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Show HN: CS Weapons – Counter-Strike weapon data comparison app (csweapons.com)
245 points by vercadium on May 5, 2021 | hide | past | favorite | 112 comments



As an ex-pro CS player (circa 2003-2007), this is pretty neat. Unfortunately, even though CS might have a fairly deep weapon pool, only a very small subset of weapons are actually used in competition (I'd wager 85+% of gameplay mostly involves the M4, AK, AWP, Deagle, and USP/Glock). Situationally, a few weapons would be interesting to compare (the MAG-7 and Scout come to mind), but the tool isn't particularly useful outside of a curiosity.

Even though I don't really follow the pro scene much anymore, I'd personally be more interested in a tool that analyzed map positioning and strats. Cool site nonetheless, solid work!


Agreed. It's a neat site, though! There has been some variation in weapon use in recent years, but I don't know if this site would have really helped in revealing those details.

There was that whole period last year where people discovered the SG and AUG were actually quite good, and then Valve nerfed them into the ground again.

Several years ago, the UMP was insanely accurate when tapping/bursting, and it was a great half buy and anti-eco gun. That got nerfed, too. The MP5 behaves somewhat similarly, but it's not really worth buying over the MP9 in a serious match.

There was a recent discovery with the Nova, where the first shot spray was found to be consistent, and you could hit headshots consistently from distance by aiming to the right of the head. That one's pretty fun, although the situations where you'd want that over a deagle seem niche.

I think the biggest missing with this site is that it's only comparing raw DPS/rate of fire numbers and not spread recovery. A big part of it is the "feel" of bursting/tapping guns while momentum cancelling, when in scenarios where you can't full spray.

eg. Clicking on the head with a P250 at medium range isn't super accurate, but if you manage to momentum cancel perfectly and trace, you actually have a pretty decent chance vs full armor. But I could also buy a five seven, which has better armor pen, accuracy, and sprays better.


Thanks for the feedback; absolutely! Modelling these additional aspects like recoil and accuracy with customisable shot intervals is underway.

To elaborate, they didn't make it into the initial release as there's a substantial amount of work involved to tie that in dynamically with the data (as each shot is inherently dependant on all the shots before it and the time between them when firing multiple rounds).

I understand how much value this would add to the comparisons, so it's a top priority!


Good to hear! In particular, one comparison I would love to see is something like:

If I perfectly strafe and momentum cancel between every shot with a pistol, how often do I dink an opponent if my crosshair's on their head with a P2K, P250, CZ, and five seven? How different are the recovery periods where I'm strafing before I can tap again?


I played CS very non-professionally right at that same time. My go to weapon was the AUG/Bullpup. It seemed to me to have the best combination of spread/range/firing speed/damage. Curious why it didn’t make the cut.

Edit: before I got into CS I played a lot of Delta Force and got pretty good at it. I was very proud of my screenshots where I won matches with a 30+ point lead. My weapon of choice there was a heavier machine gun with a model I don’t remember. It wasn’t scoped and didn’t have great accuracy but due to the size of the hit boxes I could still spray and pray pretty efficiently at snipers from a large distance. I was never fast enough at close quarters but the fact that you could see a dot that you knew was a sniper and shoot them down before they got the chance to move while you stay on the move really did help.


There was a cultural agreement to not use those weapons. Back then the community had to create rules for the game.


The AUG and other scoped rifles have seen a fair bit of competitive use, depending on their current state of balance.


too expensive in 1.6


yes this is the reason why aug/sg were not being used then


It has had a few times where it’s been meta in niche situations even in later iterations of CS


Was it the m60 or m240? Was it delta force BHD? Good times :)


It was! And based on quick searches I think it might have been the m60 but I’d have to fire up the game to be sure.


While this is certainly the case overall, at least in today's meta the variety isn't that bad. For example, if you scroll down on https://www.hltv.org/stats?event=5728 you can see a breakdown of what was used in the Dreamhack Masters tournament which was on this weekend.

I feel there's enough variation there (especially for "eco rounds" were people can't afford the top weapons) to find value in comparing them.

Nonetheless, you are correct on the majority and for sure that will be reflected in the usage of the site - a lot of the comparisons are going to be "Can the M4A4 kill with 1 shot to the head at range X" or similar.


+1 .. came here to say exactly this. While this site is great for finding out what others weapons exist, I don't think any weapons outside of m4, ak, awp are actually used.


I love that nothing has changed since cs 1.6


Yes, largely it has been tweaks but there have been a few changes such as the loss of my beloved riot shield.


Tactical Intervention had tons of wacky broken creative ideas, to me it felt a lot more like old school CS than Source or GO


well, SMGs are very used today in the competitive scene. 2nd round winning side is usually the time to buy those SMGs, the opponent will probably have an eco round and the added kill bonus given by those weapons are very useful to build up the team economy. Also the autoshotgun has some use, usually CT side in maps like Nuke (A site) where there are choke points and a CT can spam the weapon against a T rushing inside the bomb site


I really do wish that eSports broadcasting of CS would improve. Instead of focussing on the first person view, if it primarily showcased an overhead view clearly indicating positioning and movement it would be more engaging for viewers.


but the difference would be that you can't see insane PoV's mid-round, which for me, takes away from the beauty of the game


eSports I feel needs to grow into a more spectator friendly approach. Real life soccer matches are not broadcast from a players perspective, for example. Similarly if CS GO matches are broadcast from a overhead view that covers a broad swath of the map, it could provide a more engaging view to the spectators.

It externalises the action, and makes the match into a "show" to watch, which I would say would be naturally more appealing to viewers.

Another interesting option would be to give spectators a free camera to view, I don't think that anything technical difficulty ia there in most game engines from providing a free, unrestricted camera to spectators.


You’re not bound by physical parameters... why not both?


I think the most useful feature is the damage fall off at range. It would be nice to visually see how far away a target is when you adjust the feet away/units away.


Great idea! I had plans to add in a few examples for context, but showing that visually is something I hadn't considered yet; thanks for the feedback :)


> I'd personally be more interested in a tool that analyzed map positioning and strats

What sort of analysis of map positioning and strategies are you thinking about?


Professional e-sport tournament payouts for Counter-Strike now total nearly $100M; players have everything from huge salaries to sport psychologists, but still no good way of visualising game data.

CS Weapons provides information and comparisons on Counter-Strike weapons, featuring real time analysis and calculation of weapon data.

Simulations are performed live in the browser and are scenario reactive, dynamically updating based on the part of the body hit, your range from the target and more. Alternate modes such as burst fire and silencers are all supported. Modelling additional aspects like recoil and accuracy with customisable shot intervals is underway.

Technical and design highlights:

- Data-driven Vue PWA.

- Installs to supported devices for a native app experience and works offline; a Service Worker notifies users when an update is available.

- Clean URLs that populate application state to support linking directly to comparisons.

- Device sharing experience using the Web Share API.

- Dynamic SVG charts that react in real time and are fully responsive.

- Immersive chart viewing experience with the Fullscreen API.

- Supporters are rewarded with additional features; as a "Jamstack" application, CS Weapons utilises AWS Lambda to query a membership API using "serverless" functions that are triggered through an Auth0 authentication rule.

- Custom material design built on Vuetify, with its colour palette, typography and user experience lovingly pruned and cared for.

- Blistering performance and load times.

On a personal note, I'm trying to do my best as a new dad, so building this during my free time on top of that, full-time work and a house move has been really challenging and if I'm honest with myself, probably not that healthy. Still, after chipping away at this for so long it feels great to finally put it into the wild across the game's community this week.


This looks really great, and shows a lot of polish in its interface. I liked how you had different preset ways of filtering the data (SMGs, Rifles, etc), as well as linkable results pages. Being able to select armor and hit-locations seems to just be a scaling factor, but also was a neat touch.

I think there might be some value in adding a duration slider (as an alternative to shot count). Because most items you're comparing has varying rates of fire (e.g. P90 vs UMP45 vs Mac10), the slower weapons will often show more "damage" (over N shots), whereas the DPS might be similar or vary a lot.

It might also be interesting to have weapon selection filters based on cost -- e.g., comparing rifles and SMGs of similar cost, or things you can buy on the first or second round.

Edit: I also just went to the advanced charts section, encountered your buy-me-a-coffee link. While I personally don't like signing up for additional tiers of access, I think this was a very nicely done way of doing so.


Some excellent feedback there; thank you! That's not just a pleasantry either - those were seriously insightful comments you made.

Having cost selection is a fantastic idea, especially given the commonly used terminology in the game lends itself nicely ("Eco buy" etc).

Your comment on duration hints at something that I have felt but not articulated in my notes so that was very helpful. Like you mentioned, this is particularly relevant in the SMG category because the amount of rounds they fire in an average engagement is that much higher and the disparity between their rate of fire is greater (the MP9/P90 are in a league of their own in particular).

Lastly, cheers for your other kind words! :)


Seconded. I've played CS casually for almost two decades now and, although I specific details have changed over time, I never really knew the specifics about how each weapon effected you. For instance, I've always considered the SG553 to be just a less accurate version of the AUG (without actual evidence), but it actually inflicts higher damage and also slows you down a bit.

Cool site.


I play it casually and practised a bit with the spray/recoil workshops maps.


> Professional e-sport tournament payouts for Counter-Strike now total nearly $100M; players have everything from huge salaries to sport psychologists, but still no good way of visualising game data.

Cue "SG was overpowered for five years and nobody noticed" (because real CS players use the AK, not the "cod noob gun").


It's cool that you market it as material design and sharable and having a fancy stack... but all I care is whether I get useful info about CS:GO. The ugliest maps programmed for training are more useful imho.

The charts don't help me learn anything about the data more than the table, and the stats like RPM or deploy milliseconds mean nothing to me. If you ask CS players how they learn timing, it's usually mouse tapping a rhythm from some song.

The key takeaway is that you need creative ways to actually help me understand which weapon to pick in which situation.


I actually modified what I posted elsewhere (Reddit for example) for this audience as I imagined those technical details were more relevant. Fair point though.

I understand what you mean about the charts; some prefer things displayed visually so I think it's important to meet the needs of different types of users.

Thanks for the feedback!


For what it's worth, I was glad you shared your stack, was actually kinda curious ! Very nice website, thanks for sharing, hope you had a blast building it ;)


I've built an analytics website for StarCraft 2 and found something similar.

It's very easy to get 'cool' statistics and information, but it's very hard to create something 'cool' or novel that's actually useful for players trying to improve.


Personally I don't really see the value in comparisons of these primitive statistics like rate of fire/reload time.

At a high level everything becomes so highly dimensional that any analysis on this level falls short compared to intuition.


The only useful thing is the recoil pattern, which this site doesn't even have.


Exactly my thoughts while browsing. Comparing the silenced m4 with the famas for example, they look nearly identical in stats but feel very different. Granted, I haven’t played in about 10 years, but that’s my recollection.

Quantifying recoil could be very useful.


It's probably most helpful in terms of having discussions around weapon balancing


it's really hard to figure out which weapon is best just from looking at a page of attributes. consider the classic ak vs m4 dichotomy. ak kills in one headshot with or without armor, has higher damage per shot, and has higher DPS. the m4 has a much tighter recoil pattern though. in practice, most people will drop an m4 to pick up an ak, but they are closer than they look on paper.


Interesting! Has the difference in damage always been the case? Back in the <= 1.6 days I always thought the AK and M4 were pretty much equivalent. I would always pick up the one I couldn't buy as I thought it was cool.

But then I only played against bots and at LAN parties so it was never too serious.


I love CS. I mean I love the franchise as a whole but the original was such a breath of fresh air in what 2000. The gunplay is so good.

It's unfortunate that even today it is impossible to play without hearing 4chan racial slurs for the lulz. Very toxic community.


Disabling voice chat makes the game so much better. Can't do that if you're playing competitively, but if you do play comp without a team you're going to have a bad time anyways.

> It's unfortunate that even today it is impossible to play without hearing 4chan racial slurs for the lulz. Very toxic community.

That comes with the territory. Edginess and homophobia are the hallmarks of male adolescence. The more value society places in a slur, the more appealing it becomes.

Games that skew younger and have more female players encounter this problem less. For example, Overwatch has much less of that kind of thing.

Is it human nature? Bad parenting? Cultural influences? Who knows. The good news is that most of these kids will grow up to be normal pleasant adults.


Some recent changes were made around people who frequently get blocked being auto-blocked for you when you join the game. They have highlighted red names like "Dalmatian" and "Flamingo", etc. If you un-block them, you swiftly find out why.

So, blocking communication is one thing you can do to help send a signal that this player is toxic. I guess eventually they start getting queued in lower trust factor lobbies but that's speculation.


As others said, toxic players can be easily blocked. Unfortunately, sometimes that is not enough because they continue to abuse other players (with friendly fire, friendly flashes etc…) To be fair, players like that are very rare. In my experience, much bigger problem are cheaters. From those who don’t even hide it to very leery ones.

I think that many players would gladly change CSGO with similar game (even non free), in which cheating is harder. Valorant seems better then CS in that regard, but for me biggest dealbreaker is unrealistic aspect of it.


