The latest CS2 update, released on October 3rd, has brought a host of exciting features to the game. Alongside the introduction of the new Gallery Case with over 60 new skins, fresh stickers, and a groundbreaking addition called CS2 Charms, the standout feature is undoubtedly the CS2 Armory Pass.

Wondering what makes the Armory Pass in CS2 so revolutionary? Let’s dive into the details!

Also, if you wish to add the new skins to your inventory, but you don’t have the funds, make sure to visit Skinomat, where you can sell CS2 (CS:GO) skins for real money!

What Is the CS2 Armory Pass?

With the CS2 Armory Update, a new addition was made to the in-game store—the Armory Pass. Similar to the previous CS2 operations and their operation tokens, the Armory Pass allows players to unlock exclusive items by completing in-game tasks. By purchasing the Armory Pass, players gain the ability to earn Armory Credits through various in-game objectives.

These Armory Credits function like an in-game XP system. Once you purchase an Armory Pass, you start with one credit, and you can accumulate more by completing quests, winning matches, and racking up kills. Each Armory Credit can be used to unlock exclusive items like expensive skins, stickers, and charms, all of which are tradable on the Steam Community Market after a brief trade lock period.

Currently, Armory Credits can be spent on:

  • 25 Credits for a limited-edition Heat Treated Desert Eagle
  • 3 Credits for a random Charm
  • 4 Credits for a random skin from the Overpass, Graphic, or Sport & Field collections
  • 2 Credits for a Gallery Case
  • 1 Credit for a random sticker from the Elemental Craft or Character Craft collections

Can You Have Multiple Armory Passes?

Yes! You can have more than one Armory Pass active at the same time. Players can currently activate up to five different passes, each with its own set of tasks. This means that the more passes you have, the faster you’ll be able to earn Armory Credits.

While you do need to purchase each Armory Pass separately, having multiple passes significantly boosts your chances of earning more skins, best stickers, and charms at a quicker pace. For those who spend a lot of time playing CS2, stacking multiple passes is an excellent strategy for collecting more Armory Credits and unlocking free content faster.

Future Rewards and Updates for the Armory Pass

At the moment, there’s no expiration date on the Armory Pass. Once purchased, it remains active, allowing players to continue earning Armory Credits for an extended period. Although each pass costs $16, over time you can accumulate enough credits to unlock a variety of valuable items, such as weapon skins, stickers, charms, and cases.

While the pass itself doesn’t expire, the available skins you can purchase with Armory Credits will rotate over time. New rewards will be added, but to claim the current active skin, you’ll need to gather 25 Armory Credits. This can take some effort, but purchasing multiple passes will speed up the process, making it easier to reach that goal.

What Else Was Included in the Latest Update?

Beyond the introduction of the Armory Pass, the Armory Update added several other exciting features to CS2. Along with fresh skins, stickers, and charms, the update has further enhanced the game’s overall experience. For a full breakdown of everything included, be sure to check out the complete patch notes below:

THE ARMORY

  • The Armory is now available in the store
  • Features 3 new weapon collections, 2 charm collections, 2 sticker collections, the Gallery Case, and the Heat Treated Desert Eagle
  • Purchase and activate an Armory Pass to start earning Armory Credits
  • Make progress toward credits whenever you earn XP with an active Armory Pass
  • Redeem credits for items in the Armory

CHARMS

  • Introducing Charms: dynamic items you can apply to your favorite weapons. Currently available exclusively in the Armory
  • Drag and drop Charms to precisely place them on the weapon of your choice. A weapon can have one charm attached at a time
  • Use a Charm Detachment to detach the Charm from a weapon. The Charm will return to your inventory and can be reused
  • Redeeming a Charm from the Armory grants three complimentary Charm Detachments. Additional Charm Detachments are available for purchase

