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For those unfamiliar with this project, this is a fan-made modification of Counter-Strike: Global Offensive intended to improve weapon balance and mechanics. With the V1.4 update, the pistol redesigns have been refined from the v1.3 update and greater emphasis has been put on balancing anti-eco and force buy options in response to the heavy UMP use in the current meta.
(Popflash is not up to date for this update, so the 3kliksphilip servers above are currently the only options for playing aside from testing offline with bots.)
The Main Goals
Revamp the pistols to encourage more skillful play on pistol and eco rounds
Tapping is more reliable, with inaccuracy from firing taking less time to decay. Spamming accuracy is also a bit more consistent, though with the drastic changes to tapping there should be a healthy mix of both firing styles.
Only the Deagle and R8 are capable of one hit kill headshots against full health helmeted players.
With more reliable accuracy models, damage has been reduced for most pistols.
Run and gun accuracy was tweaked individually for each gun. (Tec-9 needed a much larger increase than something like the Glock.)
Adjust the balance of force buy and anti eco options
SMG balance was adjusted so that the UMP does not overshadow the other options.
The Famas and Galil had their accuracy models adjusted to be more reliable. In their current state they were almost entirely overlooked.
Apply the Second Shot update accuracy improvements to other guns to encourage more tapping and bursting.
Adjust weapon designs for majorly flawed weapons such as the R8 Revolver.
Address some consistency issues with certain accuracy penalities; e.g. the Bizon being incredibly inaccurate on ladders and the Mac-10 being very accurate
Pistols are perhaps the most criticized aspect of CSGO compared to previous iterations of Counter-Strike. This subreddit has made its opinions known on the matter and "fixing the pistols" is the most common response from pro players when they are asked what they'd change about CSGO. September 29, 2015 & July 4, 2016 Revamping the pistols is no easy task. Players complain that pistols such as the P250 should not be able to one hit kill an armored opponent at close range as even an M4 cannot accomplish that. If Valve were to simply reduce the damage or armor penetration of the P250 so it could no longer one shot it would be awful. The high damage is balanced by low firing accuracy and often poor quick tapping ability. While this may be "balanced" it doesn't mean that it makes for a fun or fair experience. Even pistols that lack the ability to one hit kill helmeted opponents take on a similar design. The USP and Glock in CSGO deal more damage than their 1.6 and Source counterparts, but their tapping accuracy takes much longer to reset. Pistols went from having lower damage with more reliable accuracy to higher damage with less reliable accuracy, which can in turn just lead to spamming and hoping for the best. Pistol rounds are some of the most important rounds in Counter-Strike and in CSGO their outcome can be left up to a great deal of chance due to the accuracy models of the pistols. Making pistol and eco rounds more skill based would fix two of CSGO's most common complaints, and I believe I've found the solution.
Damage for most pistols has been reduced.
The Deagle and R8 Revolver are the only pistols that are capable of one hit killing a full health helmeted opponent.
More info can be found in the individual weapon adjustments section below. Many pistols have been redesigned completely to compensate for this change.
How pistols handle inaccuracy has been reworked.
The AK and M4 benefited from the Second Shot update which sped up recovery time when tapping and bursting as well as slowing it when spraying. These mechanics can be added and tweaked for every gun in the game (excluding the R8 Revolver which is bugged so its bullet counter never increases above 0). When implemented correctly, this allows for a much greater amount of freedom in weapon designs, especially the pistols.
Tapping takes significantly less time to become accurate allowing for more reliable and faster tapping.
Accuracy when spamming at max firing speed has also been improved but to a much lesser degree than the tapping buff. As pistols deal much less damage with my changes, they need to be much more reliable to compensate for this.
The accuracy penalty for moving is now harsher with the percent increase varying from gun to gun. An example being that the Tec-9 received a much larger percent increase compared to the Glock due to the current Tec-9's ridiculous moving accuracy.
