Forum

> > CS2D > General > weapon balancing
Forums overviewCS2D overviewGeneral overviewLog in to reply

English weapon balancing

21 replies
Page
To the start Previous 1 2 Next To the start

old weapon balancing

Jarxo
User Off Offline

Quote
Just wondering if anyone has a similiar opinion on the following:

Smgs under-powered?

Deagle over-powered?

Scout reload speed is unbeleiveably to quick.

Awp should reload a bit slower?

Famas & Galil under-powered?

More colors for spray logos

Just curious

old Re: weapon balancing

Jarxo
User Off Offline

Quote
user Apache uwu has written
Yeah that seems to be the case, but deagle was 1sk (head) in 1.6.


Yea but deagle in 3d variant is no where near as over powered (minus the fact you can shoot it faster)

old Re: weapon balancing

Hador
User Off Offline

Quote
I would agree with everything except for the AWP and the spray colours.

If the SMGs and the famas/galil were a little stronger, I would probably use the a lot more often.

old Re: weapon balancing

Apache uwu
User Off Offline

Quote
It feels that way because 3d is completely different from 2d.

Aiming in different locations in 3d will give different damage amounts.

However in 2d you will only do the weapon damage amount. DC had to choose the middle damage, (headshot/leg shot).

old Re: weapon balancing

Z-
User Off Offline

Quote
user Jarxo has written
Just wondering if anyone has a similiar opinion on the following:

Smgs under-powered?

Deagle over-powered?

Scout reload speed is unbeleiveably to quick.

Awp should reload a bit slower?

Famas & Galil under-powered?

More colors for spray logos

Just curious


i believe smgs are underpowered. like way underpowered.

scout reload is pretty fast now that i think about it..

As for the AWP i think it should be a tad bit faster.

Deagle IS over powered.

and famas and galil should be a lil stronger..

old Re: weapon balancing

SilentDash
User Off Offline

Quote
user Jarxo has written
Just wondering if anyone has a similiar opinion on the following:

Smgs under-powered?

Deagle over-powered?

Scout reload speed is unbeleiveably to quick.

Awp should reload a bit slower?

Famas & Galil under-powered?

More colors for spray logos

Just curious

Rofl...
Smgs with skill = not under-powered
Deagle is for me underpowered ... glock with burst mode is much better...
Scout...not realy...but if you are are a "anti snipe" player then yes
awp...is good how it is
Famas is a very nice weapon if it get more power i only use famas...
Galil... okay little bit under-powered
Make the Spray Logo Colour self ... (edit the Logo with Colours) so you get some (not all) colours more...

old Re: weapon balancing

Apache uwu
User Off Offline

Quote
lol really?

When comparing weapons skill does not come into play. We're assuming in a round everyone has the same skill sets and is now dependent on advantages that every weapon gives, if that were the case someone could just say every weapon is the best because they are completely 1337 at the game.

Such as picking ranged weapons vs short ranged weapons.

As well as picking high damage over lower ones.

I love how you actually say deagle is underpowered, unscoped it does the same damage as scout.

old Re: weapon balancing

Twisted
User Off Offline

Quote
The SMGs are heaps under powered, I'll would rather use a pistol, any pistol, even a P228

old Re: weapon balancing

J4x
User Off Offline

Quote
The AWP should be a bit faster. Deagle is fine, and famas and galil should be a stronger.

old Re: weapon balancing

Phenixtri
User Off Offline

Quote
The smgs are way underpowered and it has nothing to do with skill as CS2D is supposed to mimic CS1.6 the game it was based off of IE CS2D is ""overbalanced"" and it tends to mess with game play >>

the rate of fire on some weapons is also messed up.

As stated by me b4 the UMP-45 fires way too slow its like its semi auto instead of full.

The awp fires way to slow and it already has a massive handy cap since its so freaking heavy

The scout fires like a semi auto rifle which is why I reskined it as a dragunov ... just need to tone down it ROF a tad and it would be identical to CS1.6

The famas also needs to have a closer shot spread when firing in burst mode as right now its like a dam auto shotgun.

Also both the famas and glock need their own separate 3 round burst fire sounds

And last but not least the aug and sig 552 need to fire like regular rifles when not using the scope.

