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#1 |
![]() Join Date: Dec 2007
Reputation: 6
Posts: 337
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Welcome to ActionDragon's Counter-Strike: Source Weapon Balance Mod.
Are you bored of USP, DEAGLE, MP5, AK47, M4, AWP matches? Do you want to use all the weapons? The goal of this mod is to try to make all weapons worth their cost, and to bring all weapons closer to each other in performance so they would remain useful. The changes are also meant to improve tactical teamplay - meaning that in tight places in close range maps guys with shotguns should advance first, followed by guys with assault rifles as support and so on. In long range maps snipers should be used at long range, not at point blank range. Different weapon choises should be made based on map as for example AUG > M4 at long range, but < at close to medium range. Pistols -> Pretty much remain the same, except the Desert Eagle which is brought more in line with the other pistols. SMGs-> More firepower, less movement speed. MAC10 and UMP45 are cost effective now. Shotguns -> More firepower at close range, but less than before at long range. Assault Rifles -> Accuracy has been reduced. The effectiveness of longe range AK headshotting is reduced. AUG and SG552 should also be worth their cost now as they're more accurate than the other assault rifles. Sniper Rifles -> -Firepower. No more should every member in a team be equipped with them as now the weapons need more skill to be used effectively. Machinegun -> More firepower and controllability with the cost of movement speed. The weapon can now be used as a fire support weapon. I recommend trying maps like cs_compound or de_port with this mod. I'd appreciate any kind of feedback, especially from those who test the mod. The mod in its current form seems perfect. None of the changes should alienate any testers, the weapons work close like they do in default CS:S. Anyone is free to modify and use this mod's files in their own CS:S mods and servers, even without giving me any credit. Feel free to experiment and enjoy playing CS:S. ![]() AD CS:S Weapon Balance Mod 1.44 Full download links http://www.strategyinformer.com/pc/c...mod/33787.html http://www.filefront.com/14956201/AD...nce144Full.zip http://rapidshare.com/files/30943126...4Full.zip.html http://www.zshare.net/download/68705108c8e529c3/ Trailer video http://www.youtube.com/watch?v=MS1zq0dIVgs (Press the HQ button to watch with high quality) Screenshots http://i18.photobucket.com/albums/b1...gon/ADCSS1.jpg http://i18.photobucket.com/albums/b1...gon/ADCSS2.jpg http://i18.photobucket.com/albums/b1...gon/ADCSS3.jpg http://i18.photobucket.com/albums/b1...gon/ADCSS4.jpg More screenshots from my CS:S server using the mod http://s18.photobucket.com/albums/b1...nDragon/ADCSS/ The mod's Steam Group http://steamcommunity.com/groups/ADCSS You can find me there if you want to chat. Default CS:S weapon files (converted from .ctx to .txt) for those who just want to try to edit the default weapons or check their stats http://files.filefront.com/Unchanged.../fileinfo.html ------------------------------------------------------------------------------ At the moment the mod is just edited weapon script files that are put to the scripts directory of a Source Dedicated Server. The mod is probably going to be turned into a plugin or a mod that shows as a different game, but that isn't going to happen until I find out how to do it. Any help would be appreciated. Also I've been unable to find out how the knife's pull out sound could be removed, and how the damage of the fast swing could be slightly increased. Running a server with the mod - Source Dedicated Server --------------------------------------------------------------------- Put the weapon script files to your server's "\cstrike\scripts" directory and start your server. Every client joining the game without the script files