Counter-Strike 2

Counter-Strike 2

Vault (Co-op Strike)
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Update: 19 May, 2019 @ 2:53pm

- Tidied up the health regen fix

Update: 19 May, 2019 @ 2:01pm

- Fixed a rare bug where Heal Stations could cause players to become unable to regenerate HP
- Fixed the Gold Room keycards for real this time

Update: 16 May, 2019 @ 5:33pm

- Made the Archives search objective less buggy
- Fixed a rare bug where players would be set on fire when revived

Update: 14 May, 2019 @ 10:22pm

- Reduced Recon's caltrop cooldown from 4s -> 1.5s
- Fixed deployable messages not showing
- Added a brief ending cutscene
- Tidied up some bits of the enemy management code

- Made the 3 lower cubicles in the clock room barricadable
- Changed the server room peephole into a barricadable window
- Changed the counting room peephole into a barricadable window
- Closed off 2 teller windows to make the area easier to fully barricade
- Closed off the server room windows facing the back stairs

- Added a keycard slot to the basement elevator. Using a keycard will close off the elevator to both players and enemies
- Fixed the Gold Room keycard slots not working (somehow this went unnoticed since release?)
EDIT: Seems this didn't really fix it. All it did was allow for the slots to consume keycards, but the doors wouldn't actually open

- Guards no longer have knives
This was change was made to accommodate the change below.

- Added the ability to play as a cop (requires sv_cheats 1, must have at least 1 player remain as a heister)
ent_fire script_player runscriptcode "JoinPolice()"
ent_fire script_player runscriptcode "JoinHeisters()"
This is really buggy, so use at your own risk. I recommend setting player HPto 300hp when playing with low playercounts. Juggernaut is kinda unkillable on 300hp, but can be killed with teamwork if multiple players are playing as cops.

- Changed Pocket's model due to texture issues
- Reduced Sapper's Jammer stun damage from 20 -> 10

Update: 10 May, 2019 @ 12:20am

- Recon now has extra move speed
- Engi Tripmines now make enemies bleed when hit by the explosion (purely visual)

- Removed Enforcer's extra move speed
- Removed Enforcer's armor restoration on point-blank kill
These attributes were designed when Enforcer's shield used to be breakable (during intial testing right after the shield got added to the game), and he needed a lot more passive survivability to counter that. Now that his shield is unbreakable, Enforcer's passive survivability bonuses are proving to be overkill, as he is way too tanky when played properly. These changes aim towards removing Enforcer's safety net when failing to block hits with the shield, and makes it harder to reposition to offset the shield's defensive power.

Update: 9 May, 2019 @ 3:12pm

- Disabled Engineer Tripmine chain explosions
I forgot to add distance checking for Tripmine chain explosions, so I disabled them for now. Even with proper distance checking, the chain explosions would still go through walls which would make mine placement a lot more restrictive, so I'll disable this feature until I can figure out a good long-term solution.

- Fixed the map not resetting after winning

- Removed Enforcer passive health regen when near enemies
- Increased Enforcer bleed damage from 20hp/s to 25hp/s

Update: 9 May, 2019 @ 10:50am

- Tidied up the health regeneration code
This should fix issues where players would heal inconsistent amounts of HP when playing on different HP settings

- Medic Medkits now reset the health regen timer
- Fixed players being able to pick up Medkits while their HP is supposed to be full while invulnerable
Going forward, all current and future healing classes will reset the health regen timer upon giving heals.

- Healer Heal Station radius increased from 160 -> 192
Just a small QoL change. This should make Station placement around corners slightly more lenient.

- Reduced Juggernaut HP from 50 -> 45
The recent buff to Juggernaut HP (along with barricade and Medic buffs) seems to have made them too tanky, rarely going down even on the Expert difficulty. I don't want them to be as fragile as they were before the buff, so I'll be setting their HP to a halfway point between the old value and the buffed value. I'll be keeping an eye on this change to see if it needs any further adjustment. This won't affect Juggernaut's HP regen rate.

- Reduced Assault Ammopack cooldown from 20s -> 15s
- Reduced Juggernaut Armorpack cooldown from 30s -> 24s
The cooldown on Ammo/Armorpacks was too long, so Assault/Juggernaut players would often be forced to save their abilities for themselves.

