Rush B: Esports Manager - RUSH B: Esports Manager v0.1.4 - Full Changelog — page 1
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Rush B: Esports Manager - RUSH B: Esports Manager v0.1.4 - Full Changelog

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AddedMatch Statistics & Tracking

Every match now records each player's T-side rating, CT-side rating, pistol-round rating and AWP kills. Player profiles, statistics, records and the pre-match screen show real figures where they were blank or zero.

ChangedCohesion, Communication & Leadership

A team's cohesion now matters in matches. A five that has gelled plays up to 6 % above itself, and a freshly rebuilt or divided five plays up to 6 % below.

Calling now matters. The in-game leader shapes how the whole five plays, through how well they call: leadership above all, then decision-making, awareness and playstyle adaptation. A five led by an elite caller plays up to about 16 % above itself, and one led by a poor caller up to about 9 % below. Most IGLs sit in the middle and change little, and a star put in the IGL role without the calling for it gives the five almost nothing.

A great in-game leader now holds a difficult five together. A strong IGL wins back up to 10 points of the cohesion a clash of personalities or a muddled set of roles would cost, though never what a language gap costs. The IGL is now the team's captain in practice too, so a star who out-leads the IGL with an ego to match slows the five's climb, and a five with nobody in the IGL role gets no lift from leadership at all.

Communication now depends on how well a five really speaks together. A five that shares a mother tongue talks best, and an international five getting by on basic English now sits a few points lower, which caps its cohesion. A player learning his team's language reaches basic level in a few months and fluent in about two years, faster on full cohesion hours, but never native.

Fatigue, Mood & Pressure

Tired players now play below their best. Fatigue costs a player nothing up to 30, about 2 % by 60 and 5 % from 90 on, so a run of matches without rest can lose a series. Computer-run teams know it: they ease their players' practice from 30 fatigue, and a tired team is slower to enter another event. The same caution applies when you let the AI decide your own club's event entries, and the practice screen now marks a player's burnout risk High from 45 fatigue instead of 55.

A player's mood now shows in their aim. An unhappy player is more erratic from duel to duel, and a happy one a little steadier. Moods in the middle change nothing.

Big matches now test a player's nerve. The bigger the event and the later the stage, the more it shows, with a top-tier grand final the biggest stage of all. A nervous player or a choker has bad moments up to 25 % worse, and a composed big-game player has them up to 20 % milder. Good moments are unchanged, and small online matches feel no pressure at all.

Computer-run teams now feel every round of an event. The fatigue and mood from one match carry into their next match the same week, so a long playoff run wears a team down and a win lifts it before the next round.

Map Practice, Side Balance & Vetoes

Map practice now pays off in matches. A team plays each side up to 3 % better on a map it has drilled that side on, and a player who knows the map well plays up to 3 % above their usual level. A new signing who barely knows a map plays up to 3 % worse on it, and their teammates are not affected.

Computer-run teams now choose their starting side by each map's real balance and their own side practice. A team that has drilled T on a map starts T more often, and no map's choice is ever certain. The win-probability graph after a match also uses each map's real T/CT balance.

Computer-run teams now judge each map in the veto by their players' map knowledge and the team's practice on it together, so a team picks the maps it has drilled and bans the ones it has neglected.

Computer-run teams now let their weakest map go. Each month they stop practising the map they would ban in the veto and spend that time on the maps they actually play.

Each map now plays to its own side balance. T sides win more rounds on Anubis and fewer on Train, Nuke and Overpass, close to the split in real pro play.

Clutches & Round Dynamics

Clutches now come down to the player. The last player alive no longer gets a hidden boost just for being alone. A great clutcher plays up to about 25 % better when left alone, a poor one up to about 20 % worse, and an average one is unchanged. Players facing a lone opponent close the round out better with high composure and confidence, and a little worse when both are low.

Being outnumbered now costs. A player fighting a man down is weaker in each duel, so a lead turns into a round about as often as it does in pro play, and 1v3, 1v4 and 1v5 clutches are now as rare as they should be.

LAN & Home-Crowd Advantage

Home crowds now lift their players. At a LAN event, a five with at least three players from the host nation plays 1 % better in any arena and up to 2 % better in front of a big one, unless the other team also fields three or more.

Player Intelligence & Adaptation

Real pros now have a real playstyle adaptation, drawn from how well they read the game, instead of the same 50 for everyone. A thinker like karrigan or apEX adapts far better than a raw aimer. Because the stat counts toward a player's ability, the sharpest minds start a few points higher and the rawest aimers a few points lower.

FixedCohesion, Practice & Lineups

A lineup change now counts from the very next match. A five with a new face used to play, and show on the pre-match screen, at the old five's cohesion and map practice until the weekly update. It now plays at its own from the first map.

Every screen now shows your current starting five's cohesion and map knowledge. The roster, Team Practice and the loading screen used to show the old five's figures until the weekly update, and player moods, event invitations and the built-in practice plans used them too.

Computer-run teams now lean their practice towards the side they actually play well. They used to lean almost every team towards CT, because every team rates higher on CT.

Ratings, Records & Awards

The season's Best Pistol award went to an arbitrary player, because no pistol-round rating was recorded. It now goes to the best pistol-round player, and the season's best AWPer award now counts AWP kills.

T-side and CT-side ratings now count each round the same. A one-round half after a 12-0 start used to weigh as much as a full half, so a player's side ratings over a season swung on a few lucky rounds. Profiles, records, statistics and the transfer request chart now show the true figure.

Every T-side, CT-side and pistol rating record now needs at least 12 rounds on that side, whether it is set on a map, in a series, a tournament, a season or a career. One or two lucky rounds in a lopsided map or a quick 2-0 used to set a near-3.00 record that could never be beaten.

Ratings no longer stop at 3.00. A monster pistol round or half now shows its true figure, and tournament, season and career averages, the Best Pistol award and the rating records count it. A record at 3.00 can be beaten again.

Mood & Match Outcomes

Grand finals now move player mood as grand finals should: winning one lifts a team with the full title bonus, and losing one hurts more than an ordinary playoff defeat. Events with a group stage or a play-in used to treat their final like any other playoff match, so lifting the trophy barely moved a player's mood.

Contracts & Transfers

Raising the salary in a contract offer no longer lowers the player's interest. Above a certain wage, more money used to make the acceptance chance fall. A higher salary now never hurts, and hovering the desired wage or the Wage meter tells you how much salary is enough.

Extending your best-paid player no longer counts against him as being paid above your best-paid player.

A player's interest in your offer now reflects your squad's current wages. It used to read your wages from the moment the game was loaded, missing any signing, sale or new contract since.

The reputation part of a player's wage demand now updates every week. It used to stay at the value from the first contract you opened with him after loading the game.

An incoming transfer offer no longer stays in your inbox after the deal has fallen through, for example because you extended the player or the bid timed out. The dead offer used to block the week, and accepting it brought the dead deal back to life.

A postponed transfer offer now comes back to your inbox the next week. Postpone used to hide the offer for good, and the deal quietly ran out of time.

Player Profiles & Languages

Retired players now read "Retired" on their profile and in the search bar instead of "Free Agent", and their profile shows a Retired badge where the Actions button would be.

A player's profile no longer calls a learned language "Native". Only a mother tongue reads Native. A learned language at its best reads the new "Fluent", and a workable second language now reads "Good".

Finances

The Finances screen no longer shows facility upgrades you never bought. Your media manager's wages and the payouts for releasing players now appear under their own names, and the monthly wage bill reads "Player and Coach Salaries", because it includes your coach.

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