Solution:

    voice_enable 0


Valorant!


I imagine what would totally sell me on it is interactivity with a live game. Imagine if you could hook into the game and show live data on the last kill, where you hit him, how much damage you inflicted and why. Would be really cool, but probably not allowed without getting banned.


This probably sounds like an old man but Halo 2 weas doing this back in 2004 when you could immediately after the game get detailed game reports, even available via Rss.

No surprise that Bungie made revolutionary games with Halo (series) and Destiny. Halo 1 was the basis of FPS on the console and Halo 2 was the basis for Xbox live


nit:

Golden Eye was the basis of FPS on the console, after which Perfect Dark and Time Splitters followed.

What came later was Halo and its 2-concurrent-weapon + auto-healing formula that was more forgiving and modern-arcadey that redefined (but did not invent) console FPSes. It may have also introduced the dual-analog control style for FPSes on consoles that have since taken over.


In a very recent update, Valve's added what looks like some kind of dashboard to consume game statistics (for a small monthly fee...).


It's not live, but Leetify can give you some very precise data about your gameplay e.g. what your spray patterns actually were


Overwolf is a platform which lets developers do just that. We use it for a few different apps.


Just lookup the spray workshops.

They show that data and you can practise there.


I'm one of the primary engineers behind tracker.gg. If I could offer some constructive criticism:

- You probably don't need individual pages

- You're polluting my browser history as a result, not very user friendly. :)

- I shouldn't have to navigate away from the "direct" view to add weapons

- The "direct" view and the "table" view are functionally equivalent. You should figure out how to combine these into a single optimal view - shouldn't be difficult since they do the same thing.

- Your "winning" cell highlighting isn't really clear. Yes it's lighter, but that's not really an effective indicator of "best" (on tracker.gg we use gold highlighting to accomplish the same thing in our view: https://battlefieldtracker.com/bfv/profile/origin/Z1nYoRiTa/...)

- Your various filters/modifiers should probably be colocated with the selected weapons, they're all filters.

- With a single table there's probably room to split the view in half to show graphs/detailed breakdowns to the right of the main table. Your "direct" view uses an inordinate amount of space. (I'm thinking something like our Valorant match viewer: https://tracker.gg/valorant/match/a06b84a9-bdd2-4509-90ca-fa...)

Overall pretty cool, I could see something like this being popular with Valorant too.


I really don't mind the individual pages and I don't think it really "pollutes" the browser history either. Rather, I think it makes it much easier to link a friend to a specific comparison.


You can do this without spamming history, just replace the state instead of pushing it.


I think you should be using `replace` more judiciously. IMO its primary use is redirecting from some kind of invalid state/URL, i.e. when the user does not want to ever go back.

For all valid states/URLs, users expect that the browser's back and forward button work as expected, and that they can save or send that link to others.


I think you should be using push more judiciously. If I visit a site, click 3 buttons and blow up my back button so I have to hit back 4 times to get back to HN/Google, I'm not returning.

Users expect the back button to work for page transitions, not state/UI transitions. And again, this doesn't impact the ability to send the current page state as a link whatsoever.


Thanks for taking the time to comment! I disagree with you on the history though. By the same token, a large portion of users would press 'back' to expect to return to a previous view, only to exit the site. If I land on a site from Google and click on 'About us', I expect to need to click twice to return. I think it's intuitive as-is.

For what it's worth, pure state changes (that don't occupy a page within the router) do use history.replaceState though.

I understand that this wouldn't be the case if I approached the design as per the rest of your feedback; placing a lot of this content within a single view could be done. However, the UI/UX is designed to be shallow, minimal and mobile friendly.

For example, while I could put weapon selection in as a filter and add controls to toggle between data views - creating a single powerful view - this doesn't actually accomplish much other than trading valuable space for increased UI complexity to avoid moving views.

Admittedly, I see this through a different lens as I'm aware of the amount of controls I need to somehow fit further down the line to support upcoming features. A desktop only site would be very different!

I appreciate your feedback; it's great to see things from another perspective.


Some stats on your page seem obviously faked. E.g top 1 cs go player has 11600 days of play time. Longer than the game even has existed.


Yeah, our CS:GO site doesn't get any love, it has received a total of about 10 hours of attention - that's why I avoided using it as an example. Cheaters run rampant in CSGO, it's not a problem exclusive to our site unfortunately. We're exploring ways of automatically detecting cheaters across our network though.