- Engineer Tripmine damage model changed
Instead of creating an explosion with a radius of 244, mines now check for enemies within a 244 radius, and damages them for 160-distance*0.5 damage. This new damage model will prevent mines from killing friendly deployables, and may be considered a buff to mine killing power (especially since it goes through walls).

- Selecting Juggernaut/Assault now automatically gives you a M249/Negev by default
The LMG buttons on the Juggernaut/Assault class select weren't very obvious, so this should help remedy that.

- Added a new Special squad filled with blue unarmored cops
Every time a squad is spawned, there is a small chance that it will become a premade Special squad instead of a normal randomized one.
The current presets are:
specialSquads <-
[
[cops.hrt,cops.hrt,cops.hrt,cops.hrt,cops.hrt], //hrt
[cops.juggernaut_shotgun,cops.juggernaut_shotgun,cops.medic,cops.officer,cops.officer], //rush
[cops.juggernaut_lmg,cops.medic,cops.medic,cops.heavy,cops.heavy], //tank
[cops.juggernaut_auto,cops.medic,cops.officer,cops.fbimarksman,cops.fbimarksman], //flex
[cops.medic,cops.medic,cops.officer,cops.fbisaboteur,cops.medic], //trauma
[cops.smoker,cops.smoker,cops.smoker,cops.fbisaboteur,cops.smoker], //takedown
[cops.breacher,cops.breacher,cops.breacher,cops.fbisaboteur,cops.heavy], //breacher
[cops.smoker,cops.pyro,cops.breacher,cops.pyro,cops.breacher], //disrupt
[cops.fbisaboteur,cops.fbisaboteur,cops.breacher,cops.smoker,cops.smoker], //disable
[cops.fbiswat,cops.fbisniper,cops.fbimarksman,cops.fbisniper,cops.fbimarksman], //sniper
[cops.fbimarksman,cops.fbimarksman,cops.smoker,cops.smoker,cops.fbiswat], //smoke
[cops.fbiswat,cops.fbisaboteur,cops.fbisniper,cops.fbimarksman,cops.breacher], //fbi
[cops.officer,cops.street,cops.street,cops.officer,cops.street] //blue
]
With //blue being the new squad type.
Fun Fact: Officers (the unarmored dark blue cops with the caps) boost the speed of their nearby allies by 20%
This has been in the map since the very beginning, but it can be kind of hard to notice in-game since they die so fast.

Added 3 new classes available for testing (requires sv_cheats 1):
Pocket
- 2x revive speed
- Adrenaline Syringes (2 max, 7s cooldown)
Applies [Adrenaline] effect and gives extra move speed for 7s. [Adrenaline] effect makes players regenerate 13% of their max HP each second and increases interact speed by 50%.

Sapper
- 2x interact speed
- Jammers (3 max, 15s cooldown)
Causes enemies to emit a beep when nearby. Enemies within its radius cannot use their abilities (ex. medic healing, saboteur disabling). Movement-stuns enemies who get too close (10s cooldown).

Enforcer
- +20 max HP
- Extra move speed
- Gets a ballistic shield
- Heal 3hp/s when near enemies
- Gain 3s of [Adrenaline] when killing an enemy at point blank
- Bleed enemies for 20hp/s when very close to them. This effect cannot kill.

ent_fire script_player runscriptcode "SetHero(activator,heroes.pocket)"
ent_fire script_player runscriptcode "SetHero(activator,heroes.sapper)"
ent_fire script_player runscriptcode "SetHero(activator,heroes.enforcer)"

Update: 1 May, 2019 @ 2:17am

- Changed enemytype chances in solo/duo
The inner workings of the change are kinda complex, but the gist of it is that more SWATs will spawn instead of special enemies. There should be no change for squads with 3+ players. Leave feedback on this change if you have any thoughts!

- Removed Arsonist Firetrap passive contact damage
- Firetrap ignite duration increased from 7s -> 8s
The passive contact damage was causing bot pathing issues (especially in solo), where they would immediately retreat the moment they took firetrap damage if a player was nearby, which lead to them burning to death while barely engaging the player. Ignite duration has been buffed slightly to compensate. I'll be keeping my eye on this change and will make adjustments if needed.

Update: 29 Apr, 2019 @ 12:37pm

Made FBI SWATs less likely to spawn as squad leaders (Instead, blue FBI will spawn, with the chance of them being replaced with an FBI SWAT increasing each wave)

Update: 29 Apr, 2019 @ 10:50am