IE this means they should have a similar rate of fire and shot spread as the m4a1 for example. They should only fire with perfect accuracy and slower ROF when using the scope which is again tthe way it is in all CS games.

old Re: weapon balancing

Z-
User Off Offline

Quote
^most of the things you say are true.. i mean.. i wiuld like to use smgs alot more.. but really the guns everyone use in this game are.. m4a1 ak47 scout awp aug sg and deagle.. gets boring

old Re: weapon balancing

SilentDash
User Off Offline

Quote
Quote
I love how you actually say deagle is underpowered, unscoped it does the same damage as scout.

Scout is a snipe so you cant say unscoped...only noobs didnt scope with a snipe.
Quote
The AWP should be a bit faster. Deagle is fine, and famas and galil should be a stronger.

if AWP shoots faster its unstopable...1hit 1kill...with good aim no one can stop you if the AWP shoots faster.
famas is imba you see the burst mode demage? with famas i killed often people which ak47 and m4a1.
Quote
And last but not least the aug and sig 552 need to fire like regular rifles when not using the scope.

if some one scope the speed is the same like unscoped...
________________________________________________
And now the Deagle is under powered! It is easy to kill people which have an deagle with an Fife-Seven or with an USP/Glock ...

old Re: weapon balancing

Apache uwu
User Off Offline

Quote
@GermanysKiller

If deagle does the same damage as the scout unscoped it's overpowered, you would expect a sniper to do more damage than a handgun. (Though in cs1.6 it does 1sk headshots), but for body shots it's way less. Read my other posts about 3d/2d comparison.

old Re: weapon balancing

J4x
User Off Offline

Quote
Im saying that the awp should be like 0.3 seconds faster, and the deagle is fin, what do you want? that deagle make 1 shot 1 kill?

old Re: weapon balancing

Liban
User Off Offline

Quote
SMG: 1/2 Damage higher
Deagle: Leave it
Scout: Slower it down
AWP: Leave it
Famas/Galil: 1 Damage higher for each one (15 for famas, 14 for galil).

old Re: weapon balancing

DevGru
User Off Offline

Quote
Best smg is p90 because it's fast and 50 ammo, also smgs should have faster speed and more powerful.

old Re: weapon balancing

Kiffer-Opa
User Off Offline

Quote
You probably don't know it, but you can at least change the weapon damage for all weapons. So if you think "weapon X has too much damage" you can lower or increase it.

With these CS2D console commands you can set the damage of a weapon:
1
2
3
mp_wpndmg <weaponname> <damage>
mp_wpndmg_z1 <weaponname> <damage>
mp_wpndmg_z2 <weaponname> <damage>

Replace <weaponname> with the exact name of the weapon. If there is at least one space in its name, you MUST write name name in quotation marks. Replace <damage> with the damage you want to give this weapon.
cs2d cmd mp_wpndmg is the basic damage which all weapons have. For sniper weapons, it is the damage in unzoomed mode, for melee weapons, it is the primary attack damage.
cs2d cmd mp_wpndmg_z1 is used by sniper weapons and Knife and Claw. For sniper weapons, it is the damage on zoom level 1, for melee weapons, it is the damage on secondary attack.
cs2d cmd mp_wpndmg_z2 is for sniper weapons on zoom level 2.

To save the settings and use them automatically after starting CS2D, you have to write the commands into a text file and then write its location in sys/autoexec like this:
1
exec "sys/file.lst"

Oh, and of course, with Lua scripting you can re-implement this feature too, but probably in a more flexible way, for example a different damage if weapon X is fired by a different player etc.

If you have a modified weapon damage command list, I suggest you post it.
I only made Grenade Launcer and Rocket Launcher a bit stronger:
1
2
mp_wpndmg "Grenade Launcher" 90
mp_wpndmg "Rocket Launcher" 120
Reason for this: The default Rocket Launcher damage is just 75. Even if you hit a player with this directly, if the player has 100 HP, the player survives. I mean just: WTF? A rocket just exploded into your head and you're still running?

Hopefully, it will be possible someday to tamper around with weapon ammo, range, dispersion, and just every other weapon variable.
To the start Previous 1 2 Next To the start
Log in to replyGeneral overviewCS2D overviewForums overview