They should buff the Famas, the gun is useless. Would be an easy and convenient fix to cts economy problems. Ts can win rounds will Galil against m4, but a Famas wont ever kill Aks at the current state of cs
@@Jane-qh2yd its basically every tactical fps problem and it will never be fixed (caused by ping). It was a really big issue in early CS2 (caused by subtick), glad it get kinda fixed later.
there should be a larger inaccuracy for moving glocks. thats literally it. i dont know why valve went so hard on mr13 but not accomadating it properly in any way
The CT incendiary should have his area back. The duration Nerf is a nice idea. But the area is too much and brings inconsistency in gameplay when grabbing mollies from the other team
agreed completely - i get why duration is a concern, because with full 7 second mollies CTs are able to stall for a LONG time with molly + smoke on some chokepoints (e.g. banana), but the area change has only really been a negative.
It's important to note that while high level matches are important to analyze in balancing decisions, the vast majority of players do not play anywhere near the mechanical and technical level professional players do, and it's equally important to balance a video game around that incredibly large data group as well. Obviously compiling matchmaking data without Valve's help will probably be a near impossible task, but you could try looking at low level face-it to maybe get a better idea how things play out? In general face-it is still going to be people far more dedicated to learning mechanics and technique than 0-9999 matchmaking, but it's still a data group that isn't at the level of professional play. Not that I think any of this data won't hold up in matchmaking or face-it, I honestly have no idea. But I figure maps probably lean different ways when you have teams who aren't as confident in throwing util and coordinating plays. Inferno is probably a map I would argue is fairly balanced for most of the general player base, since it only really becomes T-sided when T's use their util efficiently. Vertigo ironically I think is probably even more CT sided the less util is used though. If T's don't know smokes and molotov's on that map, they're gonna have a really tough time even with peeker's advantage. But I do honestly quite like Vertigo, and I think the changes they made make it a fairly balanced experience that is slightly CT sided for sure, but a more competent team can still easily pull a win on T side.
Id disagree, in low to mid level play, vertigo is so t sided its unreal. You maybe need a molly on short and rush ramp and thers a 85% chance youre at least getting the bomb down on t side
In CS2, CT players who are struggling should not feel like they are getting worse, but rather consider changing their play style. The traditional method of holding angles as a CT is no longer as effective. Now, CTs need to be more proactive and peek before T players can peek them. Strafing is crucial, and peeking as a T player has become easier than ever. As a T, I feel invisible, while as a CT, I feel vulnerable until I started to take a more active approach. I ask for flashes around corners and try to time my peeks based on sounds. Being creative and proactive is necessary, rather than just holding angles. This shift is also why AWPing has become more challenging in CS2, as peeker's advantage is significant.
People who really blame themselves for this are gaslighted into kneeling for whatever Valve pushes out anyway. The "can't commit to an angle syndrome" is a programming/networking decision. Valorant has had that since launch, and it's by design.
@@jmgonzales7701 It's a skill issue in the same sense as going from CS:GO to Call of Duty and doing bad is a skill issue. A lot of people would claim that CoD (or some other casual shooter) has bullshit mechanics that make it rng or whatever, yet many seem to be blind about how over-emphasis on jiggling does the same.
I think just restoring the economy will fix it, even. Valorant uses 1900/2400/2900/3400 loss bonuses and solved MR12, CS just needs to remove $1400 so double ecos arent common
honestly mr12 is just bad imo like in the sense of gameplay it makes a ton of sense in the way that society is shaping up, games NEED to be faster, but i genuinely miss mr15 cs, i think it would be a lot better in cs2 :P Like i've never felt there are *too* many rounds when playing csgo, but ive felt there are too few rounds when playing cs2, especially during the first half of every game.
Double ecos are very very rare in the pro scene and literally never happens at lower level.. In the last 100 hours i have seen there have been 1 or 2 max.
@@Pluto1v5I agree in theory that mr15 is just better but mr12 really does make it significantly easier for a lot of people to play. And its not just for adhd tweaking teens. Its the difference of probably half an hour most of the time which is quite significant for anyone who has other responsibilities. It does clearly make for worse games but sometimes thats a sacrifice that has to be made and its probably something that can be balanced out to be decent.
@@donranebecause when a team is facing a double eco, they force for the first one, if the force is lost then it’s an eco and then buy round but if win the buy round after
@@andrek6920 Agreed. I did like MR15 back in GO, but I was also a little kid and had a lot more time to play. Besides MR12 allows me to play more games in a row which is beneficial for earning ELO.
i get where you're coming from but in an avg pug its still a flip of the coin. they say anubis is the most T-sided map but that really only applies to very high level CS where the teamplay and util is on point, especially with post-plants. CT economy is god awful though.
i agree, i don’t think all of this stuff is one size fits all as far as the game is concerned. i’m most interested in the pro scene - i thought abt trying to include matchmaking data for this video but it was a lot harder to reliably collect
Nahh you can do good on ct side but the chances of getting overruned from the T side is so much higher. There are so many games where the team starting T side will win the game and if the other team would start T they would have won.
really excellent video! good presentation of data and some interesting hypothesized conclusions without suggesting "this is DEFINITELY happening because of X and Y"
Great stuff again! I think due to the nature of the game with peekers advantage being so powerful, CT’s do need a little something. Not sure what it is though.
