Counter-Strike 2

Counter-Strike 2

Vault (Co-op Strike)
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Update: 29 Apr, 2019 @ 10:18am

Update: 29 Apr, 2019 @ 6:28am

Fixed a code issue related to the new FBI SWAT spawnrate

Update: 29 Apr, 2019 @ 5:50am

- Barricades no longer take damage from enemy gunfire (enemy explosives still work)
- Barricade enemy teardown time reduced from 1.5s per plank -> 0.8s per plank
Barricades didn't work well as cover, and would often only serve as a way to stall enemies for a few seconds before they would get instantly shredded. This change should make them act more like an actual barrier that stops enemy progress. Teardown time has been reduced to compensate.

- Reverted player down limit change from 5 -> 6
I misinterpted what I was trying to go for in the code, which led to the previous "fix". After remembering why I gave players 6 downs (-5s bleedout time each down, 6 downs = 0s bleedout time), I reverted the change.

- Engineer Tripmines are no longer detonated by molotovs

- Healer Health Station healing now scales properly with max HP
Before, it would always heal 5hp/s for all classes except Juggernaut (3hp/s). Now it will heal Assaults at 7hp/s, Juggernaut at 3hp/s, and 100hp classes at 5hp/s.

- sv_occlude_players is now set to 0 by default
- Recon Caltrop damage increased from 25->50
These changes should make Recon a bit better to play for the time being, but I plan on completely changing/replacing them later down the line.

- Chance for FBI SWATs to spawn changed from 4*wave to 5*(wave-1).
This means that FBI SWATs won't spawn on the first wave, but by wave 4, they'll have roughly the same chance of spawning as before this change. (To clarify, Wave 4 is when the map's difficulty has reached its highest, and won't scale beyond that point)

- Applied clipping to the planters on the outside balcony to smooth out movement.
- Fixed Juggernauts losing armor when touching the Timelock and Basement resupply zones

I did a lot of internal changes to how the code works to prepare for the two new classes I'm working on. They shouldn't have any visible effect on the map, but be sure to report any bugs or issues that arise.

Update: 25 Apr, 2019 @ 3:22am

- Juggernaut HP increased from 40 -> 50
- Juggernaut Armorpacks now give 4s of invulnerability.
This change is geared towards playing on higher difficulties, where Juggernaut was getting shredded too quickly. The extra HP should allow for Juggernauts to be a bit better at tanking enemies head-on, and the Armorpack invulnerability bonus should act as a boost they can use before trying to engage groups of enemies.

- Healer Heal Station healrate increased from 4HP/s -> 5HP/s
This boosts the heal station's effective healrate (station healrate + natural healrate) from 9hp/s to a nice and even 10hp/s.

- Reduced the number of times players can be downed from 6 -> 5
This was an oversight that I didn't notice until now.

- A sound now plays when invulnerability wears off.

- Regular FBI SWATs (the green guys with helmets) no longer can get the SG556.
The SG556's 100% armor penetration was a bit too strong to give to common enemies.

You can now force the enemycount to be increased with the following console command:
sv_cheats 1;ent_fire script_enemies runscriptcode "ForceSquadSize(5)";sv_cheats 0

Update: 19 Apr, 2019 @ 2:12am

- Arsonist Firetrap has been reworked
- Firetraps now passively ignite enemies who pass through them and deals minor damage to enemies standing inside
- Ignited enemies are no longer slowed
- Explosion ignite radius when shot has been reduced
- Cooldown increased from 17s -> 20s

- Medic Medkits now give 3s of invulnerability when picked up

- Barricader Razorwire durability has been doubled

- Revived players are now immune to damage for 3s

- Enemy Medics no longer self-heal
- Enemy Medics are now able to heal during the "Police are retreating" phase
- Enemy Smoker smoke cooldown increased from 8s to 10s
- Enemy Breachers minimum nade equip range (how close do they have to be to the player to get a nade) increased from 768 -> 1024
- Enemy Saboteurs now only disable Electric/Explosive based deployables (Engineer tripmines, Healer healstations, Arsonist firetraps)
- Enemy Shotgun Juggernaut weapon changed from Nova to Sawedoff
- Tweaked bot pathing to encourage them to use more varied routes

- Blocked off the Flag room lower windows
This change was done because I felt the Flag room was too exposed to the outside, with bots being able to pour in through both the Flag room's windows and the Main Office's windows. On top of that, during the escape portion, bots would go through the Flag room and hit people from the Side Office, detracting from the intended street-based firefight that I was aiming for.

- Changed the Side Office windows into waist-high windows that bots won't go through
During development, I originally intended the Side Office to be a holdable position, with the assumption that players would be able to maintain the 6-7 barricades required to hold it. However, in practice, I learned that this isn't a realistic expectation even for players experienced with the map. Through playing the map a lot, I've found that barricades play best when there are only 3-4ish required per area, so I'll be keeping this in mind for future maps.

- Changed a SWAT van into a car in the parking garage
Crouchable cover tends to work well against bots due to how their targeting works. This change should allow players to take better positions for defending the garage while their teammates secure loot.

- Blocked off the windows to the right of the lower timelock gate
I noticed that the entire second floor of the timelock area was essentially worthless due to bots being able to simply go through the window next to the lower timelock gate and immediately reach the basement access corridor. Blocking off this window should allow for more creative strategies in defending the timelock area.

Bugfixes:
- Fixed a case where players could get stuck if the basement gate is opened using a keycard while a player is interacting with the saw
- Fixed Juggernauts losing armor when touching the resupply box between waves
- Fixed a bug where Assaults revived with 10 less HP than intended

Update: 31 Mar, 2019 @ 9:16pm

- Fixed an issue introduced in the previous update where the briefcase could not be secured if the person carrying it had not picked up at least one additional bag of loot.

Update: 20 Mar, 2019 @ 3:59am

- Players can now pick up the briefcase even if they are carrying max loot.
- The briefcase no longer contributes to the carried loot limit

Update: 25 Jan, 2019 @ 3:18pm

- Added Spanish translation
- Improved the radar
- Increased enemy spawn location variety while drilling the Vault
- Decreased enemy Pyro/Breacher grenade cooldowns from 8s to 7s

Arsonist:
- Increased max firetraps from 2 to 3
- Decreased firetrap cooldown from 20s to 17s
- Increased firetrap ignite radius from 448 to 768

Recon:
- Reduced sensor nade cooldown from 15s to 10s

Assault:
- Added ammopack deployable. 2 max, 20s cooldown
- Note: The M249 button was removed from the Assault's class select button, but can still be equipped by using the Juggernaut class select's M249 button

Juggernaut:
- Speed debuff reduced from -40% to -25%
- Removed automatic armor regen
- Added armorpack deployable. 2 max, 30s cooldown
- Fixed Juggernauts losing armor on wave end
- Note: The Juggernaut class select button no longer shows the -HP and -Speed attributes. These attributes are still present.

Update: 7 Jan, 2019 @ 11:28am

- Fixed lighting issues

Update: 6 Jan, 2019 @ 10:17am