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CSGOWeaponBalanceMod CSGOWBM
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CSGOWeaponBalanceMod CSGOWBM
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14 October, 2015
Mod Feedback
Just thought I'd make a discussion thread for players to give some feedback regarding the mod.
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Showing 1-15 of 31 comments
lucky 유 13 Dec, 2015 @ 8:30am 
Just played a game of cache with a scrim full of GE's and when both teams were on T they won 90% of the rounds, just felt like with a map like cache and the power of this new AK is perhaps too good.
Really like what you've done with the pistols though, seem balanced and fair when thinking about how much they cost.
tybg 13 Dec, 2015 @ 8:36am 
I agree with Head-Shooter. AK is way to good and makes maps like cahce and dd2 almost enterily T sided.
Last edited by tybg; 13 Dec, 2015 @ 8:36am
JLS.cs 13 Dec, 2015 @ 8:59am 
i think ak, m4 etc. are balanced. Only the deagle might need a litle more tweaking (op)
keewait 13 Dec, 2015 @ 9:36am 
Its not OP at all. You can not balance weapons by pug statistic. They played against me and we both won so many T rounds because we both fucking sucked at CT. End of story.
Last edited by keewait; 13 Dec, 2015 @ 10:04am
JLS.cs 13 Dec, 2015 @ 9:40am 
Originally posted by KEEWAIT:
Its not OP at all. You can not balance weapons by pug pug statistic. They played against me and we both won so many T rounds because we both fucking sucked at CT. End of story.
thats kind of true :X (5 eagles against 5 globals)
pkmnmastertom 13 Dec, 2015 @ 9:42am 
I haven't played too many games but, like the others, all my cache games were fairly T sided too. It may have just came down to bad CT play though rather than the AK being op.
otokonoko 13 Dec, 2015 @ 11:33am 
If for some reason people want my rank I'm unranked and have been global before (honestly does not mean much). I am mainly an aimer (at least I primarily hone my aim). Opinions will obviously differ and the only real accurate way to know would be good teams scrimming against each other with this mod.

Unlike what these people are saying, I have had very CT sided games along with T sided (I 16-2 almost 3 games starting CT). The play styles are simply different because of the mod. I have played about ~8 games or so of this mod the past few days. The AK is not T sided as the CT weapons are insanely accurate. I had many many times where I double hs with the m4a1s.

Rifles I think at this point are fine. The awp movement is balanced due to the increased accuracy of rifles which allows people to punish the awper if he misses. In pugs it might be a bit more T sided due to the way pugs work but in an actual game it would not at least from what I've seen.

At this point I would say the main things that should be experimented with are probably the pistols some more. The pistol rounds although feel nicer than Valve's it is still awkward. You can spam both the CT and T pistols too fast and the glock doesn't feel accurate enough compared to the USP/P2K.

SMGs could maybe use some more tweaking with movement accuracy (slightly too high).



Everything below is ideas/possible things that could be added.



I would really like you to do some experimenting with both penetration values and aimpunch. Especially with aimpunch with armor as there should be absolutely minimal aimpunch with armor. I know as you said before it's only overall aimpunch but I would still really like you to lower it anyway a bit as aimpunch without armor is rediculous anyway. As for penetration maybe increase it by 25 or 50 for example (of course only with M4 and AK) and have a beta of sorts people can try it with. The penetration is not as important due to smokes and it is mainly an idea/experiment while aimpunch I would say is more needed.

I would need to play some more games which I have been doing a lot of and I could give some better input. The majority of this was off of around 8 or so games of playing with some friends.
Last edited by otokonoko; 13 Dec, 2015 @ 1:38pm
tornadoToni 13 Dec, 2015 @ 11:34am 
I agree with 0range, it's mostly about the CT's defending. AK is simply great, as it has to be.
WAITING FOR GLEDENS 13 Dec, 2015 @ 11:35am 
i would'nt say that the ak is too op, i think its more bad ct play. last match we ere loosing 8-0 but were able to bring it back to 9-6 witch switchin around positions and how we were playing
SlothSquadron 13 Dec, 2015 @ 1:04pm 
Originally posted by ^1anime_fan227 rip CSGO:
At this point I would say the main things that should be experimented with are probably the pistols some more. The pistol rounds although feel nicer than Valve's it is still awkward. You can spam both the CT and T pistols too fast and the glock doesn't feel accurate enough compared to the USP/P2K.

Pistols are getting a lot of changes for v1.2. Spamming is definitely too effective in 1.1.
Graboy 13 Dec, 2015 @ 1:36pm 
The spray pattern on the SSG553 should return to the default. I, for one, am having trouble reverting the muscle memory I've already accumulated for that weapon, and I'm sure others feel the same way. While it helps some people adopt the weapon, this difference is too dramatic to adjust to. What this boils down to is that a given individual will either use the SSG553 in vanilla but never in the weapon mod, or use the SSG553 in the weapon mod but never in vanilla. This does nothing but discourage the use of the weapon in either case.
otokonoko 13 Dec, 2015 @ 1:40pm 
I forgot to add that the famas and galil are both too accurate. Especially the famas which I can just melt through people with. I think you should reduce either the damage or the accuracy on them. Buying a famas almost feels like buying an M4 just with an added burst and slightly less damage (which kind of ruins the point of buying an M4). It doesn't need anything signficant just a really slight nerf
Last edited by otokonoko; 13 Dec, 2015 @ 4:38pm
SlothSquadron 13 Dec, 2015 @ 5:44pm 
Originally posted by ^1anime_fan227 rip CSGO:
I forgot to add that the famas and galil are both too accurate. Especially the famas which I can just melt through people with. I think you should reduce either the damage or the accuracy on them. Buying a famas almost feels like buying an M4 just with an added burst and slightly less damage (which kind of ruins the point of buying an M4). It doesn't need anything signficant just a really slight nerf

Yeah that's definitely the downside of applying an accuracy buff to nearly every weapon even if inaccuracy from firing is tweaked. Some of the balancing is lost and weapons like the Famas and Galil lose their huge downsides. I'm not sure how i'll handle this but I'm going to give it a lot of thought.
First thing i noticed was how fast the awp scoped is, really feels too quick. Imo needs to be slower, but not as slow as it is on normal cs
I think the M4A1s should be somewhere between where you have it and where it is now (in terms of fire rate). I just think its a little too fast and would be a better longer range weapon which is where I think it should be. Also, the deagle I think is a little too powerful. I do not really like the spamability. Those are really my only 2 things I think should be changed with the mod
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