Show HN: CS Weapons – Counter-Strike weapon data comparison app
csweapons.com
csweapons.com
Even though I don't really follow the pro scene much anymore, I'd personally be more interested in a tool that analyzed map positioning and strats. Cool site nonetheless, solid work!
There was that whole period last year where people discovered the SG and AUG were actually quite good, and then Valve nerfed them into the ground again.
Several years ago, the UMP was insanely accurate when tapping/bursting, and it was a great half buy and anti-eco gun. That got nerfed, too. The MP5 behaves somewhat similarly, but it's not really worth buying over the MP9 in a serious match.
There was a recent discovery with the Nova, where the first shot spray was found to be consistent, and you could hit headshots consistently from distance by aiming to the right of the head. That one's pretty fun, although the situations where you'd want that over a deagle seem niche.
I think the biggest missing with this site is that it's only comparing raw DPS/rate of fire numbers and not spread recovery. A big part of it is the "feel" of bursting/tapping guns while momentum cancelling, when in scenarios where you can't full spray.
eg. Clicking on the head with a P250 at medium range isn't super accurate, but if you manage to momentum cancel perfectly and trace, you actually have a pretty decent chance vs full armor. But I could also buy a five seven, which has better armor pen, accuracy, and sprays better.
To elaborate, they didn't make it into the initial release as there's a substantial amount of work involved to tie that in dynamically with the data (as each shot is inherently dependant on all the shots before it and the time between them when firing multiple rounds).
I understand how much value this would add to the comparisons, so it's a top priority!
If I perfectly strafe and momentum cancel between every shot with a pistol, how often do I dink an opponent if my crosshair's on their head with a P2K, P250, CZ, and five seven? How different are the recovery periods where I'm strafing before I can tap again?
What sort of analysis of map positioning and strategies are you thinking about?
I feel there's enough variation there (especially for "eco rounds" were people can't afford the top weapons) to find value in comparing them.
Nonetheless, you are correct on the majority and for sure that will be reflected in the usage of the site - a lot of the comparisons are going to be "Can the M4A4 kill with 1 shot to the head at range X" or similar.
Edit: before I got into CS I played a lot of Delta Force and got pretty good at it. I was very proud of my screenshots where I won matches with a 30+ point lead. My weapon of choice there was a heavier machine gun with a model I don’t remember. It wasn’t scoped and didn’t have great accuracy but due to the size of the hit boxes I could still spray and pray pretty efficiently at snipers from a large distance. I was never fast enough at close quarters but the fact that you could see a dot that you knew was a sniper and shoot them down before they got the chance to move while you stay on the move really did help.
It externalises the action, and makes the match into a "show" to watch, which I would say would be naturally more appealing to viewers.
Another interesting option would be to give spectators a free camera to view, I don't think that anything technical difficulty ia there in most game engines from providing a free, unrestricted camera to spectators.
CS Weapons provides information and comparisons on Counter-Strike weapons, featuring real time analysis and calculation of weapon data.
Simulations are performed live in the browser and are scenario reactive, dynamically updating based on the part of the body hit, your range from the target and more. Alternate modes such as burst fire and silencers are all supported. Modelling additional aspects like recoil and accuracy with customisable shot intervals is underway.
Technical and design highlights:
- Data-driven Vue PWA.
- Installs to supported devices for a native app experience and works offline; a Service Worker notifies users when an update is available.
- Clean URLs that populate application state to support linking directly to comparisons.
- Device sharing experience using the Web Share API.
- Dynamic SVG charts that react in real time and are fully responsive.
- Immersive chart viewing experience with the Fullscreen API.
- Supporters are rewarded with additional features; as a "Jamstack" application, CS Weapons utilises AWS Lambda to query a membership API using "serverless" functions that are triggered through an Auth0 authentication rule.
- Custom material design built on Vuetify, with its colour palette, typography and user experience lovingly pruned and cared for.
- Blistering performance and load times.