As as a faceit challenger, looking at pro play stats is not a good factor for balance imo. Since their meta changes a lot, see with the AWP recently. There are multiple factors for CS2 becoming T sided. - New shortened matches but with same economy. Ts rarely have to double eco but CTs do. - Map pool: Maps like Anubis, Dust 2, Mirage and Vertigo are more T sided than other older maps like Train, Nuke, Inferno. Ancient has swong to be more T sided too, so most of the pool. - The inherent delays in CS2 and shitty online netcode. - CT molotov changes. Valve needs to do a fat season 2 update. Changing the economy, 1 map changed in the pool and further map improvements.
funny how on wingman ct usually has a big advantage and on maps like nuke or inferno its really hard to win if you start as ct and enemy wins one or two rounds in the first half
not sure if you will read this comment but you might turn down the music a bit, while you are talking. If you want to go fancy, search for something like audio ducking or sidechain compression, so your background music gets reduced in volume when you speak. Just my two cents ;) Great video!
Train and Cobblestone haven't been played for far too long to estimate anything on how they would fare in CS2 environment. I like the idea of shaking the map pool, but maybe introducing only one of them to see how it goes is preferable.
Holy shit thanks for someone to notice this! CT econ is brutal, guns are more expensive, fire is more expensive and worse, the eco and scoped rifles are ass, and we need to buy kit. I think the games being first to 13 instead of 16 in prem, fucks with the ability for CT to do save and eco rounds as each round given up is a bigger loss. And since everything is more expensive for CT, there will be more eco or save rounds.
the AUG isn't as bad as SG553 imo. But the Scoped crosshair is way worse in cs2, making scoped rifle very hard to use. Wished they rever it back to underrated era of csgo (2018/2019).
I think the advent of MR12 has made games much more exciting and not just a ct stomp for many maps. For example Ancient, an originally horribly ct-sided map that regularly saw ct side winning more than 2/3 of rounds, has recently undergone a change where it's more equal and that has made the cts have to be more aggresive, making the matches more fun to play (in my experience) and watch. However, an unfortunate side affect of MR12 is way more 13-0, 13-1 shutouts, due to the economy being such a big factor in that. Sure, there is definitely more of that in CS2 than in CSGO, but I would say that equal games are a bit more common.
I think maybe CT in a lot of cases at the moment. I’ve seemed to miss more one taps than I should with an AK, but easier for me to hold a spray with the M4A1-S. I was really rooting for them to do something on the 27th. But not even a tweet. I actually hate to admit it but it’s dying unless they revamp the whole game with new content at this point.
If you look at win rate vs ranks throughout the years, the lower your rank, the higher the T-side win rate. Albeit the balance for top tear players and pros is different for the meta.
"now's the time to experiment" by adding old maps? Yes they haven't been played in cs2 but I don't think there's going to be much of a significant change just off that alone. I'd rather see them develop out two of the community maps in in competitive till one is viable or add cache when fmpone is done the update
AKs with the subtick are not one-tap machines. Bring back the tick system, because there's still a difference between a client-side timing and server-side timing.
Personally, I like Vertigo and I'd argue it's a pretty CT sided map. From my experience I sucked ass at T side Vertigo but I do better CT. But as a whole I usually perform better CT than T.
I always considered CTs to require more skill than Ts , the gamemodes themselves seem to require that , its why I always preferred T over CT they are easier to play and im not obliged to plant the bomb meanwhile CTs should defuse it to win , I can't speak for GO/2 as I only played 1.6 to source I always had a feeling that pistol round was more CT sided cuz USP just better than glock idk about which maps are more team sided as I usually play dust 1 and other non meta maps like militia
Seeing the claim that Inferno is one of the least popular caught me by surprise. Where are you getting stats for map popularity? I see different numbers everywhere, and Inferno is one of the most popular in some of them. And I'd agree with that, personally. I'd at least say it's certainly more popular than Ancient, a map that I hardly ever get to play because everyone seems to ban it. It also surprises me that Mirage seems to be one of the most popular maps too, judging by the same search results, because god do I find that map boring.
Mirage is insanely overplayed, but it has been in the map pool so long, most people have gotten used to it as their comfort map I think. This is where they know all their smokes and prefires and while it allows for more tactical play than dust2, it is still very simple compared to many other maps, at least in pugs.
why not have a larger comp map pool, wish they did that for r6, it had 7 for a long time and it only rewarded unprepared teams, has 9 for the last couple years and is much better but honestly should be brought to 11 or even 13. whats the reasoning for CS not having this? is it really too much to practice? i doubt it as an ex pro
i agree with you, i think there’s a strong argument for a 9 map pool given how quickly stale the pool can get with the small interaction from Valve. 9 maps would allow for puggy maps like dust and anubis while also having more ‘tactical’ maps like train and nuke
They should bring back one M4, 30 round clips, toggle silencer, like in the old days. It was already balanced pretty well against the AK, so it was an unnecessary change other than “more guns more skins to monetize”. And the Famas is ass! Galil can compete against the M4, but the Famas cannot go toe-to-toe against the AK at all. Make it where the 3-round burst is competitive please.
Nah based on my faceit experience it is only depending on the team you got. Sure do you play 5 stack it might be T-sided due to the fact that you can make perfect splits to bombsites with utlity. But a average faceit game with randoms it is only 50% chance that you get a team that are able to communicate and hence have a successful T side. Def 50/50 for average player.