Individual Pistol Designs
Rather than making a bulleted listed, I've provided a short summary of the pistol redesigns and provided accuracy and damage comparison graphs. As all the pistols were completely reworked, it's difficult to list every major change as all pistols had their accuracy and damage models heavily modified.
The P2000 has been redesigned to function like the USP from 1.6 and Source though with a 13 bullet magazine and minus the silencer. Like the USP of old, its one hit kill range vs unarmored opponents is down to only medium range (the exact range being 652 units, as I've implemented the old USP's damage model exactly) though the new accuracy model allows for much more reliable tapping than the current P2000. Its firerate is back up to the classic USP's 400 RPM compared to its current 353 RPM. P2000 Spamming Inaccuracy Comparison - P2000 Tapping Inaccuracy Comparison
The USP-S sees similar changes as the P2000. The USP-S and P2000 are very similar in CSGO so I wanted to give each its own distinct advantages. The USP-S retains the slower firerate of 353RPM that CSGO gave it compared to the 400 RPM it used to have in 1.6 and Source. In return its inaccuracy and recoil when firing are less than that of the P2000's. It can't fire as quickly as the P2000 can, but at longer ranges when players have to rely on tapping, it's a better option than the P2000. Its reserve ammo has been increased to 48 bullets so limited reserve ammo is no longer a downside. USP-S Spamming Inaccuracy Comparison - USP-S Tapping Inaccuracy Comparison
The Glock now has a much more reliable accuracy model. I took some cues from the Source version of the Glock which drastically improved its spamming accuracy compared to 1.6. Burst fire mode has also had its accuracy model improved to be more on par with its previous iterations. Like the P2000 and USP-S I've reverted the Glock back to its previous damage model, so its damage will drop off heavily with distance though I have increased its base damage slightly from 1.6 and Source so it can better compete with the P2000 and USP-S, though I still think dropping your Glock and stealing a USP off a dead CT will be common practice as it is currently. Glock Spamming Inaccuracy Comparison - Glock Tapping Inaccuracy Comparison
The P250, while no longer able to deliver one hit kills to armored opponents at close range, is much more reliable at mid range due to its accuracy rework. It’s new accuracy model means that delivering the one-two punch at medium range should be much more reliable. The P250 remains a great cheap eco option. P250 Spamming Inaccuracy Comparison - P250 Tapping Inaccuracy Comparison
The Five-Seven has been reworked to promote tapping and even perform well at ranges the P250 cannot. Its accuracy and damage at range outclass the other eco pistols, though its recoil can be unforgiving when fired at max fire rate. This design is pretty different from the Five-Seven that's currently in CSGO, but some current designs would not transfer over well when completely revamping the pistols. This design is similar to the Five-Seven in Source but with significantly higher damage to make it viable. Five-Seven Spamming Inaccuracy Comparison - Five-Seven Tapping Inaccuracy Comparison
Much like the Five-Seven the Tec-9 received a major redesign. The Tec-9's running accuracy was decreased significantly to put it more in line with other pistols. Somewhat opposite to the Five-Seven, the Tec-9 has low recoil and great spamming accuracy. Even then, its first shot accuracy has been improved from its vanilla version. Due to the improved spamming accuracy, fire rate was reduced from 500 RPM to 429RPM to keep it from being too powerful and to make its max firerate more obtainable for average players. Even with the slower fire rate, it is still one of the fastest firing pistols. Its magazine size was increased back to 32 bullets as well. Tec-9 Spamming Inaccuracy Comparison - Tec-9 Tapping Inaccuracy Comparison
The CZ75-Auto's recoil pattern has been replaced with a more manageable mostly straight line to be more in line with the other pistols. In general, the CZ75-Auto was reworked to be more reliable with better first shot accuracy and tapping and bursting accuracy. However, its damage now drops off very heavily with distance. Like most of the pistol reworks, landing shots should be more reliable, but its damage output isn't as powerful. Its deploy time (the amount of time it takes before the player can fire after switching to it) has been reduced from 1.85 to 1.25 seconds, and its kill award was increased to the standard $300. Now that its damage output is less extreme compared to the other pistols, it doesn't need some of its rather strange downsides. CZ75-A Spamming Inaccuracy Comparison - CZ75-A Tapping Inaccuracy Comparison - Recoil Comparison
