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CS:GO PRERELEASE update for 9/12/17 (9/13/17 UTC)
1
#1
Patch Notes
0 Frags +

Via the CS:GO blog:

ValveThe following changes are in the “1.36.0.3-rc1” CS:GO Beta depot.
[GAMEPLAY]
– Significantly reduced unarmored aimpunch.
– Additional changes to pistols with the goal of emphasizing skillful use of the weapons.
– Glock: Slight adjustments favoring accurate players who close the distance to their opponent.
— Increased base damage
— Reduced damage at longer distances
— Slightly improved accuracy while firing rapidly
— Slightly improved accuracy while moving
– P250: The P250 has been adjusted to reward longer-distance engagements, particularly against unarmored opponents.
— Increased base damage
— Reduced armor penetration
— Improved damage at longer distances
— Reduced accuracy while moving

Rumor has it:

- Wish to opt in? Right-click on CS:GO in your Steam library, go to Properties, go to the Betas tab, then select "1.36.0.3-rc1"
- If you don't see this branch offered, restart Steam
- To opt in for servers: run "app_update 740 -beta 1.36.0.3-rc1" in SteamCMD

- Size is close to 5 MB

Via [url=]the CS:GO blog[/url]:

[quote=Valve]The following changes are in the “1.36.0.3-rc1” CS:GO Beta depot.
[GAMEPLAY]
– Significantly reduced unarmored aimpunch.
– Additional changes to pistols with the goal of emphasizing skillful use of the weapons.
– Glock: Slight adjustments favoring accurate players who close the distance to their opponent.
— Increased base damage
— Reduced damage at longer distances
— Slightly improved accuracy while firing rapidly
— Slightly improved accuracy while moving
– P250: The P250 has been adjusted to reward longer-distance engagements, particularly against unarmored opponents.
— Increased base damage
— Reduced armor penetration
— Improved damage at longer distances
— Reduced accuracy while moving[/quote]

Rumor has it:

- Wish to opt in? Right-click on CS:GO in your Steam library, go to Properties, go to the Betas tab, then select "1.36.0.3-rc1"
- [b]If you don't see this branch offered, restart Steam[/b]
- To opt in for servers: run "app_update 740 -beta 1.36.0.3-rc1" in SteamCMD

- Size is close to 5 MB
2
#2
4 Frags +

aimpunch be gone

aimpunch be gone
3
#3
4 Frags +

aimpunch is fucking gross and i hope its drastically reduced

aimpunch is fucking gross and i hope its drastically reduced
4
#4
4 Frags +

why are they nerfing aimpunch its in a perfectly fine spot for how often teams win eco rounds

why are they nerfing aimpunch its in a perfectly fine spot for how often teams win eco rounds
5
#5
0 Frags +

glocks not nerf guns anymore? idk how damage is calced in cs (the armor penetration to base damage ratio or whatever)

glocks not nerf guns anymore? idk how damage is calced in cs (the armor penetration to base damage ratio or whatever)
6
#6
0 Frags +
Spuwhy are they nerfing aimpunch its in a perfectly fine spot for how often teams win eco rounds

With the p250, and tec9 nerfed, ecos aren't as good as they used to be (although this could make the five seven very useful...) Like now deagle and five seven are better options for low buys and if you miss your first shots you're probably dead anyway.

[quote=Spu]why are they nerfing aimpunch its in a perfectly fine spot for how often teams win eco rounds[/quote]
With the p250, and tec9 nerfed, ecos aren't as good as they used to be (although this could make the five seven very useful...) Like now deagle and five seven are better options for low buys and if you miss your first shots you're probably dead anyway.
7
#7
3 Frags +
BonzeyeSpuwhy are they nerfing aimpunch its in a perfectly fine spot for how often teams win eco roundsWith the p250, and tec9 nerfed, ecos aren't as good as they used to be (although this could make the five seven very useful...) Like now deagle and five seven are better options for low buys and if you miss your first shots you're probably dead anyway.

cz is still strong as fuck, and 5-7 can 1 shot headshot at short range while moving, with incredible accuracy

