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L'ultimo ESL One di Colonia è stato la goccia che ha fatto traboccare il vaso. Con il 96% dei giocatori professionisti che ha preferito usare l'M4A1-S al posto dell'M4A4, Valve ha deciso di prendere dei provvedimenti per ribilanciare i due più importanti fucili appartenenti al side CT. Per farlo senza scatenare troppo l'ira della community ha prima addolcito la pillola, riportando il prezzo dell'M4A1-S a 3100 (precedentemente era stato alzato a 3200), e poi c'è andata giù pesante riducendo l'armor penetration, il ROF e aumentando lo base spread. In pratica adesso l'M4 silenziato ha un firerate più basso (600RPM al posto di 667RPM, lo stesso l'AK-47) che si traduce soprattutto in una minore efficienza nei duelli da vicino ed ha una minore penetrazioni sui nemici equipaggiati con il kit Elmetto+Kevlar (alla massima distanza adesso occorre fare un headshot e due colpi al petto per abbattere un nemico full-armored). L' M4A1-S resta ancora una delle migliori armi per i duelli da lontano ma adesso chi predilige uno stile di gioco aggressivo o vuole coprire un bomb site in solitaria opterà quasi sicuramente per l'M4A4.

 m4a1-s

Le altre modifiche introdotte con la patch 1.35.0.0 (dal peso di 103MB) riguardano il potenziamento della dual-berettas (WeaponArmorRatio 1.05 -> 1.15 e RangeModifier 0.75 -> 0.79), l'abbassamento del costo dello Zeus (400 -> 100), un nuovo sistema di animazione nei movimenti (salita e discesa delle scale, camminata, disinnesco, ecc) ed alcuni fix all'hitbox.

 

Di seguito il changelog completo.

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).

Pubblicato in: News, Gaming
Tags: csgo

OkNotizie
Michele Carasia
Autore: Michele Carasia
Esperto in:
Schede video, CPU, overclock, videogames
E' stato newser e reviewer per importanti portali italiani occupandosi in particolare di schede video e processori. Appassionato anche di overclock e videogames.
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