CS2 Update on September 24: Bug Fixes and Crosshair System Optimization

September 24, 2026

CS2 Update on September 24: Bug Fixes and Crosshair System Optimization

September 24 CS Update

[ Rush ]

Increase the maximum countdown timer after elimination in the end room from 7 seconds to 14 seconds.

The elimination timer will not activate when the entire team is wiped out by suicide, teammate kills, and/or disconnection.

The warmup time, freeze time, and technical timeout durations after all players connect have been reduced.

Fixed multiple gaps and adjusted collisions.

[ Sight ]

Some additional information about the new sighting system:

The new crosshair thickness and length units are in pixels.

In the past, these values were defined using an arbitrary scale and converted to pixels based on display resolution, meaning the same value could result in different pixel counts across different resolutions.

When using the new settings, if you want a crosshair that is 1 pixel wide, has a horizontal bar length of 8 pixels, and a gap of 4 pixels, you would set: thickness = 1, length = 8, gap = 4.

Please note that the new crosshair system automatically rescales pixel counts when the display resolution changes. For example, if a crosshair was configured at a display resolution of 1280x720 with a thickness of 2 pixels, and then the display resolution changes to 2560x1440, it will now automatically rescale the thickness to 4 pixels to maintain the same ratio as when it was configured.

New option to draw a half-outline. This will only draw the top-left part of the crosshair outline.

Fixed the bug that caused the zero gap width to be ineffective.

New static square crosshair style added. The minimum dynamic spread distance has been reduced to 64 pixels. The new dynamic crosshair style will show you the real weapon spread and inaccuracy, while the "Dynamic Spread Limit" setting serves as the upper limit for the spread distance at maximum inaccuracy and spread. There is a base spread distance of 64 pixels, which covers weapons with the highest spread, allowing players to better understand the actual accuracy of the weapon they are using.

[ Miscellaneous ]

Fixed an issue where the left-hand view model's animation was abnormal during silent reloading.

Fixed the third-person player model's animations playing too fast during silent reloads.

Fixed the animation glitch with dual-wielding Berettas in first-person during reloading.

Team tags now appear in kill notifications.

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