CT ecos are still gross

[quote=Bonzeye][quote=Spu]why are they nerfing aimpunch its in a perfectly fine spot for how often teams win eco rounds[/quote]
With the p250, and tec9 nerfed, ecos aren't as good as they used to be (although this could make the five seven very useful...) Like now deagle and five seven are better options for low buys and if you miss your first shots you're probably dead anyway.[/quote]
cz is still strong as fuck, and 5-7 can 1 shot headshot at short range while moving, with incredible accuracy

CT ecos are still gross
8
#8
2 Frags +
BonzeyeSpuwhy are they nerfing aimpunch its in a perfectly fine spot for how often teams win eco roundsWith the p250, and tec9 nerfed, ecos aren't as good as they used to be (although this could make the five seven very useful...) Like now deagle and five seven are better options for low buys and if you miss your first shots you're probably dead anyway.

in the hands of a player above silver, the new tec9 is arguably improved, even when running

[quote=Bonzeye][quote=Spu]why are they nerfing aimpunch its in a perfectly fine spot for how often teams win eco rounds[/quote]
With the p250, and tec9 nerfed, ecos aren't as good as they used to be (although this could make the five seven very useful...) Like now deagle and five seven are better options for low buys and if you miss your first shots you're probably dead anyway.[/quote]
in the hands of a player above silver, the new tec9 is arguably improved, even when running
9
#9
2 Frags +

P250 smoke and flash new pistol meta

P250 smoke and flash new pistol meta
10
#10
0 Frags +

Question is can you still oneshot opponents with helmet at close range with P250?

Question is can you still oneshot opponents with helmet at close range with P250?
11
#11
2 Frags +
SlothSquadronhttps://www.reddit.com/r/GlobalOffensive/comments/6zs5ff/in_depth_analysis_of_september_12_2017_prerelease/
Show Content
Analysis

Glock

Damage
Damage Graph: http://i.imgur.com/FBrJWZL.png

600 units and closer, the Glock deals more damage than it did previously. Beyond 600 units away the Glock deals less damage.

Its one hit kill range versus opponents without armor has increased from 538 units to 561 units.

The range at which the Glock can 2 shot a helmeted opponent has increased from 244 units to 371 units.

Moving Accuracy
Moving accuracy has been slightly improved just as the patch notes state. Here's a comparison of the first shot inaccuracy when moving at full speed:

Pre-Update: 2.00 +5.60 + 12.00 = 19.60

Post-Update: 2.00 + 5.60 + 10.00 = 17.60

Visual Comparison from adreN tweet

Firing Accuracy
The Glock's accuracy has improved with the exception of max fire rate spamming when crouched. Just like the FiveSeven, for some reason crouching no longer improves the rate at which inaccuracy decays, so crouching has much less of a purpose besides the initial increase to first shot accuracy. Max spamming inaccuracy is slightly better than was previously when standing, but the real benefit of this change is the spamming accuracy when firing only a few bullets. Tapping has also been massively buffed with these changes as inaccuracy resets much quicker now.

Max Spamming Inaccuracy Standing

Max Spamming Inaccuracy Crouching

Glock tapping accuracy is tricky to calculate for Post-Update as recovery time values are constantly shifting after firing. Pre-Update values are calculated with a formula, post-update are in game testing with a auto fire bind, which is why the data isn't as exact.

0.22 Second Interval Tapping Inaccuracy

P250

Damage
Damage Graph http://i.imgur.com/FBrJWZL.png

With these changes the P250 can NO LONGER one-hit kill a full health helmeted opponent with a headshot. The previous 1 hit kill range was 257 units.

The range at which the P250 will one hit kill an unhelmeted opponent has increased from 1035 units to 1987 units.

Damage vs unarmored opponents is always higher after this update. Vs armored opponents, damage is only higher beyond about 1000 units which is fairly long range.

