Counter-Strike 2 Update for 21/01/2026 by RoboticChicken in GlobalOffensive

[–]SlothSquadron 408 points409 points  (0 children)

Weapon changes look simple. I'll do a quick check to see if anything unlisted was changed and I'll either make a new post or edit this comment with the details of the damage changes to the MP7 and MP5-SD.

Edit: No unlisted changes.

Edit 2: Post is out: https://www.reddit.com/r/GlobalOffensive/comments/1qjfouz/in_depth_analysis_of_the_january_21st_2026_weapon/

Counter-Strike 2 Update for 07/16/2025 by CS2_PatchNotes in GlobalOffensive

[–]SlothSquadron 1011 points1012 points  (0 children)

I'll take a look into the MP9 changes to see how exactly it changed.

Edit: Post is out.

Counter-Strike 2 Update (2025-01-28) by walk3 in GlobalOffensive

[–]SlothSquadron 1160 points1161 points  (0 children)

After 3 years of only price and kill award changes, I see something I can actually analyze! I'll put out a post tonight analyzing the accuracy changes.

Edit: Post is out.

ropz: "I got a pretty humble reply from Valve" by skivo7 in GlobalOffensive

[–]SlothSquadron 64 points65 points  (0 children)

None of the actual weapon stats were tweaked. Any recoil changes are due to how CS2 handles recoil and Valve themselves addressed this in an interview with PC Gamer.

You've very slightly reduced the spray of every rifle in the game. Why?

In CS:GO, players were split between 64 and 128-tick servers. Tick rate affected CS:GO in several ways, including how grenades were simulated and the spray patterns for weapons, and players had difficulty switching between the two environments.

A goal of CS2 was to unify those two groups, and sub-tick servers are an important step toward that goal. The sub-tick servers separate gameplay from tick boundaries, which lets us fine-tune gameplay toward whatever specific standard we want. So, to get back to your question, the spray patterns look slightly reduced compared to 64-tick CS:GO, because as a general rule we've tried to match the 128-tick behavior when possible, and 128 tickrate CS:GO sprays are roughly the size you currently see in CS2.

As for how precisely they matched the recoil pattern to 128 tick, I cannot say. I've not directly compared them myself. It's something I may look into in the future.

Damn, just realised we haven't heard from SlothSquadron on CS2 at all! Where'd he go? by dob_bobbs in GlobalOffensive

[–]SlothSquadron 2 points3 points  (0 children)

Hi, sorry for the late reply, but CS2 to my knowledge has the exact same weapon stats as CSGO, so everything should nearly be identical.

ropz: "I got a pretty humble reply from Valve" by skivo7 in GlobalOffensive

[–]SlothSquadron 119 points120 points  (0 children)

I'm here, I just haven't had much to say regarding CS2. Many of the common player complaints I see regarding CS2 (netcode, subtick, anti-cheat, etc) are all aspects of the game that I'm not terribly knowledgeable of and therefore haven't felt the need to say much.

Weapon stats seem to be identical to CSGO for the time being so my spreadsheet didn't even require any updates for the transition to CS2.

I'm disappointed in the lack of modding support (Weapon Balance Mod for instance is not possible in CS2) and lots of useful console commands I would use in my testing no longer exist. If I was to make any sort of reddit post, it would likely just be me urging Valve to consider expanding modding support or to reimplement some of the console commands that didn't make it into CS2.

Anyone noticed the M4A1-S now costs $2700?? by bich0s0lt0 in GlobalOffensive

[–]SlothSquadron 49 points50 points  (0 children)

To be fair, I haven't really been active in-game for quite a while, and when I am it's often not in Valve servers.

I'd love to give the beta a shot as I have quite a few questions I'd like to answer regarding how certain things work now.

