Patch vom 05.02.2014

    • Patch vom 05.02.2014

      Keyfeatures
      • verbesserte Waffen-Balance
      • Operation Bravo beendet
      • Overpass und Cobblestone für jeden verfügbar
      • Rechtsklick bewirkt bei Granaten, dass sie über eine kurze Distanz gerollt werden
      • -> kann mit einem Linksklick kombiniert werden um die Wurfstärke einzustellen
      • Veränderungen an Mirage, Overpass, Inferno, Dust 2 und Assault
      • Sticker, welche an Waffen angebracht werden können


      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.
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