MIBR has announced a roster change, bringing Breno “brnz4n” Poletto back into the starting lineup. This move comes after André “drop” Abreu was benched due to recent performance issues. Raphael “exit” Lacerda will also be resuming his role as team captain, a position he held previously.
Brnz4n’s return to the main team follows a period on the sidelines after being moved to the bench in September 2024 to make room for Lucas “Lucaozy” Neves. Having initially joined MIBR’s main roster from their academy team in May 2022, brnz4n has a history with the organization. He expressed his enthusiasm about rejoining his teammates and his renewed focus on winning.
🚨 UPDATE NO #MIBRCS@brnz4n volta ao time titular e já vai jogar a Pro League S21.
MIBR’s recent results have been less than ideal, with a disappointing showing at PGL Cluj-Napoca. The organization hopes that this roster adjustment will provide the team with a much-needed boost as they head into the ESL Pro League 21 Play-In stage on March 1st in Stockholm. Jhonatan “jnt” Silva is expected to coach the team at the event, stepping in for Bruno “BIT” Fukuda Lima.
CS2 Premier servers are not perfect and if your lobby members are spread across geographical locations far from one another then selecting specific servers might help everyone get a fair ping.
Unfortunately, CS2 does not allow players to select a certain area or server to play on. However, you may somewhat improve your chances of connecting to specific servers by adjusting your maximum ping through the slider in the game settings.
How to change Max Acceptable Matchmaking Ping?
Follow the steps mentioned below to change Max Acceptable Matchmaking Ping:
Go to the game’s settings.
Under the Game Menu, find the setting for “Max Acceptable Matchmaking Ping”.
Raise the Ping Value.
Selecting a server may not be possible in CS2 but fiddling with the slider may help you pinpoint your match to a particular server or a range of servers in any case, selecting a server of your choice is not an option at hand.
This feature is already there in Valorant since its inception and while there are more pressing issues with CS2, adding this to the game would be a welcome change.
Bunny-hopping has always been an integral part of the Counter-Strike game mechanics and it wasn’t until CS2 that it was completely nerfed making some of the older players crave for ways to still do it.
The bunny hopping is not as effective in CS2 as it used to be in CS:GO, if you truly want to enjoy the experience, having a custom server with “sv_cheat” can be considered. While setting up the server might take some work, peruse this article to figure out what commands will give the best Shopping experience.
Bunny Hop Commands
Fast Bunny Hop Commands
Following commands will remove CS2’s velocity limitations so that you become quicker with each hop and will cause you to automatically bunny hop when holding space.
While you can enjoy a similar experience to the previous command this will not remove the current velocity limitations of CS2, making you able to bunny hop within the maximum allowed speed of CS2.
Bhop will always remain in the hearts of CS fans given the amount of mechanical prowess it was required to pull it off. As cool as it looked, we cannot overlook the effectiveness of the mechanic, and it’s sad to see the developers take it away from the game.
We’re still nearly two weeks away from the start of the Valorant Challengers EMEA 2025 Stage, but the teams participating in the event have already been confirmed.
Set to kick off on March 3rd, Valorant Challengers EMEA 2025 Stage 1 is set to feature twelve elite teams from the region who will compete for Ascension points in hopes of getting to the primary VCT EMEA circuit. The event will run for a week till a winner is crowned on March 9th.
In this article, we’ll take a look at all the teams that have managed to qualify for the Valorant Challengers EMEA 2025 Stage 1 tournament.
Valorant Challengers EMEA 2025 Stage 1: All Teams
Here’s a list of all the teams that have secured their slot at the upcoming Valorant Challengers EMEA 2025 Stage 1:
FOKUS (DACH: Evolution Winner)
CGN Esports (DACH: Evolution Runner-Up)
Joblife (France: Revolution Winner)
Mandatory (France: Revolution Runner-Up)
Team Liquid Academy (NORTH//EAST Winner)
Szach Mat (NORTH//EAST Runner-Up)
Enterprise Esports (NORTH//EAST: Stage 1 Third Place)
It’s that time of the year again, and Dota 2 fans from around the world have come together to celebrate the highly anticipated patch day of the beloved MOBA.
As with every major update, the new Dota 2 7.38 patch brings a plethora of exciting changes to the game, including a major revamp to the map, customizable neutral items, tons of hero changes, and a whole lot more.
