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Weapon Balance Mod


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Plugin Info:     Modification:   Counter-Strike        Category:   Gameplay        Approver:   Backstabnoob (7)
MPNumB
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Join Date: Feb 2007
Location: Lithuania
Old 07-17-2012 , 11:09   Weapon Balance Mod
Reply With Quote #1

Description:
This plugin ensures that all firearms will be useful. In other words, less popular weapons are just as deadly now as normally mostly used ones. However due to large weapon choice what Counter-Strike offers, this plugin isn't designed only to balance the weapons power and how useful they are. It as well brings in new strategies - all weapons are more balanced up, but some are more useful in various tactical situations than others.


Requires:
FakeMeta
HamSandWich


Cvars:

* "shotgun_tracers" - shotgun bullet tracers (just add the numbers).
- "1" - First-Person special tracers.
- "2" - Non-First-Person tracers. [default]
- "4" - First-Person tracers (1 must be disabled).

* "shotgun_doubleshot" - shotgun ability to perform a double-shot.
- "0" - disabled. [default]
- "1" - enabled.

* "weapon_autoswitch_fix" - smart autoswitch if _cl_autowepswitch is enabled.
- "0" - disabled.
- "1" - enabled. [default]

* "weapon_silentpickup" - silent weapon pick up ability.
- "0" - disabled.
- "1" - enabled. [default]

* "sniper_zoom_reset" - resets awp and scout zoom after fire.
- "0" - disabled.
- "1" - enabled.
- "2" - doesn't reset awp zoom, forces scout zoom to stay.
- "3" - resets awp zoom, forces scout zoom to stay. [default]

* "glock_recoil" - visual recoil for glock.
- "0" - disabled.
- "1" - enabled. [default]


Additional info:
Tested in Counter-Strike 1.6 with amxmodx 1.8.3 (dev build hg83). You may find servers what are using this plugin by pasting "weapon_balance" cvar in search options.


Notes:
This plugin only modifies bullet power, accuracy in some cases, and recoil percentage - it does not change recoil to anything totally new. It took several months for this plugin to see daylight; initial event what triggered creation of this mod is VALVe's statement that Counter-Strike: Global Offensive will have balanced weapons.


Warnings:
It is highly recommended to install Accuracy Fix, Rate of Fire Fix, Sniper Crosshairs and Reload Animation Fix plugins before this one (in that order). Also it is not suggested to pause this plugin non-manually.


Credits:
I would like to thank Arkshine for CS-SDK, ConnorMcLeod for some useful tips, xPaw and n0br41ner for helping in alpha version tests, p3tsin creator of Potti - a controllable fakeplayer plugin what helped me in pre-beta tests, and ProClashGamers Clan for help in beta tests.


Change-Log:

* 1.9
- Added: More zoom reset options.

* 1.8
- Fixed: Scout delay between empty clicking sound and reload.

* 1.7
- Added: glock_recoil cvar to enable or disable glock recoil.
- Fixed: Ability to move during freezetime.

* 1.6
- Added: sniper_zoom_reset cvar to reset awp and scout zoom after fire.

* 1.5
- Fixed: Recoil change doesn't effect screen shake when taking damage.

* 1.4
- Fixed: Shotgun recoil calculation.

* 1.3
- Fixed: Minor code improvements.

* 1.2
- Fixed: With Rate of Fire Fix while zoomed with SG552 or AUG, recoil is smaller.

* 1.1
- Fixed: Is user walking check when not in water.

* 1.0
- First release.
Attached Files
File Type: sma Get Plugin or Get Source (weapon_balance.sma - 2871 views - 55.7 KB)
__________________
Skill and no annoying bugs with fixed balance issues is my goal!
My approved plugins what don't show up in Approved List:
* Bomb/Death/CSS Radar
* HotVision
___
Need help? Please check this documentation first.

Last edited by MPNumB; 06-29-2014 at 09:06.
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MPNumB
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Join Date: Feb 2007
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Old 07-17-2012 , 11:09   Re: Weapon Balance Mod
Reply With Quote #2

Weapon Information v1.9:
(% means compared to original)

* Glock18
- Power: 152.5%
- Recoil: Only visual.
- Accuracy: Improved.
- Most efficient: From close to average ranges.
- Notes: None.

* USP
- Power: 102.5%
- Recoil: 80%
- Accuracy: Same.
- Most efficient: From close-average to average-long ranges.
- Notes: None.

