Gla1ve & Pimp call on CSGO devs to copy Valorant’s round format

Published: 15/May/2020 7:43

by Andrew Amos


Astralis CS:GO star Lukas ‘gla1ve’ Rossander and caster Jacob ‘Pimp’ Winneche have led a chorus of pros calling on Valve to copy Valorant’s “MR12” round format to cut down game length and make the economy more balanced.

Some of Counter-Strike’s most historic matches have been built on long, arduous battles. Games going down to the final round of regulation, or even overtime, just for one team to mount a comeback.

One could argue that those games are the spirit of CS:GO. However, some pros have called on Valve to change the system to make games shorter.

Currently, CS:GO games run with MR15. “MR15” stands for max rounds 15, outlining the maximum rounds in a half.

CS:GO has evolved over the years where rounds have gotten longer, but the number has stayed consistent. Bomb timers, freeze time, and round times themselves have gone up over the years, adding 20 seconds to every round.

YouTube: ESL
XENEX vs exceL, the longest pro CS:GO match in history, went for almost three hours on one map.

While this seems insignificant, over the course of 30 rounds, this adds another 10 minutes to play. That’s not even accounting for MR6 overtimes, which can see some maps extend for hours on end.

“With the economy system at it is right now we see a lot of close games, which is of course great, but also makes the games very long,” Astralis star Gla1ve said on Twitter.

He’s one of many people in the professional CS:GO community calling on Valve to copy Valorant’s MR12 format. Riot’s FPS title, a direct competitor to CS, uses shorter halves and only one round overtimes to keep game times consistent.

One game of Valorant will usually cap out at around 45 minutes. This is a drastic cut on some CS:GO games, where a professional best of three can last for more than five hours.

“The more I watch professional Counter Strike, the more convinced I get that mr12 is more than enough to determine the better team,” said caster Pimp. “MR15 with the current money system ain’t needed.”

While some pros are skeptical, like Epitacio ‘TACO’ de Melo bringing up the point of pistol rounds being OP, most players have heralded the calls of gla1ve.

MR15 is something that hasn’t been touched in the 20 year history of Counter-Strike, and purists might argue that it’s against the spirit of the game.

However, it’s clear that some members of the community want some change, and it’s up to Valve to look at implementing it.


CSGO players outraged as Valve removes bots from competitive

Published: 8/Jan/2021 1:25

by Andrew Amos


CS:GO’s January 7 patch was headlined by an interesting change to remove bots for AFK and disconnected players in competitive. The update has been almost universally disavowed by the community, who are outraged by the change.

Bots have been a contentious issue in CS:GO for some time, especially in ranked. Stacks would abuse the system to kick underperforming players to get a bot they can play with instead post-death, although that also posed its own problems.

The AI characters would take weapons away from the players, make poor buys, and other questionable decisions. However, their existence was taken for granted ⁠— some solace in losing a teammate if you could grab a bot and get back on the battlefield for a fair 5v5.

Valve has shut that down though. In a drastic change on January 7, the CS:GO developers have removed bots from competitive “when a player disconnects or is kicked.” This means there’s no more 5v5s if a player leaves, you’ll always be stuck a man down.

In addition to that, if an entire team leaves, there will only be a singular bot spawned. This idle AI will be there for an easy kill so the opposing team can blaze their way to 16 rounds.

However, the changes have been almost universally slammed by the CS:GO community. Players agreed that bots were a problem in competitive, but removing them was not the way to deal with it. “We wanted bots to be better, not gone,” one Reddit user said.

Prominent CS:GO YouTuber Anomaly also questioned the changes. “They legit removed bots from competitive. If someone on your team leaves, it’s instantly GG. We wanted more control over the bots, being able to have bots drop guns and have more complex commands, not removing them completely?

“Today me and Linda got disconnected from a game because of internet drop. [We] managed to reconnect and while we were gone our team didn’t do horribly because they had 2 bots. With this new update they would have 100% lost all the rounds we were gone.”

That wasn’t the only issue players had with the contentious January 7 update. Valve also removed a function with pings, no longer highlighting weapons in competitive for allies to pick up. This has also fallen flat with players.

“No more bots? Pings don’t highlight weapons? What the f**k is this update Valve? Now literally every time someone leaves it’s a guaranteed loss… this is so random, what issue does it solve,” another Twitter user added.

Valve are yet to comment on the community feedback. You can find the full CS:GO January 7 patch notes below.

CS:GO January 7 patch notes


  • When a player disconnects or is kicked in classic competitive and wingman modes, they will no longer be replaced by a bot. If the entire other team leaves, one bot will be left on the other team, idling in spawn.
  • Fixed bots not navigating properly in Warmup arenas.

View models

  • Reduced size of SWAT sleeves matching all existing models.


  • Fixed a crash in Windows dedicated server when “version” command is issued.
  • Pings no longer move when walked over by characters, and will no longer highlight weapons in competitive matches.
  • Adjusted Retakes clip areas in Mirage and Train

Perfect World

  • Accounts that completed government identity verification have been upgraded to CS:GO Prime Account Status for Steam China.



  • Further optimizations
  • Fixed some clipping bugs


  • Fixed a pixel-gap in the Cargo containers in T-Spawn (Thanks to the perceptive individual that reported it to 3kliksphilip!)
  • Fixed Cargo containers not having their proper colors.
  • Fixed bomb explosions being visible above the A site. (Thanks markman2575!)


  • Removed several boost spots
  • Added stairs in the garage for better rotation flow
  • Breakable glass ceiling around A-site and Mid. Smokes and flashes can now be used on A-site
  • Removed “office” area on mid
  • Added ladder on A upper CT side
  • Both entrances of the hut are now wider for better player traffic flow between A-site and Mid
  • Lowered A upper and bridge to make entire bombsite more readable
  • Removed several awkward angles on A-site
  • Removed excessive areas on A-site
  • Removed clutter on A-site
  • Better FPS around the whole map


  • Widened inner part of connector
  • Reduced size of restaurant corner
  • Adjusted tarp positions on truck to eliminate some angles
  • Lowered half-wall at stairs
  • Adjusted timings by pushing CT spawns back a bit
  • Shifted crates next to tower further towards pit
  • Enhanced visibility for various long range angles
  • Removed electric box next to bikes
  • Reduced amount of breakable glass at shop
  • Blocked angle from CT boost to pit
  • Increased size of ladder hole
  • Added location names
  • Fixed players being able to see into the tower area when boosted at dumpster (u/ReVoLTimE)
  • Fixed some Z-fighting and intersecting geo (Thanks Joaokaka1998)
  • Fixed various visible nodraw textures (Thanks Joaokaka1998, Fnugz, u/TheSpudd, u/ReVoLTimE)
  • Fixed various bomb stuck spots (Thanks Joaokaka1998)
  • Fixed player stuck spot on street (Kerluck)
  • Clipping adjustments throughout the map (Thanks Joaokaka1998, u/ReVoLTimE, Kerluck)
  • Minor visual adjustments and enhancements