{"id":37049,"date":"2025-01-28T16:04:02","date_gmt":"2025-01-28T16:04:02","guid":{"rendered":"https:\/\/dejan.au\/index.php\/2025\/01\/28\/counter-strike-2-november-16-patch-notes-sniper-changes-audio-improvements-more-dexerto\/"},"modified":"2025-01-28T16:04:02","modified_gmt":"2025-01-28T16:04:02","slug":"counter-strike-2-november-16-patch-notes-sniper-changes-audio-improvements-more-dexerto","status":"publish","type":"post","link":"https:\/\/dejan.au\/index.php\/2025\/01\/28\/counter-strike-2-november-16-patch-notes-sniper-changes-audio-improvements-more-dexerto\/","title":{"rendered":"Counter-Strike 2 November 16 patch notes: Sniper changes, audio improvements, more &#8211; Dexerto"},"content":{"rendered":"<p>Counter-Strike 2 November 16 patch notes: Sniper changes, audio improvements, more ValveCounter-Strike 2\u2019s newest November 16 patch notes are here, and they bring a ton of bug fixes and quality-of-life improvements to the game. Here is all you need to know about the latest update. We are nearly two months into the release of Counter-Strike 2, however, the long-awaited game was not released without its faults as the game\u2019s many bugs have been well publicized. However, with some time into its opening months and a plethora of patches, the issues have slowly been whittled down as Valve works on refining the sequel. And in the latest patch notes, Valve has set live a new update that seeks to fix a huge list of bugs which have been affecting various maps alongside some quality-of-life improvements. So here is all you need to know about the Counter-Strike 2 November 16 patch notes. Counter-Strike 2 November 16 patch notes Gameplay More sub-tick visual and audio feedback improvements &#8211; Reduced sniper scope bob animation magnitude and frequency &#8211; Fixed a bug causing duck to be slower when the Duck Mode was set to Toggle &#8211; Fixed a case where grenade throws weren\u2019t registering on the server &#8211; Thrown grenades no longer prematurely detonate if thrown while intersecting a teammate &#8211; Players can no longer mitigate fall damage by defusing the bomb &#8211; Adjusted weapon drop trajectories to make throwing weapons more consistent, especially when throwing weapons downward &#8211; When a network interruption is detected by official game servers, the affected match will be canceled &#8211; Added unique sounds for running and jumping on metal railings and poles &#8211; Animation Fixed a bug that occurred when interrupting the CZ75a deploy with inspect &#8211; Fixed the inspect and other animations for the Push Knives &#8211; Fixed a \u2018broken wrist\u2019 animation with the Survival Knife &#8211; Adjusted the Mac10 first person animation to include strap and bolt movement &#8211; Fixed AWP and SSG firing animation\/inspect behavior while zoomed in &#8211; Fixed a case where the Deagle slide would fail to reset on round restart &#8211; The Revolver barrel now incrementally rotates for each shot &#8211; Fixed some animation issues with weapons placed in community maps &#8211; Fixed cases where the C4 light would not blink when held or holstered by players &#8211; Fixed some cases where the player\u2019s shadow would show an incorrect pose &#8211; Misc Fixed a bug where bot_knives_only didn\u2019t work for T\u2019s &#8211; Fixed some visual issues with demo playback &#8211; Improved performance of screen particle effects &#8211; Fixed the Mute Enemy Team and Mute All But Friends settings failing to mute voice &#8211; Text from blocked players will no longer be visible in the premier pregame chat &#8211; Players frozen by half-time gamerules are now immune to certain damage types &#8211; Decals now evict the lowermost decal if enough decals overlap in a single location &#8211; Player visibility fog adjustment no longer applies to dead ragdolls &#8211; Smoke particles no longer stick to dead ragdolls &#8211; Fixed self\/team burn damage getting recorded as enemy damage &#8211; UI Revised some common chat strings &#8211; Added convar cl_deathnotices_show_numbers for observers to have quick access to player\u2019s spectate index &#8211; Added a warning message for AMD and Nvidia graphics users with out-of-date drivers &#8211; \u201cKevlar &#038; Helmet\u201d entry in the Buy Menu will now present itself as simply \u201cHelmet\u201d when contextually correct &#8211; Added time to weekly rollover to the reduced XP message in the player profile tooltip &#8211; Fixed kill feed and death panel not displaying correct information if the killer died earlier or disconnected &#8211; Fixed round-delayed stats not updating at match end &#8211; Changed deathmatch scoreboard stats from K\/D\/A\/Score to K\/HS%\/DMG\/Score &#8211; Fixed case where text during defuse would get cut off &#8211; Added direction indicators to players in the square radar &#8211; Fixed case where kill icon would not display in the post-round damage info panel &#8211; Fixed bad string in the commend dialog panel &#8211; Fixed case where round stats in the Watch Menu would be assigned to the wrong side &#8211; Workshop Fixed custom sound events files in workshop maps &#8211; Added some material settings for water refraction\/caustics &#8211; Workshop maps can now be tagged as supporting Wingman mode &#8211; Linux clients can now run workshop maps without requiring -insecure &#8211; Added trigger_hostage_reset trigger and logic_eventlistener entities &#8211; Added convars sv_walkable_normal and sv_standable_normal to allow community servers to tweak player movement on angled surfaces &#8211; Fixed health getting clipped when it exceeds 3 digits &#8211; Maps Overpass Fixed various cases where level mesh was disappearing occasionally &#8211; Various visual updates and fixes to models and materials &#8211; Straightened out some collision that was pushing players off of walls or corners &#8211; Turned off the collision of some light fixtures that were pushing players off of walls &#8211; Added a metal plate to swat van to hide player feet, adjusted clipping around van &#8211; Fixed some small holes in the world &#8211; Fixed some texture mapping seams &#8211; Added player clipping on some floor grates to smooth player movement &#8211; Fixed some issues with the collision and surface property of fire extinguishers &#8211; Added and adjusted some grenade clipping &#8211; Adjusted some clipping on boxes and cable stacks in connector &#8211; Ancient More player and grenade clips adjustments &#8211; Closed various holes and cracks in the world &#8211; Mirage Fixed clipping around scaffolding at bombsite b to prevent one-way peaking through geo &#8211; Office Fixed player getting stuck on large crate in garage &#8211; General grenade clip polish &#8211; Vending machine break sequence now only happens once to avoid strobing lights &#8211; Removed collision from pipes and cctv cameras at ct spawn garage &#8211; Added grenade clips to doors at stairwell &#8211; Fixed hole in door frame at t-spawn &#8211; Fixed texture errors on ceiling at conference room &#8211; Fixed some lighting errors on low settings &#8211; Fixed weapons getting stuck behind crates at back way &#8211; Fixed lighting artifacts in front courtyard &#8211; Fixed bad boost onto electrical boxes in garage &#8211; Anubis Fixed z-fighting on stairs in connector &#8211; Improved ground at bombsite A so that it has more accurate footstep sounds &#8211; Fixed gap in world around b-site planting area &#8211; Fixed z-fighting a backdrop temple near t-spawn &#8211; Fixed missing collision at connector that would allow grenades to fall through world &#8211; Fixed hole in world at street that allowed players to see through to canal &#8211; Fixed vis issue on street looking back to t-spawn &#8211; Fixed UV stretching in connector &#8211; Sealed up holes in building rooftops for entire level to prevent grenades getting stuck in void &#8211; Fixed holes in lower tunnel &#8211; Fixed hole in canal &#8211; Inferno Moved bucket on scaffolding on bombsite B that could be mistaken for player during combat &#8211; Closed hole to prevent grenades from falling through the map on bombsite A &#8211; More player clip adjustments &#8211; Fixed various micro gaps &#8211; Nuke Minor clipping fixes on rooftops and hut &#8211; Better caustics in pool at B site &#8211; Fixed vis issue in garage looking towards hell &#8211; Vertigo Fixed some light fixtures showing backfaces &#8211; Fixed some light fixtures being misaligned &#8211; Fixed missing vent pieces in Tunnels &#8211; Attempt to fix players clipping through wood boards by stairwell at bombsite b &#8211; Fixed bad clip above door at elevator &#8211; Fixed flashbang inconsistency with metal gratings at scaffolding &#8211; Fixed missing collision on horizontal tower beams at b-site &#8211; Added grenade clips around bombsite b to prevent smokes getting caught in bad spaces &#8211; Cleaned up geo and did a grenade clip pass around scaffold to make grenades work better &#8211; Added grenade clip to b platform &#8211; Fixed disconnected girders at mid &#8211; Moved stack of drywall at back door>b for better movement\/cover &#8211; Improved clipping at side &#8211; Jobsite injury signs are more responsive &#8211;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Counter-Strike 2 November 16 patch notes: Sniper changes, audio improvements, more ValveCounter-Strike 2\u2019s newest November 16 patch notes are here, and they bring a ton of bug fixes and quality-of-life improvements to the game. Here is all you need to know about the latest update. We are nearly two months into the release of Counter-Strike [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-37049","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts\/37049","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/comments?post=37049"}],"version-history":[{"count":0,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts\/37049\/revisions"}],"wp:attachment":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/media?parent=37049"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/categories?post=37049"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/tags?post=37049"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}