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 choices should be made based on map as for example AUG > M4 at long range, but < at close to medium range. Change Log: 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 long 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.
AD CS:S Weapon Balance Mod (1.47 Final) 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
- File Name:
- adcssweaponbalance147final.zip
- File Size:
- 1.16 MB
- Download Last 2 Week:
- 12
- Downloads All Time:
- 688