Maps all have variances in their sidedness, but its pretty obvious the two big contributors to CT win rate right now is the incendiary nerf and a lack of mid tier rifles (i.e. FAMAS is junk). Its why we are seeing more and more teams running MP9's. FoveSeven's and Scouts in CT force buys. But more realistically, the incendiary nerf should be reversed and just leave it at $500 and go from there. (Side note, I do think CT's are also struggling against T Pistol Rounds with the improvement to movement accuracy and USP's poor spamability. But this is probably a team issue where Pro's should be considering the P2000).
Inferno and Vertigo are disliked?????? I haven't played for like 4 years but inferno was like match other than Dust 2 and Mirage. It was peak. Cache was the best though, it must be popular.
Yes, but T side have better, cheaper guns and if the CT just plays passive angles all the time, if you aggressive and confidently, you can overrun them over and over again. And remember, as soon as you get the bomb down, you are in a even more favorable defending position than the CTs were.
I actually love Vertigo. I can understand why people dislike it, B site is awful. Inferno is also really good. I absolutely hate playing Dust 2, it's overplayed.
CS2 being T sided is bad for the game as a whole, it feels like the ct economy was designed with the idea that cts should be winning more rounds. The t economy being so forgiving means they're always one round away from taking control of an entire game.
Great video, bro. Shout out from Brasil. Just a tip: try changing the font over the black screen. Idk if its just me, but the one you used was a little annoying to read. Keep it up
M4 should cost as much as ak and kill if headshot every time even against helmet. Bomb timer should be 45 seconds. Kits should be removed from the game entirely and all defuses should always take 5 seconds. Congratulations, side balance is fixed.
T needs advantages because they are the ones always clearing ground. If you make the M4 kill and first headshot the percentages would swing to like 65-35% in CT favor. That´s an insane upgrade. Removing kits is simply dumbing down the game.
@@donraneThat's my biggest issue with Ts get the AK-47 because it's easier to play CT... Because the CT can just pick your AK up after killing and are now at an advantage instead of even.
1st idea would give ct a huge advantage and it would be hard to take a site from the cts 2nd idea 45 should return I don't know why they set 40s 3rd idea Is just stupid
Why do you need any guns then? Just give everybody an Ak and M4 and let them die out of boredom with the same guns over and over. CS is desperate for a proper gun variety and interesting niche additions. It's not good for a game to have less than half of guns considered good. Proper variety will fresh out pub matches since not every player is 25k elo sweatlord, there are still people and payers lower the ranks and it will spice up esports matches with more unusual tactics, strats, player-specific preferences. Just ask yourself, why bring up the loadout system into the game if there is almost no variety in loadouts?
Lost me at cobblestone. Dogshit map for competitive play. Only worked way back when because it was before the utility meta. Train is better but there are much more interesting maps. Also, why is dust 2 still in the pool?
As a 3k elo player here is what Valve needs to do to fix the GAME DESIGN (not all the technical issues plaguing the game rn) Map pool: - For season 2, remove Mirage and put Overpass in the pool. - When Cache is ready around March. Do +Cache, -Dust 2. - When Mirage gets reworked (Just on B apps and a little changes to cat peeking into A site), replace it with Vertigo. This would be done around June/July post major. This map would be much better if B apps wasn’t a high committal entrance, CTs have so much cover on site; 4 pillars of site, arches, bench, van and market. It would make the map play less linear. For Economy: - Remove $1400 Loss Bonus. - Reduce the Max Money cap to $12,500. - Reduce kill reward to discourage force buys. - SMGs now give $500 - Shotguns now give $700 - LMGs now give $400 - Utility kills now give $150. Equipment: - CT Incendiary: Back to $600. Gets back its old damage and 25% of its old range - Defuse Kit: Price at $350 (Now on tighter budget rounds CTs choose between kit and helmet) Rifle balance: Galil: - Raise price back to $2050. - 70 Reserve ammo (2 reloads) Famas: - Raise price to $2200 - 75 reserve ammo - Increase the spray accuracy (follow’s recoil pattern better) Other options: - Raise rate of fire to 700~720 rpm - Decrease cycle time on burst. - Increase accuracy - Increase damage M4A4: - Price back to $3100 M4a1-S: - Price at $3100. - Increase magazine size to 25, 50 reserve ammo. - Decrease standing/crouching accuracy to 24m, 27m (middle of AK and A4) - Decrease running accuracy to 127. (Now it’s about preference, the suppressor has its benefits but the gun is better at close quarters. Still has an easy spray.) SG/AUG: - Revert all the 2019 nerfs. - Make the scopes half the rate of fire, so around 300 RPM. Basically so that only tapping works in the scope. - price the SG at $3200. - Price the AUG at $3400. (They should be GOOD but expensive weapons) AWP: - Reduce tagging inaccuracy slightly, maybe 25%. (Basically your scope getting blurry when shot in CS2) - Reduce reserve ammo to 20. (Reduce spam) SSG08: - Reduce reserve ammo to 30. Scar-20: - Raise scope speed to 125. - Reduce reserve ammo to 60. G3SG1: - Raise scope speed to 140. - Add more vertical recoil, (as a trade off to the scope speed. Make the guns feel different a bit) - 60 reserve ammo. SMGs: - Now they all do 80% tagging instead of 100%. Making learning spray patterns more important now. MP9: - Price at $1200. - Reduce magazine size to 20; 80 reserve. - Increase jumping inaccuracy by 33%. - Range modifier is now .83 (17% damage fall off) (Now