Important factor not shown is avg shot spread, minimum burst till max spread, and how kneeling affects spread, spread after 2 shots, 3 shots, spread while moving. Those are important especially for AK vs other weapons.


Thanks; absolutely! Modelling these additional aspects like recoil and accuracy with customisable shot intervals is underway.

To elaborate, they didn't make it into the initial release as there's a substantial amount of work involved to tie that in dynamically with the data (as each shot is inherently dependant on all the shots before it and the time between them when firing multiple rounds).

I understand how much value this would add to the comparisons, so it's a top priority!


Kind of off topic, but I've really lost interest in a lot of "traditional" FPS games like CS and even CoD over the course of lockdown. Myself and my friends who played Halo for years have since migrated to more tactical and realistic games like Arma and Escape from Tarkov. EFT especially offers a lot more depth than these types of games. CS just felt formulaic after a while and there was an element of discovery that was missing. EFT is still in Beta and this analysis would be pretty cool to see for that eventually (site is gorgeous btw), though there's a lot more weapons combinations available in that game.

Maybe it's part of getting older, and if we're still going to play video games they need to be more of an extreme technical challenge for them to be fun for us.


> CS just felt formulaic after a while and there was an element of discovery that was missing.

I think that's the whole point, actually. The game itself is pretty known, as well as it's strategies; to get good, it really requires raw mastery and someone with a feel to know which strategy to apply when. The simplicity of CS is, in my opinion, it's main selling point.


CS is basically an alternative to the Quake formula of arena shooters, yet both types of game are still arcadey arena shooters.

Games like Arma can't really be compared to CS. They're completely different games with only superficial similarities (same camera angle, and the presence of guns).

> Maybe it's part of getting older, and if we're still going to play video games they need to be more of an extreme technical challenge for them to be fun for us.

This is definitely a factor. Games like CS, Street Fighter, etc are highly skill and knowledge based, but lean very very heavily on reaction times and stamina.

Even though there's absolutely nothing stopping older players from competing in those (and there are many that do), I think most people just don't find that's something they want to bother with as they age. I'm still in my 20s, but I'm finding the intense pace of CS hard to keep up with compared to when I was in my teens, even though the game hasn't changed (if anything, I'm more skilled today than back then).


Games like Tarkov, ARMA mods (DayZ, breaking point, etc), and EVE are just not fun for casual players though.

It just isn't fun if I have an hour to play and I immediately die to someone who has played 18 hours/day for the entire lockdown and I permanently lose the item I worked several days to get.


I agree with you, Tarkov isn’t fun for a casual gamer. But my friends and I who still game are all vets and we appreciate the realism. Also, the difficulty of Tarkov is pretty uniform... you can be a noob and still get lucky and get a solid kill on a veteran player just as easily. Maybe it’s the chaos I appreciate so much because it echos the reality of war. Luck, and all of that.


There really needs to be a better way to level match people in online games.


If you liked OW or UT (or any arena fps), maybe you would like Quake(and 2 and 3), Openarena, Xonotic, Sauerbraten or Assault Cube. Those are nearly free these days ;) (at least the online part). Maybe not current AAA quality, but nothing better than the raw speed and fraggin everything you can see (and where the crosshair sees it) with no waits and respawning every time...

Seriously, try one of them. Sauer or xonotic would be a nice start. They are open source too,


I'm making an FPS game right now that is comparatively an extreme technical challenge for players. You're a first person tentacle monster with a mechanical typewriter, and the words in your heart, as your weapon.

No multiplayer planned yet (besides what people can do with copy/paste and email) need to carve the niche first.


Just put your game in my steam wishlist! I love typing games, and its nice to see new ones getting created.


Haha thank you :)


I wish that the big studios would find a market for games with more depth. There is soooo room for innovation! Imagine what a AAA budget could do for a game like EFT.


I have a love of battletech and mechwarrior.

I want to see mechwarrior add a Natural Selection/Battlefield mechanics IE one person is a commander with top down overview. Even if that top down commander is only for enemy AI to give them a bit better intelligence it would be nice.

Or add infantry units, tanks, hovertanks, airsupport roles.

I would love to see space battles and the larger galaxy strategic map come into play and have it play out on multiple levels.

So much they could do. But likely won't.


CSGO feels “solved” in a lot of ways, with regards to tactics and the meta-game. EFT and similar games have a lot more churn with regards to the meta.


