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 Post subject: CS:GO Update 1.22.2.2
PostPosted: 14 Feb 2013 07:24 
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Joined: 25 Mar 2010 19:07
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Release notes from the new update:

* Deagle: increased effective range.
* P250: reduced effective range.
* Glock: increased recoil on burst.
* Added a community dedicated server convar "sv_workshop_allow_other_maps". When this option is enabled and the server is idling empty, it will allow players to reserve it on another workshop map. Server will then download the other workshop map and let players play it, after the map ends the players will mapcycle into workshop collection hosted by the server.
* Added a game setting 'Max Acceptable Matchmaking Ping' to allow users in geographic locations far from official datacenters to find games via matchmaking without using developer's console.
* Servers starting to host a workshop collection will no longer show up as running de_dust.
* Added convar mp_death_drop_c4 that determines whether C4 is droppable.
* Fixed not being able to drop C4 in Demolition mode.
* Added display of public joinable games in maps workshop browser.
* Fixed dead players getting a network update that showed their dead icon position at the position of the player they jumped to spectate right after dying
* Fixed mapcycle problems when the server was playing a map outside of active mapgroup or collection.
* Workshop maps no longer show "workshop" prefix on master server and official maps show "official" instead of map id when played as part of hosted workshop collection.
* Fixed the post processing effects (like blur) persisting through a level change to the new map if the new map does not contain a postprocess_controller entity.
* Fixed some sv convars so they can be executed via map cfg files
* Fixed the regular radar images not showing on the loading screen for workshop/custom maps
* Fixed an interpolation exploit with bogus update rates.
* Fixed a regression where old protobuf demo files failed to play. All protobuf demos should be playable again.
* Maps that are newly subscribed are now highlighted as NEW in the UI.

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PostPosted: 14 Feb 2013 16:04 
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Joined: 25 Mar 2010 19:21
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glock burst fire is reduced now. Some people say its not enough. this still lets you single shot unarmored enemies from across the map. so far its about 60-40 or 70-30 against the current pistols. a lot of people actually like the p2000 and have figured out how to shoot it. lots of people have used it a few times and gave up. I am liking it more and more. its definitely weaker than the glock, but who knows how things will turn out.

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PostPosted: 15 Feb 2013 11:18 
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Joined: 06 May 2012 10:10
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Quote:
glock burst fire is reduced now. Some people say its not enough. this still lets you single shot unarmored enemies from across the map. so far its about 60-40 or 70-30 against the current pistols. a lot of people actually like the p2000 and have figured out how to shoot it. lots of people have used it a few times and gave up. I am liking it more and more. its definitely weaker than the glock, but who knows how things will turn out.
How about a tutorial on how you fire with the p2000? Is it bursts of two or what? I suck with that thing.


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PostPosted: 15 Feb 2013 16:28 
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I won't fire over 3 rounds rapidly. I try to keep it at two if I can. Its really a gun where you have to trust your aim because you have to fire it slower than you would a glock or p250. I'll try to make a video or something while shooting it. your first 2 or three shots are quite accurate, but after that it goes all to hell. It does very little damage to armored bodies, and can take 2 shots to the head with armor. Its really useful if you can cross fire with it. If you have to attack more than one enemy you might be in trouble. On eco rounds if you use standard pistol and have maybe two people buy a bison, its effective there because it can hold people in place while they are getting hit. If they are focusing on the smg you can take your pop shots while they are not paying attention. these are just a few examples I thought of off the top of my head.

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