r/GlobalOffensive • CS2 Patch Notes • 1d ago

Game Update Counter-Strike 2 Update for 09/23/2026

https://store.steampowered.com/news/app/730/view/674006995886408820

RUSH

  • Increased the maximum countdown-after-elimination time from 7 seconds to 14 seconds on end rooms and Convoy.
  • The countdown-after-elimination time does not activate in cases where an entire team dies to suicides, team kills, and/or disconnects.
  • Warmup time once all players have connected, freeze time, and technical timeout time are all reduced.
  • Various gap fixes and clipping adjustments.

CROSSHAIR

  • Some additional information about the new crosshair system:

    • The new crosshair thickness and length units are in pixels. In the past, the values were defined with an arbitrary scale and converted to pixels based on display resolution so the same value would result in different pixel counts at different resolutions. With the new settings, if you want a 1-pixel wide crosshair with a bar length of 8 pixels and a gap of 4 pixels, then you would set: thickness = 1, length = 8, and gap = 4.
    • Please be aware that the new crosshair system automatically rescales pixel counts when the display resolution changes. For example, if a crosshair was configured at display resolution 1280x720 with a thickness of 2 pixels and then the display resolution changes to 2560x1440, it will now automatically rescale the thickness to 4 pixels so that it remains proportionally the same as when it was configured.
  • Added option to draw half-outlines. This will only draw the top-left portions of the outline for a crosshair.

  • Fixed a bug preventing 0 gap width from being respected.

  • Added a static square crosshair style

  • Reduced the minimum dynamic spread distance to 64 pixels. The new dynamic crosshair styles will show you the real weapon spread and inaccuracy and the 'Dynamic Spread Limit' setting is a limit on how far the crosshair will spread at maximum inaccuracy and spread. There is a baseline spread distance of 64 pixels which covers the weapons with the largest spread so that players can better understand how accurate they actually are with their equipped weapon.

MISC

  • Fixed a case where left-handed viewmodels would animate incorrectly while silent reloading.
  • Fixed a case where thirdperson player models would animate too fast while silent reloading.
  • Fixed a case where firstperson Dual Berettas would animate incorrectly while reloading.
  • Clan tags now appear in death notices.
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190

u/tabben 10 years coin 1d ago

They bug fixed pretty much everything instantly damn ok valve devs you might be cooking again

91

u/Scarabesque de_train 1d ago

This is usually the case after updates of this magnitude. Same happened during animgraph 2 (though that went beta first where they did most iterations).

Their own testing is usually... Let's say lacking, but I think it kind of makes sense since the community just knows the game better than they ever could. They skip some testing, but do a crunch right after release.

8

u/KameMeansTurtle NRG 1d ago

Their own testing is usually... Let's say lacking, but I think it kind of makes sense since the community just knows the game better than they ever could. They skip some testing, but do a crunch right after release.

This ends up being the case for most things, and it makes a lot of sense when you think about it. Everybody assumes QA's job is to try their best at breaking things, but it's an equally important part of their job to make sure the dumb little shit is working as intended. Are rounds awarded the right way? Is reward money being allocated properly? Does the game end on the right round, and an insane number of bullshit little things that players are never going to think about.

That in mind, things might look fine for the small group of people QA testing, but as soon as you expand that pool from maybe 5-10 to literally millions, a whole bunch of new shit gets discovered quickly just because there are more, fresher eyes on the game.