now uses the new weapon values from the script files except few things that don't affect gameplay much: - Clients don't get the changed weapon muzzle flash sizes. - Clients don't get the changed weapon crosshair sizes. - Clients still see the AUG's ammo type as 7.62mm. - Clients don't see the right amount of bullets that the XM1014 shoots (9 in this mod - like the M3). - Clients can start to reload the AWM even though it has full ammo (5 in this mod), causing the reload animation to start and then instantly stop. (To get all the changes, you need to join the game with the exact same script files installed) IF YOU'RE RUNNING THE HLDSUPDATETOOL VERSION OF SRCDS, THEN YOU NEED TO DELETE THE WEAPON .CTX FILES FROM THE SCRIPTS DIRECTORY THAT HAVE OTHERWISE THE SAME NAME AS THESE .TXT FILES BEFORE STARTING YOUR SERVER. IF YOU WANT TO RESTORE THE OLD WEAPONS, THEN JUST RUN THE HLDS UPDATE AGAIN, AND DELETE THESE .TXT FILES. THE ONLY WAY TO GET THE MOD WORKING ON A RENTED SERVER IS TO ASK THE SERVER PROVIDERS TO EDIT THEIR SERVER UPDATE/START SCRIPT TO DELETE THE WEAPON .CTX FILES AFTER UPDATING THE SERVER BEFORE A SERVER RESTART. An example of a server update .bat file is included with the package in Optional\SRCDS. NOTE: It's recommended to use the included pure_server_whitelist.txt file and install it to your server's cstrike directory, and then to use sv_pure 1. This ensures no one can join the game with different scripts files in scripts directory and cause sync errors for them. So players without any weapon scripts files can join, as well as the ones with the exact same script files as the server installed to their game directory. How to install the mod and testing it without Source Dedicated Server --------------------------------------------------------------------- Unzip/Install all the weapon script files to "steamapps\(username)\counter-strike source\cstrike\scripts". Run Counter-Strike: Source as normal. If you run a server without Source Dedicated Server, everyone else joining the game must have the exact same script files installed too or sync errors happen - You also need to delete or move the weapon script files when you want to play default CSS. THE MOD IS MEANT TO BE RUN WITH TICKRATE 66 OR 100! WITH ONLY 33 THE WEAPONS SEEM TO SHOOT SLOWER THAN NORMALLY. Hostname --------------------------------------------------------------------- It's recommended to name your game so that all know that this mod is running and the version of it. For example "ADCSS 1.44". Alternatively the use of this mod could read in the motd or in your server's website of course. How to uninstall or disable the mod --------------------------------------------------------------------- Delete or move the weapon .txt script files from the scripts directory. if your server had the weapon .ctx files update the server to get them back. Optional directory --------------------------------------------------------------------- The Optional directory contains pure_server_whitelist.txt that you can use with your server. More info about the file in "Running a server with the mod" NOTE field. The Optional directory also contains cstrike_english.txt that changes all weapon names to real ones, and fixes few things from the buy menus. The AWP magazine capacity is also changed to 5 like in this mod. Unzip the cstrike_english.txt to "steamapps\(username)\counter-strike source\cstrike\resource" to use it. Your Counter-Strike: Source language must be English to use this file. NEW: Now also the Finnish file is included. VAC --------------------------------------------------------------------- Mods like this don't cause VAC alerts: http://forums.steampowered.com/forum...d.php?t=637949 I use VAC with my server running this mod. NOTE --------------------------------------------------------------------- Anyone is free to modify and use this mod's files in their own CSS mods and servers, even without giving me any credit. Feel