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Post by saytun9872 on Jul 12, 2011 22:33:37 GMT -5
I have found Den's weapon charts as extremely in-depth and accurate. If you haven't noticed the Call of Duty Wiki and Battlefield Wiki use his stats to achieve better tactics and professionalism. The Counter-Strike Wiki ( counterstrike.wikia.com/wiki/Counter-Strike_Wiki), which I am an admin of, uses stats from: www.schuzak.jp/cs-s/dmgchart.html. Although, the stats are fairly accurate, I have some problems. The damage was tested in-game from an arms length away. Since 2006, Counter-Strike: Source has received major and minor updates, changing weapon damage, range, and accuracy. Does anybody know of an accurate website to get Counter-Strike stats from? It would greatly benefit the Counter-Strike Wiki and its visitors.
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Jul 12, 2011 23:28:52 GMT -5
For CSS weapon files... Get GCFScape developer.valvesoftware.com/wiki/GCFScapeGet CTX Converter developer.valvesoftware.com/wiki/CtxConverterUse GCFScape to open up the CounterStrike Source .NCF files in \Steam\Steamapps\ and find the weapon .ctx files. Convert the CTX files into TXT files using the Converter. --- I've not looked much into CounterStrike data, however for what little the CTX files reveal: "MaxPlayerSpeed" = Movement speed when weapon is in hand "WeaponArmorRatio" = Damage split between Health and Armor Assumed "1" would be have half the damage diverted to Armor while "2" would take off twice as much health as armor. "Damage" = The base amount of damage Damage decreases gradually almost immediately (you'll notice the files reading one number higher than what even a zero-distance shot in-game will result in) out of the barrel until it reaches... "Range" = ...this distance... (not sure how / if the game scales the units of measurement.) "RangeModifier" = ...and will drop to this amount of damage (multiplied). For example the USP will start at 34 damage and decrease to 25 damage (0.79x) over a distance of 4096 units of measurement and continue at 25 damage after 4096 units. "CycleTime" = Rate of fire measured in time between shots. --- That's about it. The rest of the weapon data is stuck in various .DLL files. Alternatively, just download this .ZIP. I put all the converted CTX files in there.
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Post by surroundize on Oct 21, 2011 17:11:54 GMT -5
Hello Den. Can you please tell me about the all css weapons accuracy that control the recoil of the weapons? If u have the best scripts for weapon having better accuracy please send me the download link. Thank you.
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acidsnow
True Bro
Guardian Angel
Posts: 726
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Post by acidsnow on Nov 5, 2011 17:33:24 GMT -5
I bought CS-Source back in 2007 when I got a new laptop (which turned out to be too underpowered to get more than 5fps)... Fast-forward to 2011 and I got a beast of a rig on Craigslist for cheap and re-installed Source to see what the game felt like after having played 80 days of CoD since 2007. And wow, the random bullet spread [over time] is just lame, it's like continually hip-firing in CoD, except the first few bullets are accurate then then not so much... I never really had an opinion on it back in the day, but after playing CoD for so long, I realize I want to know where my bullets are going.
For being such a competitive game, and having so little user-input as to where your bullets are landing - I gotta say it's rather off-putting in this era.
I saw that CS is getting an HD release some time next year, so I understand if they want to please the current user base by keeping the retro bullet spread system, but my beef with CS is there's very little visual input as to where my bullets are landing.
I played so much CS back in the day, good times.
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Post by volgon on Nov 5, 2011 18:34:57 GMT -5
The biggest turn-off to me with CSS is the absolutely horrible hit detection. It seems a lot more complicated and in-depth to change your config files than it is in COD where all you do is open one file and change a few values and your hit detection is mostly fixed. I would consider getting Global Offensive if I know that the hitboxes are fixed but if they aren't, I'll definitely pass.
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mannon
True Bro
wordy bastard PSN:mannonc Steam:mannonc XB:BADmannon
Posts: 15,371
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Post by mannon on Nov 9, 2011 14:48:13 GMT -5
tl;dr You don't get the nice visual feedback of ADSing, but CS recoil patterns are not fully random, in fact they are less random than CoD hipfire offering much value to recoil compensation techniques, (aka "skill").
The thing about the bullet spread in the CS series is unlike CoD it is not simply cone shaped randomness. Sure you don't have the good ol' iron sights, but the recoil generally follows more predictable patterns.
I don't know the exact patterns for the various guns, especially in CS:S, though I imagine they largely ported the weapon behavior from CS more or less faithfully to not alienate what was at the time the largest player base in multiplayer online gaming. In the old CS the recoil pattern was more or less T shaped. Most guns would kick a bit left and right, but mostly up until reaching and upper limit then you'd get sort of a wider apparent spread at the top of the T, though this could be due entirely to the fact that it sticks there and has more time to fly off in other directions.
I think you'd get pretty similar behavior in CoD when ADS if you took something like the M60 from BO but reduced the max vertical kick so that you'd be butting up against it all the time if you went full auto or even fired a long burst.
Of course in CS you don't have the ability to actually ADS so you can't react to particularly strong kicks and such. But IMO reactive recoil compensation, even in CoD, is overrated. Human reaction times and margins of error are just too large except for pretty extreme cases. (For example some weapons have a very wide range of possible kick values and the possibility of getting two very large kicks in the same direction. This makes it quite possible to insert a pause after a particularly bad kick or double-kick to let the weapon recenter, even though you're likely to have already fired at least 1 round far off target.)
Though the recoil patterns do not match CoD there was much discussion about recoil compensation techniques which could easily be applied, though in different directions and amounts which need to take into account the actual CS:S recoil patterns. Unfortunately you'll have to research those elsewhere or figure them out via trial and error as we don't have that specific data here.
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