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Steam News25 August 20205y ago

Patch 20238

Added Hidden, Right handed & mirrored weapon mode Steam Achievements Changed Lower volume reload saiga, ak Add 18% random offset to individual spray pattern shot Bomb speaker range 38 -> 46m Hostages receive 25% more da

In this update15

Full notes

Full TO4: Tactical Operations update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

7 fixes12 additions44 changes4 removals
  • Gameplay
  • Balance
  • Server
  • Fixes
  • Maps
  • Store
changedAddedHidden, Right handed & mirrored weapon mode
changedChangedLower volume reload saiga, ak
addedChangedAdd 18% random offset to individual spray pattern shot
changedChangedHostages receive 25% more damage
changedChangedReduce falling damage threshold / multiplier
changedWeapon balancingGenerally lower TTK for full auto weapons; RPM & basedamage increased (details on the bottom of this article)
Player gravity2.0252.130Player gravity increased, buffRunning speed600610Running speed increased, buffBraking Deceleration4001500Braking Deceleration increased, buffGround Friction9.58.5Ground Friction decreased, nerf

TO4: Tactical Operations changes

changedHidden, Right handed & mirrored weapon mode
changedLower volume reload saiga, ak
addedAdd 18% random offset to individual spray pattern shot
changedHostages receive 25% more damage
changedReduce falling damage threshold / multiplier

Added

  • Hidden, Right handed & mirrored weapon mode

  • Steam Achievements

Changed

  • Lower volume reload saiga, ak

  • Add 18% random offset to individual spray pattern shot

  • Bomb speaker range 38 -> 46m

  • Hostages receive 25% more damage

  • Bomb defuse and hacking panels give score points (12 total, equally distributed to all involved players)

  • Reduce falling damage threshold / multiplier

Weapon balancing

  • Generally lower TTK for full auto weapons; RPM & basedamage increased (details on the bottom of this article)

  • Slightly increase spread on most full auto weapons, reduced on MP5 & FAMAS

Movement balancing

  • The goal is to make the movement feel more responsive while trying to prevent "chaotic" situations

  • Player gravity 2.025 -> 2.130

  • Running speed 600 -> 610

  • Braking Deceleration 400 -> 1500 (player stops faster)

  • Ground Friction 9.5 -> 8.5 (faster direction changes while running)

  • Acceleration 1950 -> 2025

Fixed

  • Nade spawn clipping through thin walls

  • Delayed nade spawn into next round possible

  • Map switch bug (CTF / TDM servers)

  • Minimap hacking panel marker not visible

  • SpecHUD scope overlay

  • Outline visible in water

  • Init money after swap teams, inverse round winner array & swap team score

MAP-Blister

  • Fixed the LOD (popping effect) on the carpets on the floor (plum0)

  • Added extra buildings near lower bombspot. This prevents SF from create a rain of nades onto the left hallway from Terrorist towards lower bombspot (ccKane / plum0)

  • Closed the little gap in between boxes on left corridor towards lower bombspot (seen from terrorist) (kummelmuck)

  • Fixed the hole in the wall on palm tree area (ccKane)

Smoothen movement / blocked obstacles:

  • Board on the wall on the outside ring of lower bombspot (ghosty)

  • Little area on SF side, where you enter the tunnel of middle area (ghosty)

  • Wall segment in the tunnels near palm tree (wingah / ghosty)

  • Lower wall on high bombspot in sniper lane (ccKane)

MAP-Drought

  • Changed skylight bpadded a bit more light to the map in general

  • New light positioning on both terror and sf entrances

MAP-TrainYard

  • Windows on the train now block bullets (Kummelmuck)

  • Removed the hole in the floor towards the main entrance on bombspot A (ccKane)

  • Changed the ladders system towards the balcony on bombspot B. Its now part of a semi-trick-jump (wingah / kummelmuck)

  • Removed the text from the Oil reservoirs (for some reasons this keeps popping up through all other walls and meshes :D) (Remus)

  • Added more general lighting from: PostProcess Gain on Global Color (1.3 to 1.5), SkyLight (Intensity 1.2 to 1.5)

MAP-TrooperII

  • Changed Mid building floor (nades where getting slowed down)

  • Corrected a blocking volume at the elevator

  • Rearranged boxes on elevator corridor

  • Reduced elevator delay time by 0.3 (Kummelmuck)

  • Blocking volumes blocking nades fixed (pLum0, koystikojo)

  • Getting stuck on spawn fixed (pLum0)

  • Getting stuck on lower mid building on the stairs

  • More damage added, decals and props

MAP-Followthemoney

  • Removed the collision in the staircases, where you could walk on the ledge (kummelmuck)

  • Added breakable glass to some interior windows (testing phase)

MAP-Fueled

  • Added a little stairs in the canals, next to the bridge. This way you can get from canals into Terrorist spawn (Kummelmuck)

  • Replaced the red tank in the canals, now its slightly more easy to make the jump from the tank to the normal grounds (Kummelmuck)

  • Added some extra details to the canals

MAP-RapidWaters

  • Block railing on Terrorist side of low water ladder exit (ccKane)

  • Changed the railing of high-bridge. Less blocking points, mainly to have a better overview towards water entrance, terrorist side

  • Changed the plants on the high-bridge, giving better sight on all sides

  • Made the water entrance on Terrorist base smaller; easier to spot enemies

  • Slightly less opacity on the water; players are harder to see. There has also been a fix on character model skins that would help here. Needs testing

  • Gave the door meshes a little more thickness

  • Replaced the Terrorist sides waterfall rock, giving a little more space for a player to move there unseen (remus)

  • Reworked some rocky areas below (espcially lower bridge) to prevent fall damage from the bridge to the rocks below / in the water (remus)

  • Removed some water plants for better sight underwater

  • Added cover near the stairs on Terrorist side water ladder (also blocking OP spot on the ladder into Main Area with this (ccKane)

MAP-Arena-LockDown

  • Gave general light a little boost - easier to spot enemies

  • Gave a minimal amount of light to the little tunnel in the middle (it was pitch black)

  • Fixed the broken material of the little stuff laying on the floor (Remus)

MAP-Arena-RGB

  • Changed the box material back to standard grey (Remus)

  • Fixed the strange seam on the material when boxes where on each other (Remus)

  • Added an extra cover box, directly left from SF spawn

  • Moved the little box, directly right from Terrorist base slighlt closer to the larger box. You can now make the jump on the larger box

MAP-Arena-KillThemAll

  • New Look WIP

Weapon balancing comparison

Steam post image Steam post image TTK Steam post image Steam post image Weapon spread Steam post image Steam post image Base damage Steam post image RPM

Source

Steam News / 25 August 2020

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