[HN Gopher] Show HN: CS Weapons - Counter-Strike weapon data com...
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Show HN: CS Weapons - Counter-Strike weapon data comparison app
Author : vercadium
Score : 94 points
Date : 2021-05-05 19:15 UTC (3 hours ago)
(HTM) web link (www.csweapons.com)
(TXT) w3m dump (www.csweapons.com)
| hexo wrote:
| Which CS is this? 1.6 or GO?
| vercadium wrote:
| Global Offensive yeah. It's pretty much taken in both the 1.6
| and Source communities at this point (though I'm sure both have
| some dedicated players remaining).
| jboy55 wrote:
| I loaded up 1.6 a month ago, got into an iceworld game,
| brought back lots of memories. Crunch Crunch Crunch
| Waterluvian wrote:
| Sleek and loads fast.
|
| 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.
| vercadium wrote:
| Professional e-sport tournament payouts for Counter-Strike now
| total nearly $100M; players have everything from huge salaries to
| sport psychologists, but still no good way of visualising game
| data.
|
| 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.
| gknoy wrote:
| This looks really great, and shows a lot of polish in its
| interface. I liked how you had different preset ways of
| filtering the data (SMGs, Rifles, etc), as well as linkable
| results pages. Being able to select armor and hit-locations
| seems to just be a scaling factor, but also was a neat touch.
|
| 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.
| vercadium wrote:
| Some excellent feedback there; thank you! That's not just a
| pleasantry either - those were seriously insightful comments
| you made.
|
| 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! :)
| Exmoor wrote:
| Seconded. I've played CS casually for almost two decades now
| and, although I specific details have changed over time, I
| never really knew the specifics about how each weapon
| effected you. For instance, I've always considered the SG553
| to be just a less accurate version of the AUG (without actual
| evidence), but it actually inflicts higher damage and also
| slows you down a bit.
|
| Cool site.
| NicoJuicy wrote:
| I play it casually and practised a bit with the
| spray/recoil workshops maps.
| formerly_proven wrote:
| > Professional e-sport tournament payouts for Counter-Strike
| now total nearly $100M; players have everything from huge
| salaries to sport psychologists, but still no good way of
| visualising game data.
|
| Cue "SG was overpowered for five years and nobody noticed"
| (because _real_ CS players use the AK, not the "cod noob
| gun").
| pyentropy wrote:
| It's cool that you market it as material design and sharable
| and having a fancy stack... but all I care is whether I get
| useful info about CS:GO. The ugliest maps programmed for
| training are more useful imho.
|
| 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.
| vercadium wrote:
| I actually modified what I posted elsewhere (Reddit for
| example) for this audience as I imagined those technical
| details were more relevant. Fair point though.
|
| 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!
| globuous wrote:
| For what it's worth, I was glad you shared your stack, was
| actually kinda curious ! Very nice website, thanks for
| sharing, hope you had a blast building it ;)
| ZephyrBlu wrote:
| I've built an analytics website for StarCraft 2 and found
| something similar.
|
| 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.
| new_orleans wrote:
| Nice work. Now do the same thing for the ubiquitous aimbots,
| hacks, & cheats that CS:GO allows?
| m3kw9 wrote:
| Important factor not shown is avg shot spread, minimum burst till
| max spread, and how kneeling affects spread, spread after 2
| shots, 3 shots, spread while moving. Those are important
| especially for AK vs other weapons.
| vercadium wrote:
| Thanks; absolutely! Modelling these additional aspects like
| recoil and accuracy with customisable shot intervals is
| underway.
|
| 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!
| dvt wrote:
| As an ex-pro CS player (circa 2003-2007), this is pretty neat.
| Unfortunately, even though CS might have a fairly deep weapon
| pool, only a very small subset of weapons are actually used in
| competition (I'd wager 90+% of gameplay mostly involves the M4,
| AK, AWP, and USP/Glock). Situationally, a few weapons would be
| interesting to compare (the MAG-7 and Scout come to mind), but
| the tool isn't particularly useful outside of a curiosity.
|
| 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!
| ZephyrBlu wrote:
| > _I 'd personally be more interested in a tool that analyzed
| map positioning and strats_
|
| What sort of analysis of map positioning and strategies are you
| thinking about?
| krat0sprakhar wrote:
| +1 .. came here to say exactly this. While this site is great
| for finding out what others weapons exist, I don't think any
| weapons outside of m4, ak, awp are actually used.
| always_left wrote:
| I love that nothing has changed since cs 1.6
| gtsteve wrote:
| Yes, largely it has been tweaks but there have been a few
| changes such as the loss of my beloved riot shield.
| vercadium wrote:
| While this is certainly the case overall, at least in today's
| meta the variety isn't that bad. For example, if you scroll
| down on https://www.hltv.org/stats?event=5728 you can see a
| breakdown of what was used in the Dreamhack Masters
| tournament which was on this weekend.
|
| 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 M4 kill with 1 shot
| to the head at range X" or similar.