On a personal note, I'm trying to do my best as a new dad, so building this during my free time on top of that, full-time work and a house move has been really challenging and if I'm honest with myself, probably not that healthy. Still, after chipping away at this for so long it feels great to finally put it into the wild across the game's community this week.
I think there might be some value in adding a duration slider (as an alternative to shot count). Because most items you're comparing has varying rates of fire (e.g. P90 vs UMP45 vs Mac10), the slower weapons will often show more "damage" (over N shots), whereas the DPS might be similar or vary a lot.
It might also be interesting to have weapon selection filters based on cost -- e.g., comparing rifles and SMGs of similar cost, or things you can buy on the first or second round.
Edit: I also just went to the advanced charts section, encountered your buy-me-a-coffee link. While I personally don't like signing up for additional tiers of access, I think this was a very nicely done way of doing so.
Cool site.
Having cost selection is a fantastic idea, especially given the commonly used terminology in the game lends itself nicely ("Eco buy" etc).
Your comment on duration hints at something that I have felt but not articulated in my notes so that was very helpful. Like you mentioned, this is particularly relevant in the SMG category because the amount of rounds they fire in an average engagement is that much higher and the disparity between their rate of fire is greater (the MP9/P90 are in a league of their own in particular).
Lastly, cheers for your other kind words! :)
Cue "SG was overpowered for five years and nobody noticed" (because real CS players use the AK, not the "cod noob gun").
The charts don't help me learn anything about the data more than the table, and the stats like RPM or deploy milliseconds mean nothing to me. If you ask CS players how they learn timing, it's usually mouse tapping a rhythm from some song.
The key takeaway is that you need creative ways to actually help me understand which weapon to pick in which situation.
I understand what you mean about the charts; some prefer things displayed visually so I think it's important to meet the needs of different types of users.
Thanks for the feedback!
It's very easy to get 'cool' statistics and information, but it's very hard to create something 'cool' or novel that's actually useful for players trying to improve.
At a high level everything becomes so highly dimensional that any analysis on this level falls short compared to intuition.
But then I only played against bots and at LAN parties so it was never too serious.
Quantifying recoil could be very useful.
It's unfortunate that even today it is impossible to play without hearing 4chan racial slurs for the lulz. Very toxic community.
voice_enable 0So, blocking communication is one thing you can do to help send a signal that this player is toxic. I guess eventually they start getting queued in lower trust factor lobbies but that's speculation.
I think that many players would gladly change CSGO with similar game (even non free), in which cheating is harder. Valorant seems better then CS in that regard, but for me biggest dealbreaker is unrealistic aspect of it.
> It's unfortunate that even today it is impossible to play without hearing 4chan racial slurs for the lulz. Very toxic community.
That comes with the territory. Edginess and homophobia are the hallmarks of male adolescence. The more value society places in a slur, the more appealing it becomes.
Games that skew younger and have more female players encounter this problem less. For example, Overwatch has much less of that kind of thing.
Is it human nature? Bad parenting? Cultural influences? Who knows. The good news is that most of these kids will grow up to be normal pleasant adults.
They show that data and you can practise there.
No surprise that Bungie made revolutionary games with Halo (series) and Destiny. Halo 1 was the basis of FPS on the console and Halo 2 was the basis for Xbox live
Golden Eye was the basis of FPS on the console, after which Perfect Dark and Time Splitters followed.
What came later was Halo and its 2-concurrent-weapon + auto-healing formula that was more forgiving and modern-arcadey that redefined (but did not invent) console FPSes. It may have also introduced the dual-analog control style for FPSes on consoles that have since taken over.
- You probably don't need individual pages
- You're polluting my browser history as a result, not very user friendly. :)
- I shouldn't have to navigate away from the "direct" view to add weapons
- The "direct" view and the "table" view are functionally equivalent. You should figure out how to combine these into a single optimal view - shouldn't be difficult since they do the same thing.