The Dualies are the odd ball of these changes. Its firing accuracy was significantly less than the other pistols, yet its recoil was high and unpredictable causing some horizontal sway when fired at max speed. I've adjusted its recoil to be more manageable with its higher fire rate, but I've also reduced its spamming accuracy quite considerably while keeping tapping accuracy high. This mostly applies to firing at max fire rate, which is very hard to maintain without lighting fast fingers. Its damage and armor penetration were increased to bring it more in line with the other pistols. The Dualies rarely saw use, but with these changes they could be an excellent choice on pistol round due to their high base damage or they might even be able to compete with the Five-Seven and Tec-9 as eco pistols. Dualies Spamming Inaccuracy Comparison - Dualies Tapping Inaccuracy Comparison
The Deagle was completely reworked to play more like its previous versions in 1.6 and Source. CSGO's Deagle first shot accuracy may be extremely high, but accuracy between shots takes an extremely long time to recover. (So much so that it's become common practice to quick switch to and from your Deagle in between shots to reset inaccuracy.) With this rework, its lower first shot accuracy means that hitting consistent headshots at long range won't be possible, but at close and medium ranges the Deagle can now perform more consistently due to its significantly faster accuracy recovery time. Spamming accuracy was adjusted so it's not as abuseable as it was in Source. 1.6's and Source's exact damage model was used for this redesign, so the Deagle now deals much less damage, but still headshots full health helmeted players up to 1145 units away (most people do not realize this was the case for 1.6 and Source). The Deagle's price was increased to $800 to cement it as the premium pistol choice. Deagle Spamming Inaccuracy Comparison - Deagle Tapping Inaccuracy Comparison
The R8 was completely reworked as its current design is very gimmicky, and it is rarely chosen over the Deagle. I decided to keep the charge shot and rapid fire mechanics because I believe they can be adjusted to actually be enjoyable, and I doubt Valve would want to completely give up on this design. The charge time before it can use its primary fire was reduced from 0.4 seconds to 0.1 seconds and the player speed penalty when charging was removed. No one enjoyed this mechanic of having to prepare your shots well in advance, so reducing it to 0.1 seconds means that the delay is more about keeping your aim on point and slightly delaying your shot for a bullet that is more accurate than the Deagle. Charged shots are no longer accurate when running and gunning, jumping, or climbing ladders. The R8's damage model was altered heavily. Instead of killing in 2 bullets, it's on par with the redesigned Deagle, taking 3 shots to kill at close and medium ranges and 4 at long range. When charged its accuracy is greater than the Deagle's but it fires significantly slower. Players will have to rely on the right click fire mode to rapid fire. Its firerate has been increased drastically to make up for the R8's lower damage (increased from 150 RPM to 218RPM) and its accuracy greatly improved. In short, the R8 is a more accurate, slightly higher damage Deagle with a 0.1 second wind up time before firing. If players want to rapid fire, they can right click, though it is less reliable than a Deagle would be when spamming. The R8's price was reduced to $800 to put it on par with the Deagle. Note: I've found there seems to be a 0.0375 second delay added to the charge times for some unknown reason. Assuming this is correct the vanilla charge time is 0.4375 seconds and the modded time is 0.1375 seconds. There also seems to be an issue with the modded R8 which will cause charge shots to have no sound or bullet effect. I think this is only present if the player has high ping. Apologies for that. R8 Spamming Inaccuracy Comparison - R8 Charge Shot Inaccuracy Comparison
The current meta for force buys and anti-ecos has shifted quite heavily towards buying the UMP45. It's cheap, powerful, and has a $600 kill award. Unless you plan on engaging players at long distances, the UMP has become the favorite option for when you can't afford an M4 or AK or just want to make some extra money in an anti-eco. While the SMGs are easier to use than rifles and allow the user to be a bit reckless at times, I don't take issue with their mechanics like I do the pistols. The balance between the SMGs is their biggest flaw with the UMP overshadowing nearly every other option.