free to experiment and enjoy playing CSS. ![]() Weapon changes from default settings: ------------------------------------- * Clients don't see the change without the weapon script files installed to their CSS directory Pistols ------------------------------------- GLOCK ---------- Damage from 25 to 28 (+Damage) WeaponArmorRatio from 1.05 to 1.0 (-Armor penetration) CycleTime from 0.15 to 0.16 (-Firing rate) Range from 8192 to 4096 (-Range) RangeModifier from 0.75 to 0.81 (+Range, but the upper reduces it more) MaxPlayerSpeed from 250 to 240 (-Movement speed) USP ---------- WeaponArmorRatio from 1.0 to 1.1 (+Armor penetration) CycleTime from 0.15 to 0.185 (-Firing rate) MaxPlayerSpeed from 250 to 240 (-Movement speed) * MuzzleFlashScale from 1 to 1.1 (+Muzzle flash) P228 ---------- CycleTime from 0.15 to 0.17 (-Firing rate) MaxPlayerSpeed from 250 to 240 (-Movement speed) * MuzzleFlashScale from 1 to 1.1 (+Muzzle flash) DEAGLE ---------- Damage from 54 to 50 (-Damage) WeaponArmorRatio from 1.5 to 1.3 (-Armor penetration) CycleTime from 0.225 to 0.3 (-Firing rate) MaxPlayerSpeed from 250 to 240 (-Movement speed) FIVESEVEN ---------- Damage from 25 to 27 (+Damage) WeaponArmorRatio from 1.5 to 1.4 (-Armor penetration) MaxPlayerSpeed from 250 to 240 (-Movement speed) * MuzzleFlashScale from 1 to 1.05 (+Muzzle flash) ELITE ---------- Damage from 45 to 40 (-Damage) WeaponArmorRatio from 1.05 to 1.2 (+Armor penetration) CycleTime from 0.075 to 0.15 (-Firing rate) MaxPlayerSpeed from 250 to 240 (-Movement speed) * CrosshairMinDistance from 4 to 8 (+Crosshair size) * MuzzleFlashScale from 1 to 1.05 (+Muzzle flash) SMGs ------------------------------------- TMP ---------- Damage from 26 to 28 (+Damage) RangeModifier from 0.84 to 0.82 (-Range) MaxPlayerSpeed from 250 to 230 (-Movement speed) MAC10 ---------- Damage from 29 to 34 (+Damage) WeaponArmorRatio from 0.95 to 1.1 (+Armor penetration) RangeModifier from 0.82 to 0.8 (-Range) MaxPlayerSpeed from 250 to 230 (-Movement speed) MP5NAVY ---------- Damage from 26 to 28 (+Damage) MaxInaccuracy from 0.75 to 1.0 (-Controllability) MaxPlayerSpeed from 250 to 230 (-Movement speed) * MuzzleFlashScale from 1.1 to 1 (-Muzzle flash) UMP45 ---------- Damage from 30 to 35 (+Damage) AccuracyOffset from 0.5 to 0.45 (+Accuracy) WeaponArmorRatio from 1.0 to 1.15 (+Armor penetration) MaxPlayerSpeed from 250 to 230 (-Movement speed) * MuzzleFlashScale from 1.15 to 1.1 (-Muzzle flash) P90 ---------- Damage from 26 to 27 (+Damage) WeaponArmorRatio from 1.5 to 1.4 (-Armor penetration) AccuracyOffset from 0.45 to 0.5 (-Accuracy) RangeModifier from 0.84 to 0.9 (+Range) CycleTime from 0.066 to 0.0665 (-Firing rate) MaxPlayerSpeed from 245 to 230 (-Movement speed) * CrosshairMinDistance from 7 to 6 (-Crosshair size) * MuzzleFlashScale from 1.2 to 1.05 (-Muzzle flash) Shotguns ------------------------------------- M3 ---------- Damage from 22 to 26 (+Damage) RangeModifier from 0.96 to 0.8 (-Range) MaxPlayerSpeed from 220 to 230 (+Movement speed) XM1014 ---------- * Bullets from 6 to 9 (+Bullets fired = +Damage) Range from 3048 to 3000 (-Range) RangeModifier from 0.96 to 0.8 (-Range) MaxPlayerSpeed from 240 to 230 (-Movement speed) Assault Rifles ------------------------------------- GALIL ---------- AccuracyOffset from 0.35 to 0.45 (-Accuracy) WeaponArmorRatio from 1.55 to 1.4 (-Armor penetration) TimeToIdle from 1.28 to 1.5 (-Crosshair speed) CycleTime from 0.0875 to 0.09 (-Firing rate) MaxInaccuracy from 1.25 to 1.5 (-Controllability) MaxPlayerSpeed from 210 to 221 (+Movement speed) * MuzzleFlashScale from 1.6 to 1.4 (-Muzzle flash) FAMAS ---------- Damage from 30 to 29 (-Damage) AccuracyOffset from 0.3 to 0.5 (-Accuracy) TimeToIdle from 1.1 to 1.3 (-Crosshair speed) MaxInaccuracy from 1.0 to 1.25 (-Controllability) MaxPlayerSpeed from 210 to 221 (+Movement speed) * MuzzleFlashScale from 1.3 to 1.4 (+Muzzle flash) AK47 ---------- Damage from 36 to 34 (-Damage) AccuracyOffset