INVENTORY & ITEMS

  • All items acquired from the in-game store (including the Armory), Trade Offers, and Steam Community Market are now subject to a 7 day re-trade and re-market restriction
  • All stickers, patches, and charms available on Steam Community Market, in the Armory, or on friends’ Steam Inventory web pages can now be previewed on your own inventory items
  • Removed ability to delete weapon cases from your inventory
  • Added sticker scrape level selector when applying new stickers to weapons
  • Added precise sticker wear level selector when scraping existing stickers on inventory weapons. Any applied stickers can only increase their sticker scrape level
  • Added a way to immediately remove existing stickers from inventory weapons in addition to sticker scraping
  • Added nametag module preview on the actual items when applying nametags
  • Fixed several cases where applying nametags or stickers would unequip the weapon from your loadout
  • Customizing a base weapon that’s currently equipped will now auto-equip the newly customized version

ANIMATION

  • Improved character posing when on large slopes
  • Made feet pin and unpin differently for all use cases to help remove aggressively leaned characters (AKA the MJ lean)
  • Pin/unpin IK logic now not affected by poor server ping times
  • Feet IK now repositions to idle pose if the feet have pinned at a largely different pose to that authored
  • Re-authored run, walk, and crouch content to fix wide/scissor leg posing when traversing
  • Changed ladder animations and behavior so characters heads are much more representative of where the player camera is, including characters now display crouch correctly when on ladders
  • Removed popping when crouching or uncrouching while jumped and reduced leaning on jump animations
  • Fixed character’s pose popping when falling off a ledge
  • Fix for many cases where character’s posing would subtly pop when traversing with slow moving weapons

GAMEPLAY

  • Flashbangs and HE grenades no longer prematurely detonate when they exceed their ‘stuck bounce’ limit

GRAPHICS

  • Added a Display selection dropdown for non-windowed Fullscreen mode to the Video settings screen
  • Fixed graphics artifacts for fire effect in the Advanced Video tab

AUDIO

  • Fixed a bug where UI sounds wouldn’t position correctly when in-game
  • Fixed an issue where step sounds would play for the local player but fail to broadcast to other players and vice-versa
  • Fixed an issue where ragdoll water splash sounds would erroneously play on alive players
  • Fixed a case where voice chat didn’t work on community servers
  • Fixed a case where incoming voice chats would sometimes never close

NETWORKING

  • Added telemetry option to display graphs of network jitter and misdelivery
  • Changed how packet misdelivery is measured. Previously, if packets arrived out of order, this could be counted as misdelivery even if it was corrected and did not impact gameplay. Also, jitter was not considered, even though excessive jitter can disrupt smooth gameplay. The new measurement method will only count reordered packets as misdelivered if they impact gameplay. Furthermore, if network jitter exceeds a threshold where gameplay is affected, the packets are counted as misdelivered even if they are not dropped and arrive in order

WORKSHOP

  • Added optional 3rd layer to environment blend shader
  • Added biplanar mapping as an option for environment shaders
  • Added optional wetness layer, paintable in Hammer on environment materials with the feature enabled
  • Added color correction, roughness, and normal adjustments to foliage shader and static overlays

MISC

  • Removed support for command line options that were intended for development purposes only

ANCIENT

  • Fixed some disappearing geometry
  • Fixed some cases where players could detect player movement through water from across the map
  • Fixed some pixel peeks
  • Fixed a case where player shadows could be seen through geometry
  • Adjusted some clipping for better player movement

ANUBIS

  • Fixed some missing collision
  • Nudged some geometry and clipping that were blocking grenade throws
  • Improved clipping on some floors for more predictable grenade throws
  • Fixed a pixel peek
  • Adjusted clipping in a few areas for better player movement

DUST II

  • Fixed some clipping at B site

ITALY

  • Added to competitive matchmaking
  • Fixed bird animations

MIRAGE

  • Fixed some C4 stuck spots

NUKE

  • Fixed a pixel walk
  • Fixed some C4 stuck spots
  • Fixed some gaps in geometry where items could get lost
  • Fixed some disappearing geometry

OVERPASS

  • Adjusted some grenade clipping to prevent bad grenade bounces

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