"/Removed Spike icon from being visible on enemy player minimap icons " Please actually read. They’re giving lower tier players a handicap.
Is anybody going to talk about not seeing the bomb on the minimap on ct/defender side now? The game revolved around locating the bomb and reacting to that info, and the possibilities. Now that you just can't see it until you kill the one of the five guys who carry it or they plant it, it's like super early rotations or overreactions to pushes by even the least amount of guys because the defenders are constantly paranoid about the positioning of the bomb on a player, because they know every player they see could have it right in front of them. Thoughts please. That's one less very big option for reading plans of the attackers when your team literally STARTS OUT in pieces. It was the one piece of info you could rely on to give your site defenders a fighting chance of keeping the bomb plant at bay with a strong rotate and knowledge to the other team that it was seen.
I think it's safe to say that rotations happens when a loss of one teammate happens to 2+ guys on a site, or if you see the bomb. Now the agenda is to assume every player has the bomb because its unsafe to assume anyone doesn't have it? Honestly introduces even more of a gambling aspect to reading the other team and the possibilities? The options for your BROKEN UP TEAM to counter and read the other full force of another team has kind of been weakened a lot.
Can we be honest here. The previous option was to just leave the bomb behind, and pick it up when it was deemed safe for the T side. It would help the defenders if the attackers made a mistake and accidentally showed the bomb, OR it would indicate a purposeful bluff without having to dedicate to many seen players.
NOW it covers up the attacker's mistakes of showing the bomb, and it changes the mindset of defenders. The game revolves around the bomb, and early sight of it. It used to be an important piece of info you were to take caution with that could cost you the round if you made a mistake with pushing too far with it too early into your plans of attack and now I don't know what it is. It's just the thing to blow up site you carry in your pocket.
The most crucial points to a game win and round win is number of players in the initial firefight and execution, and info about the previous and the bomb. Knowledge of one helps even the odds of the other immensely. I could be wrong, but I seriously think it just became a ~40 second post-plant game. If the skill level of each player in the game was about the same, and they took the site successfully in the short amount of time expected to be with numbers overcoming numbers, it is safe to assume walking to the next site is now not an option because of the time it would take for that would leave the bomb timer ending already and the fact that your teammates will be slaughtered by the time you get there anyway, and running would once again give away your position inevitably, and changes still are that you're teammates are all gone. Utility usage yea I get it, delay the push with utility from two guys against 5 guys with their own? Maybe your defenders can just be better? Let's assume the matches are a bit even. I don't know come on.