from 0.35 to 0.5 (-Accuracy) RangeModifier from 0.98 to 0.96 (-Range) MaxInaccuracy from 1.25 to 1.5 (-Controllability) CycleTime from 0.0955 to 0.1 (-Firing rate) * MuzzleFlashScale from 1.6 to 1.5 (-Muzzle flash) M4A1 ---------- Damage from 33 to 32 (-Damage) AccuracyOffset from 0.3 to 0.5 (-Accuracy) RangeModifier from 0.97 to 0.96 (-Range) IdleInterval from 60 to 20 (-Crosshair speed) TimeToIdle from 1.6 to 1.2 (+Crosshair speed, but the upper reduces it more) MaxInaccuracy from 1.0 to 1.25 (-Controllability) MaxPlayerSpeed from 230 to 221 (-Movement speed) * MuzzleFlashScale from 1.6 to 1.5 (-Muzzle flash) AUG ---------- RangeModifier from 0.96 to 0.98 (+Range) CycleTime from 0.0825 to 0.085 (-Firing rate) MaxInaccuracy from 1.0 to 1.25 (-Controllability) * MuzzleFlashScale from 1.3 to 1.4 (+Muzzle flash) * Changed ammo type to 5.56mm: - Primary Ammo from "BULLET_PLAYER_762MM" to "BULLET_PLAYER_556MM" - "Ammo" "CSTypeDeath" from "V" to "N" SG552 ---------- AccuracyOffset from 0.3 to 0.35 (-Accuracy) CycleTime from 0.0825 to 0.085 (-Firing rate) MaxInaccuracy from 1.0 to 1.25 (-Controllability) MaxPlayerSpeed from 235 to 221 (-Movement speed) * CrosshairMinDistance from 5 to 4 (-Crosshair size) * MuzzleFlashScale from 1.3 to 1.6 (+Muzzle flash) Sniper Rifles ------------------------------------- SCOUT ---------- MaxPlayerSpeed from 260 to 221 (-Movement speed) * MuzzleFlashScale from 1.1 to 1.3 (+Muzzle flash) SG550 ---------- Damage from 70 to 45 (-Damage) WeaponArmorRatio from 1.45 to 1.5 (+Armor penetration) CycleTime from 0.25 to 0.27 (-Firing rate) * MuzzleFlashScale from 1.6 to 1.3 (-Muzzle flash) G3SG1 ---------- Damage from 80 to 60 (-Damage) ArmorPenetration from 1.65 to 1.7 (+Armor penetration) CycleTime from 0.25 to 0.29 (-Firing rate) AWP ---------- CycleTime from 1.45 to 1.3 (+Firing rate) Clip size from 10 to 5 (-Clip capacity) Damage from 115 to 106 (-Damage) RangeModifier from 0.99 to 0.98 (-Range) MaxPlayerSpeed from 210 to 200 (-Movement speed) * MuzzleFlashScale from 1.35 to 1.5 (+Muzzle flash) Machinegun ------------------------------------- M249 ---------- Damage from 32 to 35 (+Damage) MaxInaccuracy from 0.9 to 0.5 (+Controllability) TimeToIdle from 1.6 to 1.2 (+Crosshair speed) AccuracyDivisor from 175 to 125 (+Crosshair speed) MaxPlayerSpeed from 220 to 205 (-Movement speed) * CrosshairMinDistance from 6 to 4 (-Crosshair size) * MuzzleFlashScale from 1.5 to 1.4 (-Muzzle flash) Last edited by ActionDragon : 11-20-2009 at 06:46 AM. Reason: 1.44 update |
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#2 |
![]() Join Date: Jan 2005
Reputation: 174
Posts: 14,002
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Wow talking about nerfing Auto snipers. May I ask why? :/
Don't care much about awp thou. But damn you should be pretty slow with those snipers even thou it really doesn't make senes. Specially the Scout.... |
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#3 |
![]() Join Date: Mar 2007
Reputation: 0
Posts: 436
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Auto snipers are the one gun that needs to be completely removed form css.
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#4 |
![]() Join Date: Nov 2007
Reputation: 0
Posts: 118
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#5 |
![]() Join Date: Dec 2007
Reputation: 6
Posts: 337
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Why nerf AWP and Auto snipers this much? To try to balance them of course. They were way too good for their cost before. The slow speed with the guns prevents fast sidestepping while shooting, and now it's really wise to take the gun out only when you're in a good shooting position, not before.
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#6 |
![]() Join Date: Jan 2005
Reputation: 174
Posts: 14,002
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They are practially useless now so it wasn't much of a balance to them.