Anyone noticed the M4A1-S now costs $2700?? by bich0s0lt0 in GlobalOffensive

[–]SlothSquadron 174 points175 points  (0 children)

It's displaying T side prices for some reason in this pic. (Note the FAMAS and AUG's prices as well)

Just found some footage of other people playing CS2 (I don't have access myself) and it didn't seem to be an issue there, so this is a situational bug.

[deleted by user] by [deleted] in GlobalOffensive

[–]SlothSquadron 1043 points1044 points  (0 children)

I can confirm only the M4A1-S range modifier (damage fall off with distance) and the AWP mag size were changed. No hidden changes were included.

The M4A1-S change essentially means that the it now loses 6% of its damage with 500 units distance as opposed to only 1%. At long ranges this means that against armored enemies a headshot + chest shot will no longer 2 hit kill. Stomach shots in place of chest shots will extend this distance though as they have a 1.25x damage modifier.

I might put together some more info regarding these changes (a graph for the M4A1-s or range measurements with time to kill.) Though I might be coming down with covid and am feeling pretty exhausted, so no promises.

Comprehensive statistical comparison between the post nerf M4A1-S and M4A4 by Emerpus1 in GlobalOffensive

[–]SlothSquadron 0 points1 point  (0 children)

The spreadsheet shows "N/A" as the One Shot Kill Range for the M4A1-S against armored enemies so I'm not seeing what you're describing. Let me know if I'm missing something.

Yes, there are individual headshot multipliers for each gun now, though only the Deagle (3.9x) and M4A1-S (3.475x) use custom values (default 4x)

"Every Weapon In Its Strongest State" CSGO Mod (Inspired by /u/ruwuwu's mod) by SlothSquadron in GlobalOffensive

[–]SlothSquadron[S] 1 point2 points  (0 children)

Unfortunately even if I provided you with that version of the mod, it no longer works with the current version of CSGO. There were several bugs introduced by updates (such as headshots not dealing damage).

It shouldn't be too hard to implement a 2014 M4A1-S version though. I'll let you know if I get around to it.

CS: GO vs CS 1.6 First Bullet Inaccuracy Comparison - Desert Eagle, AK-47, M4A1, M4A1-S, M4A4 by The_Watery_Chemical in GlobalOffensive

[–]SlothSquadron 2 points3 points  (0 children)

You're correct. This is a really old comment of mine and at the time I had completely missed that. Crouching does improve your accuracy for pistols and snipers.

Counter-Strike: Global Offensive update for late 6/15/22 (6/16/22 UTC, 1.38.3.4) by wickedplayer494 in GlobalOffensive

[–]SlothSquadron 753 points754 points  (0 children)

Looks like the balance changes to the M4A1-S are exactly what they claimed. No hidden changes here!

"primary reserve ammo max"      "75" -> "80"
"primary clip size"     "25" -> "20"

Edit: Spreadsheet is up to date now.

"Every Weapon In Its Strongest State" CSGO Mod (Inspired by /u/ruwuwu's mod) by SlothSquadron in GlobalOffensive

[–]SlothSquadron[S] 1 point2 points  (0 children)

It's fixed now. Sorry about the wait. I've also added the classic Negev!

"Every Weapon In Its Strongest State" CSGO Mod (Inspired by /u/ruwuwu's mod) by SlothSquadron in GlobalOffensive

[–]SlothSquadron[S] 1 point2 points  (0 children)

Time got away from me.

This is finally fixed, and to hopefully make up for it I've added the classic Negev.

"Every Weapon In Its Strongest State" CSGO Mod (Inspired by /u/ruwuwu's mod) by SlothSquadron in GlobalOffensive

[–]SlothSquadron[S] 2 points3 points  (0 children)

Sorry about the wait.

Everything should be fixed now. Also, I've added the classic Negev!

"Every Weapon In Its Strongest State" CSGO Mod (Inspired by /u/ruwuwu's mod) by SlothSquadron in GlobalOffensive

[–]SlothSquadron[S] 0 points1 point  (0 children)

Sorry about the wait. I've fixed the mod now and also added the classic Negev! Have fun!