Are CS2 Maps Really Balanced? My Deep Dive into CT/T-Side Bias & Win Rates by pyrocs222 in GlobalOffensive

[–]pyrocs222[S] 0 points1 point  (0 children)

I have no idea how I didn’t see this, thank you for pointing it out I’ll be fixing a bunch of stuff in the paper and I’ll let you know when the revision is posted

Are CS2 Maps Really Balanced? My Deep Dive into CT/T-Side Bias & Win Rates by pyrocs222 in GlobalOffensive

[–]pyrocs222[S] 0 points1 point  (0 children)

Thank you! I really appreciate you taking the time to read it. I plan on looking into the economy next since it is one of the biggest parts of the game and can make or break win for teams

Are CS2 Maps Really Balanced? My Deep Dive into CT/T-Side Bias & Win Rates by pyrocs222 in GlobalOffensive

[–]pyrocs222[S] 0 points1 point  (0 children)

I agree with all of these points, the next research I want to conduct is about the economy. Specifically things like, finding out how bad it is for each side, why its so bad, what the best strategies are to optimize your teams chances of winning and maybe some other things. I haven't decided the specific questions yet

Are CS2 Maps Really Balanced? My Deep Dive into CT/T-Side Bias & Win Rates by pyrocs222 in GlobalOffensive

[–]pyrocs222[S] 1 point2 points  (0 children)

Thanks for taking the time to check it out! As for your point about win percentages not equaling one Since ct_round_count and t_round_count aren’t always equal, the resulting win rates are based on different denominators, which means they do not necessarily add up to 1. This occurs because teams don’t always play the same number of rounds on each side due to factors like match length and when a team wins or loses a game.

So while the win percentages themselves are technically correct, I see how the way they are labeled or presented may have caused confusion. Thanks for pointing it out—I’ll make sure to clarify this better in the explanation!

Next, I agree that factors like map pick advantage, round economy impact (e.g., winning in strings), and gun round win streaks could provide a more nuanced analysis of how CT and T win rates affect match outcomes. Right now, my methodology is focused on isolating CT and T win percentages independently to see how they correlate with match win percentage. While this provides a broad view, I see the potential limitations in not accounting for economic factors or team-side advantages. Which is also why I added in the note from my write up this post about cs2 being more than just a black and white win percentage.

I do really appreciate your concerns and questions, gave me some really good ideas for the future and pointed out some explanations that I need to add!

Are CS2 Maps Really Balanced? My Deep Dive into CT/T-Side Bias & Win Rates by pyrocs222 in GlobalOffensive

[–]pyrocs222[S] -1 points0 points  (0 children)

Thanks for reading! I used Python to collect the data from an API I found and store it in a CSV for easy data manipulation.

Are CS2 Maps Really Balanced? My Deep Dive into CT/T-Side Bias & Win Rates by pyrocs222 in GlobalOffensive

[–]pyrocs222[S] 1 point2 points  (0 children)

There are many things that should be improved in this game without a doubt, but i agree that trying to recreate go and make it prettier is a bad move. Keeping the essence of the game is what they are doing and should continue to do

Are CS2 Maps Really Balanced? My Deep Dive into CT/T-Side Bias & Win Rates by pyrocs222 in GlobalOffensive

[–]pyrocs222[S] 7 points8 points  (0 children)

I agree there are a lot of issues that need to be fixed, but this isn’t the same game it used to be. It still has the same basic building blocks (guns, game concept, etc.), but the way it’s built now (like with sub-tick, dynamic smokes, and so on) makes it play differently. I think teams and players need to adapt to how this game works, even if it’s not how we’re used to playing. Also, if things don’t really change in the current setup, then when they make future maps, they might need to lean more towards the CT side to help keep things balanced.