Like come on one of the Auto snipers have the SAME damage as AK for crying out loud. So you spend like 6k for a gun that only acts like a slow AK with scope on. So much for balance. The other Auto sniper is ok just because it got less ammo it got more powerfull. But still I think no one is gonna bother to use them when it's like crawling. The Scout imo should NOT be slower than the AWP when AWP had a normal walking speed. You could make scout a little bit slower than the knife but not all the way behind AWP. I don't see why Elites are nerfed either as right now they are pretty balanced. Because they cost more than Deagle and should pack a bit more power. I think it's even worse than before the buff that it got. The other guns I can understand. Well somewhat at least. MAC10 got a tad bit to high damage if you ask me because it goes over the MP5 even thou it cost more. It's probably higher than the P90 which is just plain silly. So MAC10 got 6+ damage while TMP and MP5 got 2+. :/ Somehow I think T's have enough power with the AK. No need to give them another power weapon. Imo 1+ to 2+ damage here and there ain't going to make a difference untill you actually add like 5+ or 5- damage and drastically change the speed of weapons. Otherwise it's going to pretty much the same. When you hate some guns and try to balance things out you usually take drastic messure to completely get rid of it. CSplayer77: Imo the Autos are fine but the AWP ain't. |
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#7 |
![]() Join Date: Dec 2007
Reputation: 6
Posts: 337
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Hmm...Are you saying that you actually tried these changes already? Of course these values still need tweaking, but at least really try the mod and all the weapons first. I'm releasing the mod soon with some included readmes.
Why should a 5.56mm SG550 semi-automatic sniper rifle have much more power than other 5.56mm weapons? At long ranges the sniper rifles are still absolute the best weapon types. The AWP doesn't insta-kill anymore with every shot like before. Now you actually need fire support from your team mates at long range fire fights. One chest shot does over 100 damage only at close range. Just like it should be. The Elites are supposed to have .40 ammo. It was silly that they did 45 damage per hit to a guy without a vest. I reduced the damage to slightly worse than .45, but increased the penetration to balance the weapon. Mac10 costs only 100 less than MP5. It is really inaccurate and badly controllable. Now when you actually hit with it, it counts. Before Mac10 was only useable at point blank range to get headshots. Now it actually is better than a pistol. UMP45 was much worse than MP5 too even if it costs more. P90 is still very good if you get headshots with it, only shotguns are better at close range. |
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#8 |
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Banned
Join Date: Oct 2006
Reputation: 25
Posts: 2,185
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You are flat out wrong on your perceptions of many of the guns as they exist in CSS. And how you think they should operate is based on what exactly? It isn't reality, that's for sure.
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#9 |
![]() Join Date: Dec 2006
Reputation: 1
Posts: 1,484
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You are forgetting something:
Cost. If I'm dropping $4750 on a rifle, I expect it to sit down anyone I hit. Get out of the $16,000 Start Money de_dust2 pubs and into a $800 Start Money CAL map server or PUG. |
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#10 |
![]() Join Date: Mar 2007
Reputation: 0
Posts: 436
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Yes but most people play on pubs. You can't make css for privet servers or leagues because very few people play on those servers.
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#11 | |
![]() Join Date: Dec 2006
Reputation: 1
Posts: 1,484
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Quote:
![]() An unbalanced ruleset will result in a unbalanced game. |
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#12 | ||||
![]() Join Date: Jan 2005
Reputation: 174
Posts: 14,002
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Quote:
Quote:
No one is going to buy the CT Auto sniper when it only got a zoom mode and does the same damage as AK but at the same time makes you crawl forwad.. You successfully killed it.The T sniper could be somewhat more balanced but I still think the damage should be over 60 on both. I don't care about the AWP thou. Quote:
Btw I hardly think the armor penetration is going to help that much specially when it only raised with 0.1 points. I'm sure people will love it now when it does less damage than from the start. Quote:
It should not be able to beat the damage of an Submachinegun. Specially not with 7+ damage higher. I'm fine with the Ump as it was pretty sucky before. |
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#13 | ||
![]() Join Date: Dec 2007
Reputation: 6
Posts: 337
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Quote:
Quote:
Before even the USP pistol was superior at medium range to the Mac10. The Mac10 still sucks at medium to long range. At medium range MP5 and UMP45 are better, but at close range TMP and Mac10 are better. |
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#14 |
![]() Join Date: Dec 2007
Reputation: 6
Posts: 337
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I made some changes to 1.02
----------------------------- - Elites WeaponArmorRatio from 1.15 to 1.2 - Shotguns RangeModifier from 0.8 to 0.75 - AWP damage from 102 to 103 |
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#15 |
![]() Join Date: Apr 2005
Reputation: 0
Posts: 404
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Im not one to flame without a supporting argument, but this is seriously a giant waste of your time. Its doubtful more than a handful of servers will even try anything like this. There is no point in balancing the game through weapon damages because most cs players dont want to change the weapons.
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