its good at its one job for its price, how it should be for the cheapest smg. Can’t cheese with jump shots, can’t fight rifles mid range. Now takes some strategy to use with the ammo management, positioning wise. Still has the fastest reload in the game) UMP-45: - Price at $1300 - Change range modifier to .80 (20% fall off) - 75 reserve ammo. (In the middle of 2017 OP days and the current one for $100 more) MP7: - Move at 230 units per second. MP5-SD: - Increase base damage to 29. - Range modifier increased to .80 (20% fall off) - Decrease standing/crouching accuracy by 1 meter. - 60 reserve ammo. (Now same damage as MP7 up close, but falls off due to suppressor like the M4s) PP-Bizon: - Raise price to $1800. - Give it the same damage/armor pen as the MP7. - Give it all the same accuracy as the Mac-10. - .83 damage fall off - 230 movement speed - 64 reserve ammo. (Basically it’s the MP7 with a bigger mag, but high running accuracy, kinda a sidegrade, it is the P90 jr). P90: - Gets SMG kill reward $500 - Keeps the 100% tagging. - Standing/Crouching accuracy the same as the MP9 now. LMGs: - Now considered a “rifle” in the loadout (shoots 5.56). - There are also now 6 spots in the loadout slot and mid tiers renamed PDWs. M249: - Now costs $4200. - First shot accuracy now inbetween the Galil and AK. - Recoil pattern has half the horizontal recoil. (Ex: if you used to pull down 60 degrees down left it’s now 30 degrees.) it still had the massive vertical recoil, to make it unique/skillfull. - Now always 1 shot headshots helmet. - Movement speed is now 205 - Penetration is 250% (for T side util) Negev: - Costs $2500 now. - One shot headshot removed. - 100 ammo per box now, 100 reserve. - Movement speed is now 175 - First shot accuracy increased to SMG levels, now the same as Mac-10. Shotguns: XM1014: - Gets shotgun kill reward of $700. - Price increased to $2400. Mag-7: - Now costs $1400. Sawed Off: - Now has the same range stats as the Nova. - Fire rate increased. Fastest shooting pump shotgun. - running/Jumping accuracy now the same as the mag-7. - tube now only holds 5 shells. 20 reserve. - Costs $1250 now. Boom the game is balanced, all they have to do is fix Vertigo and technical stuff
A bit weird balance patch imo which shows you don't know all the topics that good. For example, Negev only does 99 dmg into helmet and with it's current pricing ain't that strong to begin with. A good holding tool but not oppressive to be considered OP
ngl a lot of this is useless and horrible. The famas is already bad as is and you want to raise the price? And why would you want to reduce the kill reward? $300 is good as is. And the whole point of reducing the A4 price is so that CT's can full buy more and you seem to not want that?
Interesting take on the map pool, but by all respect, I do not think Cobblestone is ever going to return to the active duty pool, that map is gone for good. IMO, Tuscan might be a much better map. Edit: Get rid of Vertigo!!!
They should buff the Famas, the gun is useless. Would be an easy and convenient fix to cts economy problems. Ts can win rounds will Galil against m4, but a Famas wont ever kill Aks at the current state of cs
i agree, even after the plant adjustment i still think Galils are way too strong in 2nd rounds
I think they should just reduce the cost to same as galil
Might be one of, if not THE worst feeling gun to use in the game. $250 more expensive than the galil and yet like 5 times worse.
maybe just nerfing mp9 will make famas more viable
famas is just a little worse than galil, I think they should reduce price to at least 2000
cache has got to comeback, imo the most fun map on csgo
Id bet it’ll be back in the next 6 months. just a hunch though
FMPONE haven't finished porting the map.
ditch ancient and anubis, give us cache and overpass
@@wibs0n68 hes making good progress tho
@@kzt396overpass ain't gone nowhere
Mechanics seem to be a strong t-side contributor. Peakers advantage and running accuracy.
this was always the case tho
@@7sw_sd Yeah people forget that despite being balanced, CSGO had some major peekers advantage for a decade
Run n gun even exists for aks now it's mad
@@Jane-qh2yd its basically every tactical fps problem and it will never be fixed (caused by ping).
It was a really big issue in early CS2 (caused by subtick), glad it get kinda fixed later.
@@7sw_sd the running accuracy wasnt nearly as bad as it is in cs2, though peekers was definitely prevalent in csgo
there should be a larger inaccuracy for moving glocks. thats literally it. i dont know why valve went so hard on mr13 but not accomadating it properly in any way
The CT incendiary should have his area back. The duration Nerf is a nice idea. But the area is too much and brings inconsistency in gameplay when grabbing mollies from the other team
Agreed either that or make it more slowly spread to the mollys size
agreed completely - i get why duration is a concern, because with full 7 second mollies CTs are able to stall for a LONG time with molly + smoke on some chokepoints (e.g. banana), but the area change has only really been a negative.
either that or increase the damage the ct molly does bc as is with the small size it isn't too punishing to just rush through it.
It's important to note that while high level matches are important to analyze in balancing decisions, the vast majority of players do not play anywhere near the mechanical and technical level professional players do, and it's equally important to balance a video game around that incredibly large data group as well. Obviously compiling matchmaking data without Valve's help will probably be a near impossible task, but you could try looking at low level face-it to maybe get a better idea how things play out? In general face-it is still going to be people far more dedicated to learning mechanics and technique than 0-9999 matchmaking, but it's still a data group that isn't at the level of professional play.
