Prepare for a revolutionary transformation in the way weapons are acquired within Counter Strike 2. A complete overhaul of the buying system is set to take the gaming experience to new heights. Not only will the layout of the in-game “shop” be revamped, but also the range of available weapons and the mechanics of returning purchases. Let’s delve into the exciting details of what’s in store.
The traditional circular buy menu, once at the center of the screen, has been replaced with an immersive shop display featuring sleek rectangular tiles. Accompanying this visual upgrade is a significant alteration to the weapon selection dynamics. As experienced players are aware, distinct variations of weapons existed, such as the M4A4 and M4A1-s, as well as the Five-SeveN and CZ-75.
Previously, the choice was confined to a single type throughout the match. However, the new system empowers players to customize their loadout to their liking, permitting the inclusion of both suppressed and high-impact firearms. This flexibility extends to weapons like the Deagle and Revolver, Teca and CZ-75 for the Terrorists, or the M-P7 and MP-5. Similar to its predecessor, Counter Strike 2 will continue to feature five weapons per category.
A particularly notable enhancement in Counter Strike 2 is the revamped weapon refund system. Gone are the days of accidentally purchasing a scout instead of an AK. Now, during the purchase phase, players have the ability to undo their choices, reclaiming their funds.
For a visual preview of the new buymenu and loadout system, watch the following video:
We have been testing CS2 for over a month now if you want to play together just check us out
Counter Strike 2 and the new physics engine
Beyond the spotlight, an equally significant change is emerging within Counter Strike 2 – the introduction of an entirely new physics engine. While the longstanding Havok engine, introduced in 2000, has been remarkable, Valve’s reliance on an external license has posed limitations on customization.
In response, Valve has introduced the proprietary Rubicon engine, representing a groundbreaking shift. Although not immediately apparent in ranked gameplay, Rubicon enhances intricate nuances that contribute to a more immersive experience. A prime example is the physics of object interactions. Previously, Havok struggled to depict clusters of deceased characters realistically, often resulting in unnatural contortions or flickering. Thanks to the refined ragdoll physics, character models now fall with a natural grace, seamlessly aligning with each other. This attention to detail extends to items as well – for instance, bottles fitting seamlessly into buckets. The implications are far-reaching, potentially empowering the creation of intricate community maps, engaging mini-games, and advanced training scenarios.
To gain insight into the contrast between CS 2 and CSGO, especially in terms of details and physics, watch this comparative video: