies for anti-competitive griefing (i.e. deliberately losing).

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m4a1 nerf was not HUGE, armor penetration was not changed and slower fire rate actually compensates the higher recoil. It's just worse from close range.

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The hitboxes are a noticeable change, I land more shots than before. or it could be i changed the batteries in my mouse. 

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The hit boxes seem more "fair" in my opinion now.

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Did this affect the normal M4A4? Last night I hopped on after a month of broken computer and I was getting headshots right and left with the normal M4 for some reason.

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m4a1 nerf was not HUGE, armor penetration was not changed and slower fire rate actually compensates the higher recoil. It's just worse from close range.

the armor penetration was changed

are you see it in the buy menu and in the release post

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the armor penetration was changed

are you see it in the buy menu and in the release post

it hasn't people tested it already, they changed the wrong values, it's the same. And then they hotfixed it and didn't change it again. Armor penetration is the same as it was, Volvo fked up.

Location: Kaunas, Lithuania, Europe, Earth, Solar System, Local Interstellar Cloud, Local Bubble, Gould Belt, Orion Arm, Milky Way, Milky Way subgroup, Local Group, Virgo Supercluster, Laniakea, Pisces–Cetus Supercluster Complex, Observable universe, Universe.

Spoiler

12700, B660M Mortar DDR4, 32GB 3200C16 Viper Steel, 2TB SN570, EVGA Supernova G6 850W, be quiet! 500FX, EVGA 3070Ti FTW3 Ultra.

 

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Did this affect the normal M4A4? Last night I hopped on after a month of broken computer and I was getting headshots right and left with the normal M4 for some reason.

it affected, because the m4a4 have more armor penetration and with its 30 bullets its more usefull for someone, but i stay to m4a1-s

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Still haven't checked that. And probably won't in the near future. :/

"an obvious supporter of privacy"

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