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The new update released in CS2 on the third of October has introduced a large number of new features. While it brought a completely new Gallery case, together with over 60 new skins total, brand new stickers, and even a completely new feature known as CS2 charms, the most important new addition is definitely the CS2 armory pass.
What is the armory pass in CS2 and why is it so revolutionary? We’re here to explain everything!
Also, if you ever need money to purchase any skins from the new update, make sure to visit SkinCashier, where you can sell CS:GO skins and cash out your inventory instantly!
What Is The Armory Pass?
The CS2 armory update introduced a completely new feature to the in-game store, the armory pass. It functions similarly to the previous CS2 operations and the operation tokens, which allow players to score new skins and weapon cases for completing the operation objectives. Similarly to the operation tokens, players who purchase the armory pass for their account can complete quests and tasks in-game in order to receive armory credits.
The credits function similarly to an in-game XP, and each armory pass immediately starts with a single armory credit in their armory pass. Further armory credits can be earned for completing the armory pass tasks, winning matches, and securing kills. You can turn your armory credits into free CS2 skins.
The Armory credits are a separate currency, which you can spend on exclusive items. At the moment, armory credits allow you to purchase new skins, expensive CS2 stickers, and a completely new item type, called charms. Each item received from the armory pass can be bought and sold on the Steam community market as well, with a seven-day trade lock upon landing in your inventory. At the moment the armory credits can be spent on:
- 25 Credits on a limited edition Heat Treated Desert Eagle
- 3 Credits on a random Charm
- 4 Credits on a random skin from one of the three new collections: Overpass, Graphic, or Sport & Field
- 2 Credits on the new Gallery Case
- 1 Credit on a random sticker form the new Elemental Craft or Character Craft collections
Can You Have More Than On Armory Pass Active?
Yes, you can have multiple armory passes active at the same time. At the moment, players can have up to five separate armory passes active, each offering a different set of tasks, meaning that more armory passes you have, the easier it will be to earn armory credits.
With multiple armory passes, each one will allow you to earn armory credits, making it easier to get new skins and stickers. Although you have to buy each separate armory pass, if you play a lot of CS2 it can be a great idea, as you will earn armory credits (and thus, free CS2 skins and stickers) much faster.
Will There Be Any Different Rewards In The Future?
At the moment the armory pass itself has no time limit, meaning that it’s a single purchase, which can last you much longer, and in the process earn you even more free skins. Although each armory pass costs $16, over time you can earn a lot of armory credits for simply playing the game, which you can later turn into weapons, stickers, charms, and cases.
At the moment the only time limit on the armory pass is on the skin, which can be purchased with the armory credits you earn. The skins will change over time, with new rewards coming in. However, in order to earn the active armory pass skin, you need to earn 25 credits first, which can take some time (and work). If you want to earn the skin easier, you’ll need to purchase multiple passes.
What Other Features Were Released In The Patch?
The Armory update has introduced a number of new features, not just the new battle pass. Here are the complete patch notes to get you up to the game:
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