Reloadtime (Clip Ready) and Reloadanimation (Fire Ready) are based on empirical data. This means the following values are calculated without the range modifier.īasic Damage x Multiplier = Damage without Vest + Helmetīasic Damage x Multiplier x Armor Penetration = Damage with Vest + Helmet We used the easiest way to calculate and compare damage here. We decided to leave them out to keep this overview as simple and clean as possible. Some weapons are just too weak or badly balanced in terms of price-performance ratio, so they are rarely played or completely ignored by the professional scene. We wanted to create a quick and handy overview for beginners, which compares the most used weapons and give you specific recommendations for different situations.Īs we mentioned before, we want to compare the most common weapons in competitive play (higher tiers). This guide focuses on the most common weapons in competitive play in higher tiers. There are a lot of CS:GO weapon analysis and very detailed data spreadsheets in the internet, but most of them are outdated, unclear or just too detailed and overcomplicated, so you have to invest some time to understand and interpret all the values.
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