Moving Accuracy
Moving accuracy has been decreased just as the patch notes state. Here's a comparison of the first shot inaccuracy when moving at full speed:

Pre-Update: 2.00 +9.10 + 13.41 = 24.51

Post-Update: 2.00 + 9.10 + 20.00 = 31.10

Visual Comparison from adreN tweet

CZ75-Auto

These changes were made accidentally as the CZ75-Auto pulls some of its weapon stats from the P250. While it defines its own Damage value, its armor ratio, range modifier, and inaccuracy move are not defined so they default to the P250 values. Seeing as the P250 was changed, this means the CZ75-Auto was changed as a side effect. Valve simply needs to add the attributes that the CZ doesn't define for itself into its attribute section to prevent this from happening.

I won't go in-depth here about how these changes effect the CZ's damage or accuracy as this will most likely be fixed before the update goes live, assuming Valve is alerted to this problem.

My Thoughts

Unlike the Tec-9 and FiveSeven changes which felt more like "reworks" that were meant to be neither a buff or a nerf, these changes seem to lean closer to being a buff for the Glock and a complete shift in roles for the P250.

The Glock is significantly more reliable than it was previously when spamming and tapping, and the increase to its damage not only means that one hit kills on pistol round will be slightly easier, but also when in a full save, the Glock can actually much more reliably two shot armored opponents to the head. The only real downside to these changes is that the Glock's damage at range is slighlty reduced, but with the improvements to its accuracy chances are you'll be hitting more shots at long range as you'll be able to tap quicker. This feels like a big BUFF to me.

The P250 on the other hand seems to have completely changed roles. It no longer one hit kills armored opponents, making its usefulness as an eco gun significantly less. Accuracy when on the move has also worsened. Instead it seems like Valve wants the P250 to be a gun that's used against unarmored opponents due to its increased damage against them. This could mean P250 buys on pistol rounds might become a common sight, and when combined with the lessened aimpunch this update brings, armor is less of a necessity on pistol round. The issue I take with this redesign is what they stated in the patch notes:

The P250 has been adjusted to reward longer-distance engagements, particularly against unarmored opponents.

The P250 has abysmal first shot accuracy (11.10) especially when compared to the Glock (7.60), P2000 (6.90), and USP-S (6.40). While it may deal more damage than those options, I don't forsee players using this gun at long range due to its accuracy. Perhaps they should increase its first shot accuracy and reduce its damage slightly to compensate because as it stands, the patch notes and the stats in game don't seem to match each other very well.

Also, the CZ75-Auto changes were most likely something they overlooked as I stated above. Valve please fix.

Edit: Also for those wondering, despite any changes to aim punch, there is still aimpunch vs armored opponents when shot in the chest and stomach. I'd love for this to be removed entirely. What do you think?

P250 cannot 1 shot headshot

[quote=SlothSquadron]
https://www.reddit.com/r/GlobalOffensive/comments/6zs5ff/in_depth_analysis_of_september_12_2017_prerelease/
[spoiler]
Analysis

Glock

Damage
Damage Graph: http://i.imgur.com/FBrJWZL.png

600 units and closer, the Glock deals more damage than it did previously. Beyond 600 units away the Glock deals less damage.

Its one hit kill range versus opponents without armor has increased from 538 units to 561 units.

The range at which the Glock can 2 shot a helmeted opponent has increased from 244 units to 371 units.

Moving Accuracy
Moving accuracy has been slightly improved just as the patch notes state. Here's a comparison of the first shot inaccuracy when moving at full speed:

Pre-Update: 2.00 +5.60 + 12.00 = 19.60

Post-Update: 2.00 + 5.60 + 10.00 = 17.60

Visual Comparison from adreN tweet

Firing Accuracy
The Glock's accuracy has improved with the exception of max fire rate spamming when crouched. Just like the FiveSeven, for some reason crouching no longer improves the rate at which inaccuracy decays, so crouching has much less of a purpose besides the initial increase to first shot accuracy. Max spamming inaccuracy is slightly better than was previously when standing, but the real benefit of this change is the spamming accuracy when firing only a few bullets. Tapping has also been massively buffed with these changes as inaccuracy resets much quicker now.

