In the latest update to Counter-Strike 2, Valve has introduced a new command that has stirred excitement among players and stirred discussions within the community. The addition of “cl_usenewbob” has been long awaited by the Counter-Strike community, since the basis of this command was a stable within seasoned players.
Understanding cl_usenewbob
To comprehend the implications of this new command, it’s essential to first grasp its functionality. “cl_usenewbob” serves as a replacement for the familiar “cl_bob” command, which controlled the amount of weapon sway or bobbing effect when characters moved in previous iterations of Counter-Strike, notably CS:GO.
The introduction of “cl_usenewbob” presents an opportunity for players to fine-tune their gaming experience by adjusting the intensity of weapon sway according to their preferences. This command essentially influences the visual feedback players receive while navigating through the game environment.
Adapting to the Changes
For seasoned Counter-Strike players accustomed to the nuances of weapon handling and movement, the addition of “cl_usenewbob” offers a fresh dimension to explore. However, it also requires adaptation to leverage its potential fully.
Release Notes for 15.02.2024
[ANIMATION] Fix for animations when climbing ladders Fix for menu agents wielding tasers Fix for Kukri knife hold animation during team intro sequence [SPECTATING] spec_lock_to_accountid and spec_lock_to_current_player commands are now available for casters/observers spec_player and spec_goto now works in CSTV and demo playback tv_secure_bypass server setting now allows connecting HLAE observers to VAC secure CSTV servers [GAMEPLAY] In Deathmatch, the Zeus can be bought each life and will rebuy if not in random weapon mode In Deathmatch, getting a second Zeus kill in the same life will earn double points mp_modify_timeouts server-side command allows adding/subtracting a tactical timeout from CT/T team if backup file is restored or a team incorrectly took a tactical timeout instead of a technical timeout [LOGGING] Start of warmup and end of warmup will now produce a log message in the game server log Reported damage no longer has a rounding error when reported in the game server log [MISC] Improved viewmodel animation smoothness when client framerates get low or unstable Fixed issues with implementation of scancode-based key bindings. Bindings are now independent of input locales. Added performance diagnostic HUD element that can be configured in Game Settings menu ("Telemetry") Deleted cq_netgraph and cq_netgraph_problem_show_auto. Instead, use cl_hud_telemetry_serverrecvmargin_graph_show. Fix for sometimes failing to connect to a local practice server without Steam connectivity Fixed a bug with Skill Group animation at the end of competitive matches Fixed sniper scope performance hitch and adjusted visual treatment. Various performance improvements [MAPS] Vertigo: Fixed grenade clipping around AC unit at B-site Fixed clipping of pillar at T-Start that would potentially allow bomb to be thrown into unreachable area Nuke: Adjusted clipping around Vents entrance to prevent players' feet clipping through the vent geo Improved collision of sliding door meshes at Ramp Anubis: Added and removed a ladder near boost spot by T spawn Fixed a couple of spots where bomb could be thrown out of the map Overpass: Clipping improvements Fixed some disappearing mesh