While covering every change introduced in the Dota 2 7.38 update in a single article is a near-impossible feat, we’ll be focusing on one major highlight of the patch—the map changes.
If you queued straight into a Dota 2 game without reading today’s patch notes, I wouldn’t blame you for thinking you accidentally launched a custom game mode from the Arcade library instead.
Yes, the map changes in 7.38 are that drastic.
For starters, the Dota 2 river now stretches all the way through the Dire jungle to the bottom of the map (it’s your lucky day, Slardar pickers).
Additionally, these new waterways contain strong currents that will give you a speed boost if you’re running in their direction. Don’t worry, it won’t slow you down if you’re running against the flow.
Dota 2 7.38 Patch
The Wandering Waters update hasn’t just flooded the Dota 2 map with flowing river currents—it has also introduced new Amphibian neutral creeps that now inhabit these waters. These new neutral creep types evolve throughout the match, starting from Pollywog and all the way up to Croaker.
Map alterations inevitably bring along adjustments to the map’s objectives. As a result, the Roshan, Tormentor, Wisdom runes, and even the Lotus pools have all seen notable changes in the 7.38 patch.
Roshan has returned to his old home in the river, and the two pits are located near the Power Rune spots. He spawns in the southern pit at the start of the match, and when the day breaks, he travels to the northern pit, throwing away (literally) any units he encounters along the way.
The number of Tormentors on the map is now limited to one, and it spawns in one of two corner locations depending on the time of day—always on the opposite side from Roshan.
Wisdom runes have been removed and have been replaced by Shrines of Wisdom. These Shrines will activate every 7 minutes, and can be claimed by any hero standing within 300 units of it for 3s. However, the time will not count down time if an enemy hero is standing within the effect radius.
Lotus pools now share the same ‘contesting’ mechanic as the Shrines of Wisdom mentioned above. This wraps up the major map changes that the Dota 2 7.38 patch has added to the game. If you’re looking for a full list of changes, you can take a look at the official patch notes by Valve.
Valve has significantly altered its Regional Standings system, mainly by changing the invitation system and introducing Wildcard teams, following a joint letter from top CS2 organizations worldwide.
VRS teams will now be ranked in order and receive invitations/qualifications per their rankings. A directly invited VRS squad cannot start later than another directly invited VRS roster with a higher VRS rating since teams invited by VRS will also need to start at the tournament stage based on their VRS ranking.
Closed qualifiers are no longer a part of the tournament qualification stages as multi-stage tournaments will be using the VRS Priorities and the previously mentioned revised definition of Main Stage.
Wildcard invites will be limited to two eligible rosters invites to a tournament as Wildcards for every eight rosters invited from a VRS:
It includes at least 3 players who individually were members of a top 8 Roster on an Invite VRS List at any time during the preceding 6 months.
It has placed first or second place in any Tournament, of equal or lesser tier than the one issuing the invite, during the preceding 6 months.
There are now subregions for the VRS listings in Asia and America. Oceania, East Asia, and West Asia are on the one side, and North America and South America are on the other. Being implemented before the Major, we are yet to see how fairly the new system treats the lower-ranked teams.
The development of Marvel Rivals has hit a snag, with recent layoffs impacting the game’s US team. On February 18, 2025, Thaddeus Sasser, the US Game Director for Marvel Rivals, announced on LinkedIn that he and his entire Seattle-based team had been unexpectedly laid off.
Sasser expressed his surprise at the decision, particularly after what he described as a successful launch for the new NetEase Games franchise. He emphasized the talent of his team and highlighted the difficult job market they now face.
NetEase Games addressed the layoffs, citing “organizational reasons and to optimize development efficiency for the game” as the driving forces behind this move. In a statement shared by Stephen Totilo on X (formerly Twitter), the developers acknowledged the difficult nature of the decision. Despite the layoffs, NetEase reassured fans that they remain committed to delivering an “exceptional experience” with Marvel Rivals.