Individual SMG Designs
Accuracy model reworked:
Running accuracy was improved.
Stationary accuracy was reduced.
Damage fall off with distance is now worse. (back to pre-3/31/15 value)
These adjustments give the CT’s a run and gun SMG option similar to the Mac-10. The MP9 was originally designed to fit this role, but the 3/31/15 update altered this.
Price increased from $1050 to $1200
Mac-10’s accuracy model was reworked (like the MP9's its design is similar to its pre-3/31/15 version)
Running accuracy was reduced.
Spraying accuracy was improved to be more in line with other SMGs. (Reduced InaccuryFire as well as a lower RecoveryTime)
The Mac-10 is still the “run and gun” SMG for Terrorists, though it’s moving accuracy is no longer as ridiculous as it was. In return, its now much more reliable when standing still.
Increased Armor Penetration from 57.5% to 62.5%
Improved damage fall off with distance (previously 20% damage lost at 500 units, now 15% damage lost at 500 units)
Reduced max player speed from 240u/s to 235u/s
The Bizon rarely saw any use due to its poor damage. Even with these changes, the Bizon still lacks the damage output of most of the other SMGs, but when paired with its enormous magazine it might be enough to make the Bizon a more popular option.
Price decreased from $1700 to $1500
Reduced first shot accuracy. (Even with the reduction it’s the most accurate of the SMGs)
Reduced moving accuracy to be the worst of the SMGs.
Improved damage fall off with distance (previously 15% damage lost at 500 units changed to 11.5% damage lost at 500 units)
Increased max player speed from 220u/s to 225u/s
At its high price, the MP7 was seen a premium option for anti-ecos, yet due to the UMP's price it was commonly overshadowed. As the UMP now plays the role of the expensive premium SMG, the MP7's price was dropped to make it more appealing. In its current state, it would probably overshadow a repriced $1700 UMP, so I gave it a few adjustments such as reducing its run and gun accuracy and worsening its first shot accuracy to be more in line with how the MP5 was in Source. I didn't want its high accuracy to outclass cheap rifles, so instead I opted to improve damage over distance. The MP7 is the least mobile of the SMGs, but its high accuracy and low recoil give it the best performance at range over any SMG.
Price increased from $1200 to $1700
Recoil pattern was adjusted to require more horizontal control with extended spraying instead of the last 10 or so bullets landing on the same point as they currently do.
The UMP has become a very popular anti-eco and force buy option, overshadowing nearly every other option. Instead of nerfing the damage of the UMP, I opted to increase its price to better fit its power. I did adjust its recoil pattern to require a bit more control with extending spraying though. Recoil Comparison
Slightly reduced firing inaccuracy penalty
The P90 sees some use in force buys, though its not a common sight in competitive play. It is however a favorite in casual play. While buffing the P90 could allow it to see more use in higher skill play, I'd rather play it safe and keep it roughly the same so it doesn't unbalance casual play where it's so easy to use.
Cheap rifles aren't as affordable as SMGs (excluding the P90) and only provide the standard $300 per kill. While they are less affordable, the Famas and Galil perform better at longer distance than the SMGs. In CSGO, the Famas is significantly less accurate than it was in past CS games. In 1.6 the Famas's accuracy was about on par with the M4, and in Source the Famas is actually MORE accurate than the M4. The Galil in 1.6 was very unreliable due to how much accuracy was lost after firing, but in Source it's spraying accuracy was improved drastically. In CSGO, the Galil's firing accuracy is back to being unreliable, though not to the degree it was in 1.6. I can understand why these changes were made. Greater emphasis was put on the SMGs to make them more viable, and by reducing the effectiveness of the Famas and Galil, it would encourage players to try other options in anti-eco and force buys. I feel like there is enough room in CSGO for an improved Famas and Galil as well as the stronger SMGs that CSGO brings. I won't bring the Famas's accuracy up to be on par with the M4, but it will see a significant improvement to both its automatic and burst fire modes. The reworked Galil should be more on par with its Source version.