| mafuyu wrote:
| Agreed. It's a neat site, though! There has been some variation
| in weapon use in recent years, but I don't know if this site
| would have really helped in revealing those details.
|
| 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.
| vercadium wrote:
| Thanks for the feedback; absolutely! Modelling these
| additional aspects like recoil and accuracy with customisable
| shot intervals is underway.
|
| 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!
| mafuyu wrote:
| Good to hear! In particular, one comparison I would love to
| see is something like:
|
| 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?
| mjs7231 wrote:
| I imagine what would totally sell me on it is interactivity with
| a live game. Imagine if you could hook into the game and show
| live data on the last kill, where you hit him, how much damage
| you inflicted and why. Would be really cool, but probably not
| allowed without getting banned.
| maxvu wrote:
| In a very recent update, Valve's added what looks like some
| kind of dashboard to consume game statistics (for a small
| monthly fee...).
| NicoJuicy wrote:
| Just lookup the spray workshops.
|
| They show that data and you can practise there.
| gustavo-fring wrote:
| This probably sounds like an old man but Halo 2 weas doing this
| back in 2004 when you could immediately after the game get
| detailed game reports, even available via Rss.
|
| 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
| t-writescode wrote:
| nit:
|
| 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.
| mhh__ wrote:
| It's not live, but Leetify can give you some very precise data
| about your gameplay e.g. what your spray patterns actually were
| professorsnep wrote:
| Really well done! Playing around with it a little, the only thing
| I noticed was it was difficult to see which color meant "better"
| when comparing values. Maybe add a little checkmark or something
| if one stat is higher?
|
| 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.
| vercadium wrote:
| Thanks! Great point on the highlighting; it's a tough balance
| because I also want to make it look subtle (I'd be worried that
| an icon would be jarring when there is a sea of them during a
| comparison) but I'm sure something could be done to improve it.
| Hmm, perhaps colouring the "best" text with the my
| accent/success colour (the yellow) rather than, or in addition
| to, the weapon's name? Something to think about.
| coding123 wrote:
| I know this is CS specific but it's a resource that kinda finally
| confirms why I always use some machine gun vs a shotgun in many
| games. Shotguns are fun in some games because they cause things
| to explode close up, but in general the DPS is just super low at
| any distance compared to a machine gun/assault rifle.
| 600frogs wrote:
| You've missed the point of a shotgun - DPS is irrelevant, it's
| how fast I can get you to 0 before you can get me to 0. And
| shotgun wins there, at least up close.
| syndacks wrote:
| Does anyone know of anything similar for PUBG?
| gdsdfe wrote:
| Oh one for division 2 would be pretty cool
| sabas123 wrote:
| Personally I don't really see the value in comparisons of these
| primitive statistics like rate of fire/reload time.
|
| At a high level everything becomes so highly dimensional that any
| analysis on this level falls short compared to intuition.
| airstrike wrote:
| It's probably most helpful in terms of having discussions
| around weapon balancing
| leetcrew wrote:
| it's really hard to figure out which weapon is best just from
| looking at a page of attributes. consider the classic ak vs
| m4 dichotomy. ak kills in one headshot with or without armor,
| has higher damage per shot, and has higher DPS. the m4 has a
| much tighter recoil pattern though. in practice, most people
| will drop an m4 to pick up an ak, but they are closer than
| they look on paper.
| hnnnnnnng wrote:
| The only useful thing is the recoil pattern, which this site
| doesn't even have.
| gustavo-fring wrote:
| I love CS. I mean I love the franchise as a whole but the
| original was such a breath of fresh air in what 2000. The gunplay
| is so good.
|
| It's unfortunate that even today it is impossible to play without
| hearing 4chan racial slurs for the lulz. Very toxic community.
| porcc wrote:
| Valorant!
| gtsteve wrote:
| Some recent changes were made around people who frequently get
| blocked being auto-blocked for you when you join the game. They
| have highlighted red names like "Dalmatian" and "Flamingo",
| etc. If you un-block them, you swiftly find out why.
|
| So, 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.
| mhh__ wrote:
| Solution: voice_enable 0
| lwansbrough wrote:
| I'm one of the primary engineers behind tracker.gg. If I could
| offer some constructive criticism:
|
| - 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.
| michaelmdresser wrote:
| I really don't mind the individual pages and I don't think it
| really "pollutes" the browser history either. Rather, I think
| it makes it much easier to link a friend to a specific
| comparison.
| lwansbrough wrote:
| You can do this without spamming history, just replace the
| state instead of pushing it.
| [deleted]
| finger wrote:
| Some stats on your page seem obviously faked. E.g top 1 cs go
| player has 11600 days of play time. Longer than the game even
| has existed.
| lwansbrough wrote:
| Yeah, our CS:GO site doesn't get any love, it has received a
| total of about 10 hours of attention - that's why I avoided
| using it as an example. Cheaters run rampant in CSGO, it's
| not a problem exclusive to our site unfortunately. We're
| exploring ways of automatically detecting cheaters across our
| network though.
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(page generated 2021-05-05 23:00 UTC)