Valve finally fixes movement issue plaguing CS2 since launch

It's about time.

Valve has finally addressed the jump inconsistency issues that have been bothering players since CS2's launch, with a collection of fixes to consistency. Jump and jump height consistency have both been major complaints from casual, competitive, and pro players since the game released.

Here are the jumping changes, according to the Oct. 28 release notes:

  • Improved jump height consistency to be within 0.015625 of a unit regardless of distance from the map origin at coordinate (0,0,0). Previously, in both CS:GO and CS2, jump height could vary by up to 0.03125 of a unit depending on the distance from the map origin.

  • Improved consistency of successfully landing on surfaces very close to the maximum height of a jump.

  • Jump height is still affected by stamina; when using cl_showpos 2, stamina at takeoff is reported and output is color coded based on possible jump height.

  • Fixed a bug with cl_showpos display sometimes showing incorrect jump height when jumping from sloped surfaces.

  • Fixed some cases where the client would be pulled back down during a jump because the server disagreed that the jump had taken place.

By expanding the jump height consistency range and making max jump height landings more consistent, players should deal with consistently fewer instances of imperfect jumps and missed jumps. In several scenarios, these missed jumps led to the players landing and making sound, giving away their position. The new updates also makes it so that you can more clearly tell when stamina causes you to miss a jump, thanks to the cl_showpos 2 command.

Several players though pointed out that the jumping changes had a negative effect on surfing, so Valve added the sv_jump_precision_enable command in the Oct. 29 update that lets players "opt out of jump precision improvements."

The Oct. 28 also added a couple of other positive changes, including improved logic that prioritizes bomb defusal over accidentally picking up a nearby weapon, and consistent flinch animations for characters shot in the leg.

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