NetEase rep tells me the cut of the Marvel Rivals team in Seattle was a “difficult decision” made “to optimize development efficiency for the game”
We recently made the difficult decision to adjust Marvel Rivals’ development team structure for organizational reasons and to optimize development efficiency for the game. This resulted in a reduction of a design team based in Seattle that is part of a larger global design function in support of Marvel Rivals. We appreciate the hard work and dedication of those affected and will be treating them confidentially and respectfully with recognition for their individual contributions. We want to reassure our fanbase that the core development team for Marvel Rivals, which continues to be led by Lead Producer Weicong Wu and Game Creative Director Guangyun Chen in Guangzhou, China, remains fully committed to delivering an exceptional experience. We are investing more, not less, into the evolution and growth of this game. We’re excited to deliver new superhero characters, maps, features, and content to ensure an engaging live service experience for our worldwide player base.
Having explored many of the big names in the genre, we recently discovered a new thrill in Units Battlegrounds on Roblox. This game offers a compelling blend of dungeon exploration, challenging boss fights, and team building. Units Battlegrounds definitely provides a good test of skill.
To give you a leg up on your subterranean adventures, we have gathered the newest Units Battlegrounds codes. These codes unlock free coins and gems, which you can use to recruit powerful combat units and enhance your team.
Units Battlegrounds Codes for February 2025
update_soon: 50 Gems
transfer: 50 Gems
new_location: 50 Gems
20000likes: 3k coins
update3_5: 4k coins and 100 Gems
How to Redeem Units Battlegrounds Codes?
Redeeming these codes is thankfully much simpler than navigating treacherous dungeons. Here’s a quick guide:
Start Units Battlegrounds on Roblox.
Look for the “ABX” icon, usually located at the bottom left of the screen, and click on it.
Minecraft’s endless possibilities can keep players engaged for ages, but Roblox offers a unique twist with Craft Tower Defense. This Roblox parody, inspired by the familiar blocky aesthetic, challenges players to protect their world from relentless creepers. Success hinges on strategically placing defensive units along the enemy’s path. However, building a formidable defense requires resources.
To give you a head start, we’ve compiled a list of the latest Craft Tower Defense codes, granting you valuable coins to acquire powerful units and enhance your tower defense experience.
Craft Tower Defense Codes for February 2025
CHALLENGES: 500 Coins
MAP3: 500 Coins
RAIDS: 600 Coins
How to Redeem Craft Tower Defense Codes?
Redeeming these codes is a straightforward process, thankfully much simpler than battling hordes of creepers. Here’s how:
Open Craft Tower Defense on Roblox.
Locate and click the Settings icon, typically found at the bottom left of the screen.
Next to the Codes button, you’ll see a “Go” button. Click it.
Finally, click the “Redeem!” button to claim your free coins.
Counter-Strike: Source, the 2004 successor to the legendary Counter-Strike 1.6, has been given a surprising refresh. A substantial update for TF2, coupled with the release of the TF2 SDK, appears to have prompted Valve to revisit several titles still running on the original Source engine.
The most notable improvement for Counter-Strike: Source is its long-awaited transition to the 64-bit version of the Source engine. This crucial change unlocks access to the increased RAM available in systems. By utilizing more than 4GB of system memory, the game should see increased stability and a noticeable boost in performance.
Further enhancing the player experience, the update introduces a borderless windowed display option and UI scaling adjustments. These additions are particularly beneficial for gamers using high-resolution screens and multi-monitor setups.
Added radial fog (from Half-Life 2: 20th Anniversary Update)
Added support for Steam Networking
Added UI scaling for high-resolution screens
Made the default server name for listen servers include the player’s name
Made the game launch in native resolution by default instead of 640×480
Client-side prediction fixes (these fix ‘jank’/rollback in certain situations)
Fixed a bug where when unducking, the view could glitch out if the player doesn’t have space to unduck
Fixed gifts not randomly dropping when players are killed during the winter event
Added sv_autobunnyhopping so bhop servers can have this wanted behaviour with client-side prediction
Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actions
Improved prediction for walking on props and other entities
Made certain client-side entities only trigger local prediction errors
e.g. If the viewmodel experiences a prediction error, the player will not experience a prediction error
Fixed prediction of viewmodel sway
Fixed a prediction error regarding weapon idle animations
Fixed certain breakable props not gibbing correctly
Fixed an issue where certain variables like position would not be updated correctly to match the server in certain situations
Fixed the player’s base velocity (eg. conveyors, moving items etc.) getting subtly out of sync from client/server