CS:GO Hitbox and Nuke Changes Go Live in New Patch Along With Updated Bomb Logic – Release Notes for May 21st

Ross Deason

A new CS:GO update has gone live which implements the hitbox and changes introduced in a recent beta patch as well as some new changes for defusing bombs.

A Counter-Strike: Global Offensive update was added to the beta depot on May 18th which brought a solution to some of the problems experienced where shooting players in the back of the head wouldn’t register as headshots.

The change added a new hitbox to the back of the neck which would make things more predictable and, after positive community feedback, it has now been added to the game on a permanent basis.

Other changes from the pre-release, such as the adjustments to ambient sounds and the various tweaks to Nuke and Overpass, have also been fully implemented in the May 21st patch along with some all-new tweaks to way that bombs work.

These “bomb logic” changes mean that defusing bombs on the last tick will now result in a defuse and not an explosion, with the patch notes claiming “if a bomb would both explode and be defused at the same exact time, it will now be considered defused”.

The “Prime” matchmaking experience has also seen a change as players with Prime accounts will now “receive a warning in a Competitive lobby when they enter matchmaking with other Prime accounts whose Trust Factor may impact their matchmaking experience”.

Bomb defusal should now be more predictable (hopefully).
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The full patch notes for the May 21st Counter-Strike: Global Offensive update are as follows:

Release Notes for 5/21/2018

MISC
– Bomb logic now runs every tick when it is close to exploding or being defused, addressing some rare cases where an extremely close defuse would still result in the bomb exploding.
– If a bomb would both explode and be defused at the same exact time, it will now be considered defused.
– Prime accounts will now receive a warning in a Competitive lobby when they enter matchmaking with other Prime accounts whose Trust Factor may impact their matchmaking experience.

GAMEPLAY
– General adjustments to ambient sounds:
— Increased resolution and character of reverb effects to better reflect surrounding map geometry
— Small mix adjustments
– Improved vent destruction sounds and increased audible distance.
– Added a new hitbox type for necks and applied it to the existing neck hitbox on character models. Bullets that penetrate the neck into the head will now count as headshots. This should make it more intuitive to tell when an attack from behind will result in a headshot.
– Fixed ‘use’ key to more reliably pick up weapons on the ground and to not drop the active weapon if a replacement weapon cannot be picked up.

MAPS
Nuke:
– Optimizations for low settings
– Blocked visibility between silos inside A site
– Ported over ShortNuke gameplay changes:
– Removed Toxic
– Vent no longer connects directly to B site, but has another exit close to double doors
– Pushed new corner boxes on B site further back to prevent headshot angle towards ramp
– Added solid background to yellow crane inside B site
– Smoothed out some player movement

Overpass:
– Lowered volume of ambient sounds in Overpass
– Added grenade and player collision to fence cage near construction
– Removed spooky shadow fading in when approaching T main entrance to B site

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