* P228
- Power: 122.5%
- Recoil: 70%
- Accuracy: Same.
- Most efficient: From close-average to long ranges.
- Notes: Acts almost as USP, but is more powerful and easier to control. A good choice for a secondary weapon.

* Deagle
- Power: 95%
- Recoil: 90%
- Accuracy: Same.
- Most efficient: With Accuracy Fix plugin from average to long ranges. Else from close-average to average.
- Notes: Most powerful pistol, however as a backup weapon it doesn't have the best fire ratio.

* FiveSeven
- Power: 117.5%
- Recoil: 60%
- Accuracy: Same.
- Most efficient: From close to long ranges.
- Notes: Acts almost as Glock18, but is more powerful on long ranges. However it still has some recoil.

* Elites
- Power: 132.5%
- Recoil: 60%.
- Accuracy: Improved.
- Most efficient: From close to close-average ranges.
- Notes: A good choice to have as secondary, when primary weapon runs out of bullets on close shooting ranges.

* M3
- Power: 85%
- Recoil: Same.
- Accuracy: 75% better.
- Most efficient: From close-average to average-long ranges.
- Notes: Bullet spread is improved much. A good weapon to have when in tight corners.

* XM1014
- Power: 82.5%
- Recoil: Same.
- Accuracy: 72.5% better.
- Most efficient: From close to average-long ranges.
- Notes: Bullet spread is improved much. A good weapon to have when in tight corners.

* TMP
- Power: 145%
- Recoil: 55%
- Accuracy: Improved.
- Most efficient: From close to average ranges.
- Notes: A stealthy killing machine.

* MAC10
- Power: With Rate of Fire Fix plugin 117.5% Else 147.5%
- Recoil: 55%
- Accuracy: Improved.
- Most efficient: From close to average ranges.
- Notes: If you compare TMP to M4A1, than this one is AK47 counter-version.

* MP5Navy
- Power: 142.5%
- Recoil: 80%
- Accuracy: Improved.
- Most efficient: From close-average to average-long ranges.
- Notes: Second best long range sub-machine-gun.

* UMP45
- Power: 140%
- Recoil: 55%
- Accuracy: Improved much.
- Most efficient: From average-long to long ranges.
- Notes: If ducked, all bullets will go in the middle of the crosshair. Else it's upwards line. However due to long rate of fire it isn't a good choice for close combats.

* P90
- Power: 137.5%
- Recoil: 50%
- Accuracy: Same.
- Most efficient: From close-average to average-long ranges.
- Notes: Due to 50 bullets clip weapon doesn't run on empty so often, therefor it's easier to survive a situation when attacked by many enemies at once.

* Galil
- Power: 112.5%
- Recoil: 80%
- Accuracy: Improved.
- Most efficient: From close to average-long ranges.
- Notes: None.

* Famas
- Power: With Rate of Fire Fix plugin 85% Else 105%
- Recoil: 80%
- Accuracy: Same.
- Most efficient: From close-average to long ranges.
- Notes: None.

* AK47
- Power: 97.5%
- Recoil: 70%
- Accuracy: Same.
- Most efficient: From close to average-long ranges.
- Notes: None.

* M4A1
- Power: 102.5%
- Recoil: 80%
- Accuracy: Same.
- Most efficient: From close-average to long ranges.
- Notes: None.

* SG552
- Power: 107.5%
- Recoil: With Rate of Fire Fix zoomed 65% Else 75%
- Accuracy: Same.
- Most efficient: From close-average to average-long ranges.
- Notes: Good choice for a terrorist rifle when in long range combat.

* AUG
- Power: 112.5%
- Recoil: With Rate of Fire Fix zoomed 55% Else 65%
- Accuracy: Same.
- Most efficient: From average to long ranges.
- Notes: Good choice for a CT rifle when in long range combat.

* Scout
- Power: 87.5%
- Recoil: Same.
- Accuracy: Improved when un-zoomed.
- Most efficient: From average-long to long ranges.
- Notes: Acts like a shotgun due to faster rate of fire, and is accurate when running while un-zoomed.

* AWP
- Power: 97.5%
- Recoil: Same.
- Accuracy: Same.
- Most efficient: From average-long to long ranges.
- Notes: AWP does a massive amount of damage, but be prepared to take out your pistol to finish what you started. Good pistol choice is crucial. However you may zoom-in while reloading your bullet. Also after you fired, your speed is auto-reset - there is no need to tap Q twice.

