Counter-Strike 2

Counter-Strike 2

Vault (Co-op Strike)
 This topic has been pinned, so it's probably important
Moffein  [developer] 25 Dec, 2018 @ 4:12pm
Bug Reports and Suggestions
If you come across any bugs, or have some feature/balance suggestions, post here!

Known Bugs:
- Enemy Spawntimer sometimes doesn't show
- Arsonist and Barricader hands don't show
- Using a keycard on the door next to the server room does not actually consume the keycard.
Last edited by Moffein; 30 May, 2019 @ 1:09am
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Showing 1-15 of 24 comments
Stinkebiber 30 Dec, 2018 @ 4:24am 
Sometimes the hands disappear that hold my weapon, but the weapon is still there and bobs correctly while moving. Happened first when I chose "arson" in the menu room, but also when respawning. Once the effect repaired itself with the next respawn, but once the effect lasted and even a disconnect and re-start of the map did not made the hands visible.
Moffein  [developer] 30 Dec, 2018 @ 4:44am 
Arsonist and Barricader's hands are broken (unless you have gloves, i think) due to Valve adding custom gloves a year or two ago.
Xor fo xob 31 Dec, 2018 @ 9:47am 
i got this error as i was playing..."no free edicts"
Moffein  [developer] 31 Dec, 2018 @ 11:55am 
Yeah, that's an issue that's being addressed in the upcoming patch. It happens when too many things are being spawned at once (ex. a lot of players go down in quick succession).
Xor fo xob 31 Dec, 2018 @ 12:11pm 
Originally posted by Moffein:
Yeah, that's an issue that's being addressed in the upcoming patch. It happens when too many things are being spawned at once (ex. a lot of players go down in quick succession).
oh... ok
Xor fo xob 31 Dec, 2018 @ 12:40pm 
its just me and a bot.. if the bot dies i get that error message :c

Originally posted by Moffein:
Yeah, that's an issue that's being addressed in the upcoming patch. It happens when too many things are being spawned at once (ex. a lot of players go down in quick succession).
Moffein  [developer] 31 Dec, 2018 @ 1:26pm 
Originally posted by xor fo xob:
its just me and a bot.. if the bot dies i get that error message :c
Ah, I see. Are you manually spawning in a bot on you team, or does it happen with the enemy bots?
Last edited by Moffein; 31 Dec, 2018 @ 1:26pm
Xor fo xob 31 Dec, 2018 @ 2:03pm 
Originally posted by Moffein:
Originally posted by xor fo xob:
its just me and a bot.. if the bot dies i get that error message :c
Ah, I see. Are you manually spawning in a bot on you team, or does it happen with the enemy bots?
manually spawning bot on my team using console command... i like to mess around...
Moffein  [developer] 31 Dec, 2018 @ 2:10pm 
Originally posted by xor fo xob:
manually spawning bot on my team using console command... i like to mess around...
Co-op Strike tends to be kind of finnicky with regards to spawning allied bots unfortunately, as the gamemode itself was designed by Valve with the assumption that only the enemy team would be bots. I personally haven't tested on Vault, but I know on my previous map Headquarters that there would be issues of allied bots despawning and other weird things happening.
Xor fo xob 31 Dec, 2018 @ 2:12pm 
Originally posted by Moffein:
Originally posted by xor fo xob:
manually spawning bot on my team using console command... i like to mess around...
Co-op Strike tends to be kind of finnicky with regards to spawning allied bots unfortunately, as the gamemode itself was designed by Valve with the assumption that only the enemy team would be bots. I personally haven't tested on Vault, but I know on my previous map Headquarters that there would be issues of allied bots despawning and other weird things happening.
ok
Kleiner_64 2 Jan, 2019 @ 7:35am 
One thing I've noticed is if you're putting up a barricade and your stood in the place the barricade goes then you can get stuck in it. Might just be me being a little stupid tho.
Moffein  [developer] 2 Jan, 2019 @ 7:20pm 
Originally posted by kleiner_64™:
One thing I've noticed is if you're putting up a barricade and your stood in the place the barricade goes then you can get stuck in it. Might just be me being a little stupid tho.
There used to be a safety check for this, but that got removed due to entity limit concerns (ended up reducing entity count by 100+).
Last edited by Moffein; 2 Jan, 2019 @ 7:21pm
When I go in the elevator the game ends.
It also says to press E to start the heist but nothing happens.

Edit : Turning on mp_ignore_round_win_conditions 1 fixed it.
Last edited by xX_ben_gurion_fan_1963_Xx; 4 Jan, 2019 @ 4:06pm
Lieutenant Laxative 11 Jan, 2019 @ 12:20pm 
juggernaut is pretty fragile against anything that has armor penetration, i think you should remove the -60% hp and replace it with a -20% to barricading/interacting/reviving. also let him use the negev please

also what about giving assault a deployable ammo pack?
Last edited by Lieutenant Laxative; 11 Jan, 2019 @ 12:21pm
Moffein  [developer] 11 Jan, 2019 @ 2:24pm 
Ammo packs for both Assault and Juggernaut is definately an idea I've been considering, and could be added in the next major update.

I'll probably have to personally test Juggernaut myself to see the armor pen thing. For background info, Jugg's current HP is a result of Jugg players being too tanky during playtests, with them typically ending rarely going down compared to other classes, but I'm open to changing their attributes (move speed, hp, etc.). The -20% interaction speed was originally a thing, but it got removed because I felt that Juggernaut's speed was already enough of a handicap, as it would prevent them from reaching teammates in time if they were too far away and would cause them to suffer in open areas.
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