Not that I think any of this data won't hold up in matchmaking or face-it, I honestly have no idea. But I figure maps probably lean different ways when you have teams who aren't as confident in throwing util and coordinating plays. Inferno is probably a map I would argue is fairly balanced for most of the general player base, since it only really becomes T-sided when T's use their util efficiently. Vertigo ironically I think is probably even more CT sided the less util is used though. If T's don't know smokes and molotov's on that map, they're gonna have a really tough time even with peeker's advantage. But I do honestly quite like Vertigo, and I think the changes they made make it a fairly balanced experience that is slightly CT sided for sure, but a more competent team can still easily pull a win on T side.
Id disagree, in low to mid level play, vertigo is so t sided its unreal. You maybe need a molly on short and rush ramp and thers a 85% chance youre at least getting the bomb down on t side
that's what I said too. bros getting all his data from the top 0.1% of players
In CS2, CT players who are struggling should not feel like they are getting worse, but rather consider changing their play style. The traditional method of holding angles as a CT is no longer as effective. Now, CTs need to be more proactive and peek before T players can peek them. Strafing is crucial, and peeking as a T player has become easier than ever. As a T, I feel invisible, while as a CT, I feel vulnerable until I started to take a more active approach. I ask for flashes around corners and try to time my peeks based on sounds. Being creative and proactive is necessary, rather than just holding angles. This shift is also why AWPing has become more challenging in CS2, as peeker's advantage is significant.
People who really blame themselves for this are gaslighted into kneeling for whatever Valve pushes out anyway. The "can't commit to an angle syndrome" is a programming/networking decision. Valorant has had that since launch, and it's by design.
@@dry-cleaning6255thou its true. Its a skill issue
@@jmgonzales7701 It's a skill issue in the same sense as going from CS:GO to Call of Duty and doing bad is a skill issue.
A lot of people would claim that CoD (or some other casual shooter) has bullshit mechanics that make it rng or whatever, yet many seem to be blind about how over-emphasis on jiggling does the same.
I think just restoring the economy will fix it, even. Valorant uses 1900/2400/2900/3400 loss bonuses and solved MR12, CS just needs to remove $1400 so double ecos arent common
honestly mr12 is just bad imo like in the sense of gameplay
it makes a ton of sense in the way that society is shaping up, games NEED to be faster, but i genuinely miss mr15 cs, i think it would be a lot better in cs2 :P
Like i've never felt there are *too* many rounds when playing csgo, but ive felt there are too few rounds when playing cs2, especially during the first half of every game.
Double ecos are very very rare in the pro scene and literally never happens at lower level.. In the last 100 hours i have seen there have been 1 or 2 max.
@@Pluto1v5I agree in theory that mr15 is just better but mr12 really does make it significantly easier for a lot of people to play. And its not just for adhd tweaking teens.
Its the difference of probably half an hour most of the time which is quite significant for anyone who has other responsibilities.
It does clearly make for worse games but sometimes thats a sacrifice that has to be made and its probably something that can be balanced out to be decent.
@@donranebecause when a team is facing a double eco, they force for the first one, if the force is lost then it’s an eco and then buy round but if win the buy round after
@@andrek6920 Agreed. I did like MR15 back in GO, but I was also a little kid and had a lot more time to play. Besides MR12 allows me to play more games in a row which is beneficial for earning ELO.
i get where you're coming from but in an avg pug its still a flip of the coin. they say anubis is the most T-sided map but that really only applies to very high level CS where the teamplay and util is on point, especially with post-plants. CT economy is god awful though.
i agree, i don’t think all of this stuff is one size fits all as far as the game is concerned. i’m most interested in the pro scene - i thought abt trying to include matchmaking data for this video but it was a lot harder to reliably collect
Nahh you can do good on ct side but the chances of getting overruned from the T side is so much higher. There are so many games where the team starting T side will win the game and if the other team would start T they would have won.
really excellent video! good presentation of data and some interesting hypothesized conclusions without suggesting "this is DEFINITELY happening because of X and Y"
Great stuff again!
I think due to the nature of the game with peekers advantage being so powerful, CT’s do need a little something. Not sure what it is though.
thanks! for sure, there's a lot of angles for balancing
As as a faceit challenger, looking at pro play stats is not a good factor for balance imo. Since their meta changes a lot, see with the AWP recently.
There are multiple factors for CS2 becoming T sided.
- New shortened matches but with same economy. Ts rarely have to double eco but CTs do.
- Map pool: Maps like Anubis, Dust 2, Mirage and Vertigo are more T sided than other older maps like Train, Nuke, Inferno. Ancient has swong to be more T sided too, so most of the pool.
- The inherent delays in CS2 and shitty online netcode.
- CT molotov changes.
Valve needs to do a fat season 2 update. Changing the economy, 1 map changed in the pool and further map improvements.
I bet valve is wating for cache to be finished to make map pool changes
Finally decreasing the cost of incendiary just to nerf it is a son of a b... move from Valve. They really hate CT side.
Oh wow I thought it was just me that thought T side is stronger
funny how on wingman ct usually has a big advantage and on maps like nuke or inferno its really hard to win if you start as ct and enemy wins one or two rounds in the first half
I think CT guns also need a bit of a shakeup too, for certain the Famas and maybe aug.
the aug scope shake is really excessive, i feel like it makes it really hard to aim when spraying
not sure if you will read this comment but you might turn down the music a bit, while you are talking. If you want to go fancy, search for something like audio ducking or sidechain compression, so your background music gets reduced in volume when you speak. Just my two cents ;)
Great video!
Train and Cobblestone haven't been played for far too long to estimate anything on how they would fare in CS2 environment. I like the idea of shaking the map pool, but maybe introducing only one of them to see how it goes is preferable.