- Your "winning" cell highlighting isn't really clear. Yes it's lighter, but that's not really an effective indicator of "best" (on tracker.gg we use gold highlighting to accomplish the same thing in our view: https://battlefieldtracker.com/bfv/profile/origin/Z1nYoRiTa/...)
- Your various filters/modifiers should probably be colocated with the selected weapons, they're all filters.
- With a single table there's probably room to split the view in half to show graphs/detailed breakdowns to the right of the main table. Your "direct" view uses an inordinate amount of space. (I'm thinking something like our Valorant match viewer: https://tracker.gg/valorant/match/a06b84a9-bdd2-4509-90ca-fa...)
Overall pretty cool, I could see something like this being popular with Valorant too.
For all valid states/URLs, users expect that the browser's back and forward button work as expected, and that they can save or send that link to others.
Users expect the back button to work for page transitions, not state/UI transitions. And again, this doesn't impact the ability to send the current page state as a link whatsoever.
For what it's worth, pure state changes (that don't occupy a page within the router) do use history.replaceState though.
I understand that this wouldn't be the case if I approached the design as per the rest of your feedback; placing a lot of this content within a single view could be done. However, the UI/UX is designed to be shallow, minimal and mobile friendly.
For example, while I could put weapon selection in as a filter and add controls to toggle between data views - creating a single powerful view - this doesn't actually accomplish much other than trading valuable space for increased UI complexity to avoid moving views.
Admittedly, I see this through a different lens as I'm aware of the amount of controls I need to somehow fit further down the line to support upcoming features. A desktop only site would be very different!
I appreciate your feedback; it's great to see things from another perspective.
To elaborate, they didn't make it into the initial release as there's a substantial amount of work involved to tie that in dynamically with the data (as each shot is inherently dependant on all the shots before it and the time between them when firing multiple rounds).
I understand how much value this would add to the comparisons, so it's a top priority!
Maybe it's part of getting older, and if we're still going to play video games they need to be more of an extreme technical challenge for them to be fun for us.
I want to see mechwarrior add a Natural Selection/Battlefield mechanics IE one person is a commander with top down overview. Even if that top down commander is only for enemy AI to give them a bit better intelligence it would be nice.
Or add infantry units, tanks, hovertanks, airsupport roles.
I would love to see space battles and the larger galaxy strategic map come into play and have it play out on multiple levels.
So much they could do. But likely won't.
No multiplayer planned yet (besides what people can do with copy/paste and email) need to carve the niche first.
Seriously, try one of them. Sauer or xonotic would be a nice start. They are open source too,
I think that's the whole point, actually. The game itself is pretty known, as well as it's strategies; to get good, it really requires raw mastery and someone with a feel to know which strategy to apply when. The simplicity of CS is, in my opinion, it's main selling point.
Games like Arma can't really be compared to CS. They're completely different games with only superficial similarities (same camera angle, and the presence of guns).
> Maybe it's part of getting older, and if we're still going to play video games they need to be more of an extreme technical challenge for them to be fun for us.
This is definitely a factor. Games like CS, Street Fighter, etc are highly skill and knowledge based, but lean very very heavily on reaction times and stamina.
Even though there's absolutely nothing stopping older players from competing in those (and there are many that do), I think most people just don't find that's something they want to bother with as they age. I'm still in my 20s, but I'm finding the intense pace of CS hard to keep up with compared to when I was in my teens, even though the game hasn't changed (if anything, I'm more skilled today than back then).
It just isn't fun if I have an hour to play and I immediately die to someone who has played 18 hours/day for the entire lockdown and I permanently lose the item I worked several days to get.
Other than that, I love how you don't just compare raw values, but have the ability to select armor/range/etc. That's something I see missing in a lot of similar "comparison" applications.
Thanks for using the site! :)
That said, very few places in any official CS map have ranges that long. One would be on Train from Terrorist spawn to "Ivy" @ 3900 units (325ft).
What I want more than anything is a dynamic diagram showing the bullet spread depending on how fast I shoot. Maybe even let me click for shots.
They were so wonky and fun!
:-)