I wonder if the churn in EFT is partially introduced by the wipes. In some ways I hope they keep that feature around when the game actually launches. Forces players to really experiment and try new things, plus there's a skin in the game factor with risk you take bringing in top shelf gear to a raid.


This confirms my suspicion that the Negev is the best gun in the game and all the others are a waste of money. Although I understand that competitive players need to keep the game entertaining, which is why they use different guns during tournaments.


I think the weapon comparison needs some style adjustment. I compared 3 weapons and my eyes are having so much trouble following the lines that I thought some of the rows were misaligned. I think that effect is due to the highlighting feeling like it's actually alternating row colors. After I figured out what was going on, I started looking at the cells that stood out because I figured those must be the best numbers. Except that's backwards from my intuition too. To me the darker background draws my attention because the contrast between that and the text is higher.


Excellent points; thanks for the feedback. I responded to someone else in here with more details, but I'll be adjusting it for sure.


I have updated the visuals for highlighting the "best" value as a result of your feedback; let me know how you feel about the change :)


Really well done! Playing around with it a little, the only thing I noticed was it was difficult to see which color meant "better" when comparing values. Maybe add a little checkmark or something if one stat is higher?

Other than that, I love how you don't just compare raw values, but have the ability to select armor/range/etc. That's something I see missing in a lot of similar "comparison" applications.


Thanks! Great point on the highlighting; it's a tough balance because I also want to make it look subtle (I'd be worried that an icon would be jarring when there is a sea of them during a comparison) but I'm sure something could be done to improve it. Hmm, perhaps colouring the "best" text with the my accent/success colour (the yellow) rather than, or in addition to, the weapon's name? Something to think about.


I have updated the visuals for highlighting the "best" value as a result of your feedback; let me know how you feel about the change :)


I know this is CS specific but it's a resource that kinda finally confirms why I always use some machine gun vs a shotgun in many games. Shotguns are fun in some games because they cause things to explode close up, but in general the DPS is just super low at any distance compared to a machine gun/assault rifle.


You've missed the point of a shotgun - DPS is irrelevant, it's how fast I can get you to 0 before you can get me to 0. And shotgun wins there, at least up close.


How can it be faster to shoot 50 rounds with the MP7 when compared with P90 since the MP7 has a magazine of only 30 rounds and the P90 50? Also, I'm pretty sure that I can hit a target at 333ft away with a P90.


I must have missed your second point (or you edited it in). The maximum range for the P90 is 3700 in-game units (308ft) compared with 4000 units (333ft), so you cannot!

That said, very few places in any official CS map have ranges that long. One would be on Train from Terrorist spawn to "Ivy" @ 3900 units (325ft).


great thanks I will test it out


The rounds fired value is limited by the number of bullets in the clip, so you can select up to 50 rounds (because the P90 is in the comparison) but the MP7 will run out of ammo at 30.

Thanks for using the site! :)


neat tool, didn't mean to only complain ;)


No worries; thanks! :)


Fun fact: while I don’t quite remember the actual name of those weapons (English is my second language), the buy short cut was deep in my muscle memory, my favorite: B13, B41(T)/B43(CT), B46, B51 and O3


Sleek and loads fast.

What I want more than anything is a dynamic diagram showing the bullet spread depending on how fast I shoot. Maybe even let me click for shots.


TIL P2000 and USP have identical stats. Somehow I alway feel USP is more accurate to P2000.


Sometimes all it takes is that one extra bullet


This made me open steam and download the original CS game... last played 10 years ago.


Lot of websites have been doing that for a long time, I don't really like your UI compare to the popular for example: https://sym.gg/?game=bfv&page=charts


What's the difference between the two views? Just row vs column?


slightly OT, but does anyone know if there have been any attempts at creating an open source version of the original CS? Kinda like OpenRA or similar?


Does anyone know of anything similar for PUBG?



Oh one for division 2 would be pretty cool


This is simply awesome, thank you.


Which CS is this? 1.6 or GO?


Global Offensive yeah. It's pretty much taken in both the 1.6 and Source communities at this point (though I'm sure both have some dedicated players remaining).


I loaded up 1.6 a month ago, got into an iceworld game, brought back lots of memories. Crunch Crunch Crunch


I miss the vehicle game modes in 1.6.

They were so wonky and fun!


Unreal Tournament 2004 ?


Nice work. Now do the same thing for the ubiquitous aimbots, hacks, & cheats that CS:GO allows?


cs-online.club

:-)




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