I so would love to see Thera in the map pool,, sad that it's not gonna happen
The game should be slightly t sided, it prevents turtling and makes for more dynamic game.
great video dude. love the production
Loss bonus should be adjusted for the CT side. It's too easy for the Ts to snowball and for the CTs to be ecoing / forcing too often.
I wonder 1 thing
CT side make from government but has some few sucks weapon
meanwhile
T side has some OP gun. like richer than CT side 🥶
cache needs to come back ASAP
Holy shit thanks for someone to notice this! CT econ is brutal, guns are more expensive, fire is more expensive and worse, the eco and scoped rifles are ass, and we need to buy kit. I think the games being first to 13 instead of 16 in prem, fucks with the ability for CT to do save and eco rounds as each round given up is a bigger loss. And since everything is more expensive for CT, there will be more eco or save rounds.
the AUG isn't as bad as SG553 imo. But the Scoped crosshair is way worse in cs2, making scoped rifle very hard to use.
Wished they rever it back to underrated era of csgo (2018/2019).
I think the advent of MR12 has made games much more exciting and not just a ct stomp for many maps. For example Ancient, an originally horribly ct-sided map that regularly saw ct side winning more than 2/3 of rounds, has recently undergone a change where it's more equal and that has made the cts have to be more aggresive, making the matches more fun to play (in my experience) and watch. However, an unfortunate side affect of MR12 is way more 13-0, 13-1 shutouts, due to the economy being such a big factor in that. Sure, there is definitely more of that in CS2 than in CSGO, but I would say that equal games are a bit more common.
the glock is really powerful now but so is the mp9
i fuckig love green pillow!!!!
me too man
v nice video, subbed
I’ve never had a problem with inferno but I really want dust2 and vertigo to leave the map pool
I think maybe CT in a lot of cases at the moment. I’ve seemed to miss more one taps than I should with an AK, but easier for me to hold a spray with the M4A1-S. I was really rooting for them to do something on the 27th. But not even a tweet. I actually hate to admit it but it’s dying unless they revamp the whole game with new content at this point.
If you look at win rate vs ranks throughout the years, the lower your rank, the higher the T-side win rate. Albeit the balance for top tear players and pros is different for the meta.
Its become utter shit with chesters. But hey, at least we get a new massive update where we can get some new skins....
"now's the time to experiment" by adding old maps? Yes they haven't been played in cs2 but I don't think there's going to be much of a significant change just off that alone. I'd rather see them develop out two of the community maps in in competitive till one is viable or add cache when fmpone is done the update
I would like to see the price of the Famas lowered. Anywhere from $1750-$1900.
It can't be cheaper than galil
AKs with the subtick are not one-tap machines.
Bring back the tick system, because there's still a difference between a client-side timing and server-side timing.
Personally, I like Vertigo and I'd argue it's a pretty CT sided map. From my experience I sucked ass at T side Vertigo but I do better CT. But as a whole I usually perform better CT than T.
I always considered CTs to require more skill than Ts , the gamemodes themselves seem to require that , its why I always preferred T over CT they are easier to play and im not obliged to plant the bomb meanwhile CTs should defuse it to win , I can't speak for GO/2 as I only played 1.6 to source I always had a feeling that pistol round was more CT sided cuz USP just better than glock idk about which maps are more team sided as I usually play dust 1 and other non meta maps like militia
If they remove vertigo, bir i will make an entire podcast and multiple revolutions to make it come back
Seeing the claim that Inferno is one of the least popular caught me by surprise. Where are you getting stats for map popularity? I see different numbers everywhere, and Inferno is one of the most popular in some of them. And I'd agree with that, personally.
I'd at least say it's certainly more popular than Ancient, a map that I hardly ever get to play because everyone seems to ban it.
It also surprises me that Mirage seems to be one of the most popular maps too, judging by the same search results, because god do I find that map boring.
Mirage is insanely overplayed, but it has been in the map pool so long, most people have gotten used to it as their comfort map I think. This is where they know all their smokes and prefires and while it allows for more tactical play than dust2, it is still very simple compared to many other maps, at least in pugs.
why not have a larger comp map pool, wish they did that for r6, it had 7 for a long time and it only rewarded unprepared teams, has 9 for the last couple years and is much better but honestly should be brought to 11 or even 13. whats the reasoning for CS not having this? is it really too much to practice? i doubt it as an ex pro
i agree with you, i think there’s a strong argument for a 9 map pool given how quickly stale the pool can get with the small interaction from Valve. 9 maps would allow for puggy maps like dust and anubis while also having more ‘tactical’ maps like train and nuke
They should bring back one M4, 30 round clips, toggle silencer, like in the old days. It was already balanced pretty well against the AK, so it was an unnecessary change other than “more guns more skins to monetize”.
And the Famas is ass! Galil can compete against the M4, but the Famas cannot go toe-to-toe against the AK at all. Make it where the 3-round burst is competitive please.
The game is t sided for sure, the incendiary grenade is a joke. Moments when u drop it it's like it does no damage ppl run thru it like it's nothing.
Nah based on my faceit experience it is only depending on the team you got. Sure do you play 5 stack it might be T-sided due to the fact that you can make perfect splits to bombsites with utlity. But a average faceit game with randoms it is only 50% chance that you get a team that are able to communicate and hence have a successful T side. Def 50/50 for average player.
-dust2 -inferno +cache +cobble
Maps all have variances in their sidedness, but its pretty obvious the two big contributors to CT win rate right now is the incendiary nerf and a lack of mid tier rifles (i.e. FAMAS is junk). Its why we are seeing more and more teams running MP9's. FoveSeven's and Scouts in CT force buys.