Max Spamming Inaccuracy Standing

Max Spamming Inaccuracy Crouching

Glock tapping accuracy is tricky to calculate for Post-Update as recovery time values are constantly shifting after firing. Pre-Update values are calculated with a formula, post-update are in game testing with a auto fire bind, which is why the data isn't as exact.

0.22 Second Interval Tapping Inaccuracy

P250

Damage
Damage Graph http://i.imgur.com/FBrJWZL.png

With these changes the P250 can NO LONGER one-hit kill a full health helmeted opponent with a headshot. The previous 1 hit kill range was 257 units.

The range at which the P250 will one hit kill an unhelmeted opponent has increased from 1035 units to 1987 units.

Damage vs unarmored opponents is always higher after this update. Vs armored opponents, damage is only higher beyond about 1000 units which is fairly long range.

Moving Accuracy
Moving accuracy has been decreased just as the patch notes state. Here's a comparison of the first shot inaccuracy when moving at full speed:

Pre-Update: 2.00 +9.10 + 13.41 = 24.51

Post-Update: 2.00 + 9.10 + 20.00 = 31.10

Visual Comparison from adreN tweet

CZ75-Auto

These changes were made accidentally as the CZ75-Auto pulls some of its weapon stats from the P250. While it defines its own Damage value, its armor ratio, range modifier, and inaccuracy move are not defined so they default to the P250 values. Seeing as the P250 was changed, this means the CZ75-Auto was changed as a side effect. Valve simply needs to add the attributes that the CZ doesn't define for itself into its attribute section to prevent this from happening.

I won't go in-depth here about how these changes effect the CZ's damage or accuracy as this will most likely be fixed before the update goes live, assuming Valve is alerted to this problem.

My Thoughts

Unlike the Tec-9 and FiveSeven changes which felt more like "reworks" that were meant to be neither a buff or a nerf, these changes seem to lean closer to being a buff for the Glock and a complete shift in roles for the P250.

The Glock is significantly more reliable than it was previously when spamming and tapping, and the increase to its damage not only means that one hit kills on pistol round will be slightly easier, but also when in a full save, the Glock can actually much more reliably two shot armored opponents to the head. The only real downside to these changes is that the Glock's damage at range is slighlty reduced, but with the improvements to its accuracy chances are you'll be hitting more shots at long range as you'll be able to tap quicker. This feels like a big BUFF to me.

The P250 on the other hand seems to have completely changed roles. It no longer one hit kills armored opponents, making its usefulness as an eco gun significantly less. Accuracy when on the move has also worsened. Instead it seems like Valve wants the P250 to be a gun that's used against unarmored opponents due to its increased damage against them. This could mean P250 buys on pistol rounds might become a common sight, and when combined with the lessened aimpunch this update brings, armor is less of a necessity on pistol round. The issue I take with this redesign is what they stated in the patch notes:

The P250 has been adjusted to reward longer-distance engagements, particularly against unarmored opponents.

The P250 has abysmal first shot accuracy (11.10) especially when compared to the Glock (7.60), P2000 (6.90), and USP-S (6.40). While it may deal more damage than those options, I don't forsee players using this gun at long range due to its accuracy. Perhaps they should increase its first shot accuracy and reduce its damage slightly to compensate because as it stands, the patch notes and the stats in game don't seem to match each other very well.

Also, the CZ75-Auto changes were most likely something they overlooked as I stated above. Valve please fix.

Edit: Also for those wondering, despite any changes to aim punch, there is still aimpunch vs armored opponents when shot in the chest and stomach. I'd love for this to be removed entirely. What do you think?


[/spoiler]
[/quote]

P250 cannot 1 shot headshot
12
#12
2 Frags +

CZ is most in need of a change, but I am a fan of their recent pistol updates

Glock will still be ass to use but oh well

Also does hltv ban you for absolutely everything because I haven't even sworn and somehow I'm banned

CZ is most in need of a change, but I am a fan of their recent pistol updates

Glock will still be ass to use but oh well

Also does hltv ban you for absolutely everything because I haven't even sworn and somehow I'm banned
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