* SG550
- Power: 112.5%
- Recoil: Same.
- Accuracy: Improved when un-zoomed.
- Most efficient: From average to long ranges.
- Notes: Just like Scout, this weapon is accurate while running un-zoomed.

* G3SG1
- Power: 107.5%
- Recoil: Same.
- Accuracy: Improved when un-zoomed.
- Most efficient: From average to long ranges.
- Notes: Just like Scout and SG550, this weapon is accurate while running un-zoomed.

* M249
- Power: With Rate of Fire Fix plugin 90% Else 130%
- Recoil: 60%
- Accuracy: Same.
- Most efficient: From close-average to long ranges.
- Notes: Spray and pray. Except 100 bullets will do all the praying for you. The most money required and in a sense the best automatic weapon in the game. But due to its weight, you might not want to go in the middle of the field on low bullets - it takes time to reload or run away.
__________________
Skill and no annoying bugs with fixed balance issues is my goal!
My approved plugins what don't show up in Approved List:
* Bomb/Death/CSS Radar
* HotVision
___
Need help? Please check this documentation first.

Last edited by MPNumB; 06-29-2014 at 08:26.
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Brian-__-
Member
Join Date: Jan 2010
Old 07-17-2012 , 12:57   Re: Weapon Balance Mod
Reply With Quote #3

Use this in zombie mod can balance zombie and human
P90 is useless without this plugin

Last edited by Brian-__-; 07-17-2012 at 12:58.
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MPNumB
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Old 07-17-2012 , 13:45   Re: Weapon Balance Mod
Reply With Quote #4

Quote:
Originally Posted by Brian-__- View Post
Use this in zombie mod can balance zombie and human
P90 is useless without this plugin
Or even in default. Though some why I think this will be mostly used in gungame probably... But I personally hope, that it wont be mod-related thing.

Yes, when I first started creating this plugin - I was extremely happy with how P90 turned out. Did you know that in CS1.3 P90 was more used than MP5Navy? Or that was pre-1.3... Well, in those times it had different properties.

I just hope that after months of testing, I found the specifications right to be called balanced.
__________________
Skill and no annoying bugs with fixed balance issues is my goal!
My approved plugins what don't show up in Approved List:
* Bomb/Death/CSS Radar
* HotVision
___
Need help? Please check this documentation first.
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Aooka
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Old 07-17-2012 , 13:56   Re: Weapon Balance Mod
Reply With Quote #5

Great code.
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Rossonero
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Join Date: Mar 2009
Location: Location
Old 07-17-2012 , 14:20   Re: Weapon Balance Mod
Reply With Quote #6

as always nice job

MPNumB fan!
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SinDragon
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Join Date: Jul 2012
Location: new york
Old 07-18-2012 , 16:33   Re: Weapon Balance Mod
Reply With Quote #7

I Sin Owner Of ProClashGamers Have Tested and Approve this Plugin on my server, Numb Is a God At What He Does... Great Job and keep it up.
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n0br41ner
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Join Date: May 2012
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Old 07-18-2012 , 18:16   Re: Weapon Balance Mod
Reply With Quote #8

Quote:
Originally Posted by SinDragon View Post
Numb Is a God At What He Does... Great Job and keep it up.
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MPNumB
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Old 09-22-2012 , 10:44   Re: Weapon Balance Mod
Reply With Quote #9

Updated to 1.1
Fixed: Is user walking check when not in water.

(70 downloads reset)

---

Updated to 1.2
Fixed: With Rate of Fire Fix while zoomed with SG552 or AUG, recoil is smaller.

(22 downloads reset)

---

Updated to 1.3
Fixed: Minor code improvements.

(43 downloads reset)

---

Updated to 1.4
Fixed: Shotgun recoil calculation.

---

Updated to 1.5
Fixed: Recoil change doesn't effect screen shake when taking damage.

(43 downloads reset)
__________________
Skill and no annoying bugs with fixed balance issues is my goal!
My approved plugins what don't show up in Approved List:
* Bomb/Death/CSS Radar
* HotVision
___
Need help? Please check this documentation first.

Last edited by MPNumB; 05-18-2013 at 09:33.
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wicho
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Join Date: Feb 2012
Location: GuateAmala
Old 08-23-2013 , 22:47   Re: Weapon Balance Mod
Reply With Quote #10

Sorry to revive but the double shot of shotgun is like half life shotgun i mean one shot two bullets?
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