But more realistically, the incendiary nerf should be reversed and just leave it at $500 and go from there.
(Side note, I do think CT's are also struggling against T Pistol Rounds with the improvement to movement accuracy and USP's poor spamability. But this is probably a team issue where Pro's should be considering the P2000).
The song choice
Inferno and Vertigo are disliked?????? I haven't played for like 4 years but inferno was like match other than Dust 2 and Mirage. It was peak. Cache was the best though, it must be popular.
as someone whos shit at the game ive always felt the game was very ct sided, they dont have to push and can just camp and wait for ts to push
Yes, but T side have better, cheaper guns and if the CT just plays passive angles all the time, if you aggressive and confidently, you can overrun them over and over again. And remember, as soon as you get the bomb down, you are in a even more favorable defending position than the CTs were.
Reduce the Glocks magazine size to 16/17 bullets.
I actually really like Vertigo.
Youre an odd one.
Same, I enjoy the new Vertigo udpate.
Is good map men
Seek psychiatric evaluation
Had a stroke trying to read the title of the video
I think that might be a "you" problem.
great stats
Look, I am just a silver player, but I love inferno. Why is it so disliked?
I actually love Vertigo. I can understand why people dislike it, B site is awful. Inferno is also really good. I absolutely hate playing Dust 2, it's overplayed.
Looking from the stats, there are 4 CT sided maps, 1 T sided map, and 2 50/50 maps.
So no. Stats say that CS is not in fact T sided.
CS2 being T sided is bad for the game as a whole, it feels like the ct economy was designed with the idea that cts should be winning more rounds. The t economy being so forgiving means they're always one round away from taking control of an entire game.
Bro what music is this in 3:00 section? Like I thought there was an alert in the city
I strongly believe the core mechanics of CS2 just aren't what they need to be, otherwise the game is good. I seriously hope Valve is cooking.
Great video, bro. Shout out from Brasil.
Just a tip: try changing the font over the black screen. Idk if its just me, but the one you used was a little annoying to read.
Keep it up
M4 should cost as much as ak and kill if headshot every time even against helmet.
Bomb timer should be 45 seconds.
Kits should be removed from the game entirely and all defuses should always take 5 seconds.
Congratulations, side balance is fixed.
T needs advantages because they are the ones always clearing ground. If you make the M4 kill and first headshot the percentages would swing to like 65-35% in CT favor. That´s an insane upgrade. Removing kits is simply dumbing down the game.
@@donraneThat's my biggest issue with Ts get the AK-47 because it's easier to play CT... Because the CT can just pick your AK up after killing and are now at an advantage instead of even.
1st idea would give ct a huge advantage and it would be hard to take a site from the cts 2nd idea 45 should return I don't know why they set 40s 3rd idea Is just stupid
how can people dislike vertigo? its the best map just behind nuke and mirage
mirage is shit
why do you need a large variety of guns? Don't need it, this is a skill based game.
Why do you need any guns then? Just give everybody an Ak and M4 and let them die out of boredom with the same guns over and over. CS is desperate for a proper gun variety and interesting niche additions. It's not good for a game to have less than half of guns considered good. Proper variety will fresh out pub matches since not every player is 25k elo sweatlord, there are still people and payers lower the ranks and it will spice up esports matches with more unusual tactics, strats, player-specific preferences. Just ask yourself, why bring up the loadout system into the game if there is almost no variety in loadouts?
I think a lot of this was written by ChatGPT.
Not really, nuke is still ct sided i believe
no. there u have it.
Lost me at cobblestone. Dogshit map for competitive play. Only worked way back when because it was before the utility meta. Train is better but there are much more interesting maps. Also, why is dust 2 still in the pool?
Bring hive back for wingman 😭
W video
Ik ik this is the worst tip but u need to ride the script more like u take to a close friend and less like a ppt.
But like the vide
They should remove Mirage from the game completely and replace it with Train
i HATE anubis, i just dont like it, i would remove it and add cache/cobblestone instead (not train bcs i never liked it)
Imagine Buff the M249! 😂😂😂
i reakon its t sided
HOW CAN CS2 BE t SIDED WHEN U CANT EVEN SHOOT THE ENEMY?
Need train and chache back
Nah bro, remove inferno? What are you talking about? Vertigo should be removed
As a 3k elo player here is what Valve needs to do to fix the GAME DESIGN (not all the technical issues plaguing the game rn)
Map pool:
- For season 2, remove Mirage and put Overpass in the pool.
- When Cache is ready around March. Do +Cache, -Dust 2.
- When Mirage gets reworked (Just on B apps and a little changes to cat peeking into A site), replace it with Vertigo. This would be done around June/July post major. This map would be much better if B apps wasn’t a high committal entrance, CTs have so much cover on site; 4 pillars of site, arches, bench, van and market. It would make the map play less linear.
For Economy:
- Remove $1400 Loss Bonus.
- Reduce the Max Money cap to $12,500.
- Reduce kill reward to discourage force buys.
- SMGs now give $500
- Shotguns now give $700
- LMGs now give $400
- Utility kills now give $150.
Equipment:
- CT Incendiary: Back to $600. Gets back its old damage and 25% of its old range
- Defuse Kit: Price at $350 (Now on tighter budget rounds CTs choose between kit and helmet)
Rifle balance:
Galil:
- Raise price back to $2050.
