Massive content drop.
On February 6, Valve unintentionally released the largest Counter-Strike 2 update to date, A Call to Arms.
Everything you need to know about the significant CS2 update is provided here, including information on the first weapon case, new knife skin, gameplay adjustments, and the reintroduction of Arms Race.
Arms Race makes a return in latest CS2 update
One of the most played game types in Counter-Strike, Arms Race, is now accessible in CS2.
Players fight in a free-for-all fashion in this mode. To change a weapon for another, you must achieve two kills with the current one.
Ascend the ladder until you have the Zeus or the knife, then make the last kill to seal the victory.
In addition, Valve added Shoots and Baggage to the Arms Race map collection.
Kilowatt Case: CS2’s first weapon case
The Kilowatt Case, the game’s first weapon case, is included in the most recent CS2 update.
Along with the Kukri Knife, a unique and uncommon item in the case, it has seventeen weapon finishes created by the community.
With twelve different knife finishes, the Kukri Knife is the first new knife in Counter-Strike in over five years.
The first Zeus skin, the Olympus, which depicts the Greek deity Zeus brandishing his fabled thunderbolt, is also included with the Kilowatt Case.
In addition, the Zeus now supports name tags and stickers and recharges every 30 seconds across all game types.
New stickers and music kits included in A Call to Arms update
Aside from the weapon case, the CS2 update also brings the Ambush Sticker Capsule, which features 21 community-created stickers.
Along with this, the game developers debuted a custom sticker placement mechanic, giving players a new way to customize their weapons. You can now drag, rotate, and drop a sticker to your preferred position.
Additionally, they have increased the total sticker count from four to five.
Six brand-new music kits are included in the recently launched NIGHTMODE Music Kit Box.
You may now buy the NIGHTMODE Music Kit Box and the Ambush Sticker Capsule in-game.
Map modifications
Inferno
- Fixed various gaps and adjusted grenade collisions to make grenade bounces more predictable
- Adjusted texture blending to improve player visibility
Ancient
- Adjusted grenade collision on bombsite B ground to make grenade bounces more predictable
Anubis
- Fixed holes in world at Lower Tunnel
- Fixed collision on all pillars so players can no longer pixel boost
- Fixed collision so utility does not fall out of world on top of structure at T Start
- Fixed missing collision on steps at Street which would allow dropped weapons to fall out of world
- Improved vis at CT spawn
- Fixed invisible boost ledge at Bombsite B
- Fixed various gaps in the world
- Fixed missing collision on stair geo at CT spawn that allowed weapons and bombs to fall out of world
- Fixed missing collision at Fountain that allowed weapons or bombs to fall out of world
- Fixed some doors not generating bullet decals
- Fixed vis issue at Street
Overpass
- I fixed some collision that were causing unpredictable player movement
Mirage
- Added collision to prevent bombs from becoming unreachable
- I adjusted some collision to prevent a ledge or pixel walk
- Fixed player getting stuck when strafing on the middle ramp by simplifying the geometry of floor and wall
- I removed a clip brush from Apartments to improve flash lineups
Nuke
- Built some collision to prevent bomb from getting stuck behind barrels
- Fixed some disappearing mesh
- Fixed dynamic shadow clipping on characters at Vending
- Improved clipping in vents
- Fixed bombsite water to have better reflections on low settings
- Fixed vis issue at t-spawn
- Fixed collision on ramp in Bombsite B
- Fixed holes in world
Vertigo
- Fixed holes in world and other minor geometry bugs
Italy
- Adjusted some collision to prevent players getting stuck in apartment
Office
- Fixed a case where players could jump on a wall
- Fixed a case where players could get stuck if they crouched
Other Patch Notes for A Call to Arms CS2
Smoke
- Smokes now cast shadows
- Smoke rendering and animation have been improved
Gameplay
- Added a “Refund All” button to the buy menu
- Added a setting to disable first person bullet tracers
- Silencers can now always be reattached regardless of whether detaching them is enabled or not
- Player pings are no longer blocked by invisible geometry
- Various adjustments to sub-tick shooting
- Fixed several cases where players could silently drop down vertical surfaces
- Improved smoothness of sliding along surfaces
- Fixed an issue where collisions between players were jittery
- To ensure loadouts are correct at the beginning of matches, loadout changes are no longer allowed while searching for Premier, Competitive, or Wingman
Sound
- Added the option to select an audio input device for VOIP from the audio settings menu
- Added the option to change your microphone threshold (the minimum loudness before we start transmitting audio) from the audio options menu, as well as metering for your current mic loudness
- Added the option to listen to your own microphone from the audio settings menu to hear how you sound
- Replaced the M249 fire sound effect
- Replaced the Zeus charging, charge not available, and charge ready states sound effects
- Further reduced occlusion effects
- Minor mix adjustments
- Fixed an issue where some player-centric sounds were being perceived as originating from slightly behind the player
Networking
- Reduced peeker’s advantage in many cases
- The amount of peeker’s advantage in the steady state is reduced by 16ms
- Also reduced the frequency of situations that lead to very large peeker’s advantage due to excessive command queue depth
- Added cl_ticktiming console command that prints a report breaking down the various sources of latency
- Added an option to buffer server updates and user commands by one or more packets. This can be used to smooth over stuttering due to packet loss, at the expense of increased latency
UI
- Added support for separate main menu and item inspect background map settings
- Added “Baggage” and “Warehouse” as options for the main menu and item inspect background maps
- In-game team-only chat will now be prefixed with the team (e.g., “[T]” or “[CT]”)
- Added ‘XP Overload’ status which is awarded to players who have earned all of their normal XP during the week (11,166 XP) and reached reduced XP gain. XP Overload status is attached to players’ names in scoreboard, main menu, death notices, etc. XP Overload status is awarded for a minimum of one week.
- Additional tiers of XP Overload status can be unlocked by earning all of the normal XP over multiple consecutive weeks
- Agents with unique end-of-match cheer animations now have unique defeat animations as well. You can disable playing defeat animations for the local player in settings
- Added more accolades to end-of-match
Miscellaneous
- Adjusted the range of CS Ratings allowed to party together in Premier matchmaking
- Fixed a case where high-DPI mice would result in jittery mouse movement
- Added Minor improvements to animations during demo playback
- Disabled rich presence update when running Steam Client in tournament mode