- 70 Reserve ammo (2 reloads)
Famas:
- Raise price to $2200
- 75 reserve ammo
- Increase the spray accuracy (follow’s recoil pattern better)
Other options:
- Raise rate of fire to 700~720 rpm
- Decrease cycle time on burst.
- Increase accuracy
- Increase damage
M4A4:
- Price back to $3100
M4a1-S:
- Price at $3100.
- Increase magazine size to 25, 50 reserve ammo.
- Decrease standing/crouching accuracy to 24m, 27m (middle of AK and A4)
- Decrease running accuracy to 127.
(Now it’s about preference, the suppressor has its benefits but the gun is better at close quarters. Still has an easy spray.)
SG/AUG:
- Revert all the 2019 nerfs.
- Make the scopes half the rate of fire, so around 300 RPM. Basically so that only tapping works in the scope.
- price the SG at $3200.
- Price the AUG at $3400.
(They should be GOOD but expensive weapons)
AWP:
- Reduce tagging inaccuracy slightly, maybe 25%. (Basically your scope getting blurry when shot in CS2)
- Reduce reserve ammo to 20. (Reduce spam)
SSG08:
- Reduce reserve ammo to 30.
Scar-20:
- Raise scope speed to 125.
- Reduce reserve ammo to 60.
G3SG1:
- Raise scope speed to 140.
- Add more vertical recoil, (as a trade off to the scope speed. Make the guns feel different a bit)
- 60 reserve ammo.
SMGs:
- Now they all do 80% tagging instead of 100%. Making learning spray patterns more important now.
MP9:
- Price at $1200.
- Reduce magazine size to 20; 80 reserve.
- Increase jumping inaccuracy by 33%.
- Range modifier is now .83 (17% damage fall off)
(Now its good at its one job for its price, how it should be for the cheapest smg. Can’t cheese with jump shots, can’t fight rifles mid range. Now takes some strategy to use with the ammo management, positioning wise. Still has the fastest reload in the game)
UMP-45:
- Price at $1300
- Change range modifier to .80 (20% fall off)
- 75 reserve ammo.
(In the middle of 2017 OP days and the current one for $100 more)
MP7:
- Move at 230 units per second.
MP5-SD:
- Increase base damage to 29.
- Range modifier increased to .80 (20% fall off)
- Decrease standing/crouching accuracy by 1 meter.
- 60 reserve ammo.
(Now same damage as MP7 up close, but falls off due to suppressor like the M4s)
PP-Bizon:
- Raise price to $1800.
- Give it the same damage/armor pen as the MP7.
- Give it all the same accuracy as the Mac-10.
- .83 damage fall off
- 230 movement speed
- 64 reserve ammo.
(Basically it’s the MP7 with a bigger mag, but high running accuracy, kinda a sidegrade, it is the P90 jr).
P90:
- Gets SMG kill reward $500
- Keeps the 100% tagging.
- Standing/Crouching accuracy the same as the MP9 now.
LMGs:
- Now considered a “rifle” in the loadout (shoots 5.56).
- There are also now 6 spots in the loadout slot and mid tiers renamed PDWs.
M249:
- Now costs $4200.
- First shot accuracy now inbetween the Galil and AK.
- Recoil pattern has half the horizontal recoil. (Ex: if you used to pull down 60 degrees down left it’s now 30 degrees.) it still had the massive vertical recoil, to make it unique/skillfull.
- Now always 1 shot headshots helmet.
- Movement speed is now 205
- Penetration is 250% (for T side util)
Negev:
- Costs $2500 now.
- One shot headshot removed.
- 100 ammo per box now, 100 reserve.
- Movement speed is now 175
- First shot accuracy increased to SMG levels, now the same as Mac-10.
Shotguns:
XM1014:
- Gets shotgun kill reward of $700.
- Price increased to $2400.
Mag-7:
- Now costs $1400.
Sawed Off:
- Now has the same range stats as the Nova.
- Fire rate increased. Fastest shooting pump shotgun.
- running/Jumping accuracy now the same as the mag-7.
- tube now only holds 5 shells. 20 reserve.
- Costs $1250 now.
Boom the game is balanced, all they have to do is fix Vertigo and technical stuff
A bit weird balance patch imo which shows you don't know all the topics that good. For example, Negev only does 99 dmg into helmet and with it's current pricing ain't that strong to begin with. A good holding tool but not oppressive to be considered OP
How do you even manage to be 3k elo unintentionally
ngl a lot of this is useless and horrible. The famas is already bad as is and you want to raise the price? And why would you want to reduce the kill reward? $300 is good as is. And the whole point of reducing the A4 price is so that CT's can full buy more and you seem to not want that?
Too T sided? Try playing casual where its almost CT 8-0 90% of games
Anyone here from hostage casual?? 😂😢
This is petty, but watching CS footage in less than 60 fps is kinda annoying.
very t sided, cts can barely buy and has less players at a site that t's try and push
+cache +overpass instead. fuck cobble and fuck train
No, it has become too cheater-sided.
play faceit
Interesting take on the map pool, but by all respect, I do not think Cobblestone is ever going to return to the active duty pool, that map is gone for good. IMO, Tuscan might be a much better map.
Edit: Get rid of Vertigo!!!
bro never use that font for editing again lol
The problem with CS2 is that it sucks
Cs2 becaome too cheaters sided ....cheaters are rulling the game wright now !!
I hate to See 8 min videos
cache > cobblestone
For competetive play yes, but think of all the casual players, its the casual community favourite