First shot accuracy was improved (Inaccuracy decreased by about 20%)
Implemented transitioning recovery times from the Second Shot update to improve tapping and bursting.
Recoil pattern was redesigned
The amount of recoil per shot and the size of the recoil pattern has been increased, though the shape of the pattern has been simplified.
Burst fire mode revamped to be more viable
Recoil was reduced and tightened horizontally (the recoil pattern when bursting is randomized, so reducing recoil benefits burst fire heavily)
Crouching now correctly improves first shot accuracy when bursting instead of worsening it.
Reduced moving accuracy to be more in line with the other rifles.
While its first shot accuracy is still noticeably worse than the M4's, when combined with the buff to tapping, bursting, and burst fire mode it is a major improvement over its current state that should allow the Famas to play more consistently. The higher recoil brings its recoil amount back up to what about what it was in 1.6 and Source but also simplifies the pattern so it's not so difficult to control. Patterns that shift direction horizontally before the first 7 bullets like the current Famas are often very difficult to manage. Recoil Comparison
Greatly reduced inaccuracy from firing and implemented transitioning recovery times from the Second Shot update to improve tapping and bursting.
Reduced moving accuracy to be more in line with the other rifles.
The Galil's accuracy was very unreliable due to its high firing inaccuracy and slow recovery time. With these downsides lessened, it should be significantly more reliable. While not as reliable as the M4 or AK, it's now more worth its price.
The M4 and AK are pretty solid in there design, though the SG 553 and AUG are rather strange. While they rarely see any use in high level competitive play, some players swear by them. Rather than reworking them and possibly upsetting the entire game's balance, I've decided to keep them mostly as they are. There's no point in forcing a major change on the meta if the vast majority of players don't want it. The SG and AUG already have their fans, and that's all they really need right now. There are some strange inconsistencies with crouching accuracy for these rifles that I discussed here which I've adjusted in my changes.
Improved first shot crouching accuracy slightly to be in line with the other rifles. (Info about these inconsistencies can be found here.
Improved first shot crouching accuracy slightly to be in line with the other rifles. (Info about these inconsistencies can be found here.
Reduced tagging ability to match the other rifles. (Was mistakenly using a previous set of values assigned to the M4 before Valve overhauled tagging in a later update.)
Reduced moving accuracy to be on par with the M4A4
Increased damage drop off with distance to match the M4A4 (previously 1% damage lost at 500 units changed to 3% damage lost at 500 units)
Slightly reduced firing accuracy penalty.
Reserve ammunition was increased from 40 to 60.
The M4A1-S has a lot of quirks compared to the straight forward M4A4. Some like the tagging were likely an oversight, and others like the almost nonexistent damage drop off (the only other gun with a 1% drop off is the AWP) were just confusing. I wanted to simplify the M4A1-S's design a bit. Simply, it has a slower fire rate and smaller magazine than the M4A4, but it is silenced and its lower firing inaccuracy and recoil allow for precision aiming. I'd say these changes as a whole are a slight buff (an extra magazine in reserve can make a great deal of difference) and might push M4A1-S usage up a bit to be on par with the M4A4.
Slightly adjusted accuracy model
Crouching now provides a greater improvement to recovery time compared to standing to be more in line with other weapons. (Info about these inconsistencies can be found here.) This improves all mode of fire when crouched.
Standing accuracy tweaked so that extended spraying is slightly less accurate. (Standing bursting accuracy is also very slightly more accurate.)
These changes are fairly minor, mostly focused around making crouching benefits more consistent. I didn't want to just buff crouching accuracy, so I adjusted the accuracy model when standing slightly as a balance measure.
Adjusted damage model
Armor penetration was reduced from 90% to 70%
Base damage was increased from 28 to 35
These changes bring the AUG's armor penetration down to that of the M4's so it no longer peforms worse against unarmored opponents compared to the M4. Damage vs armored players is slightly less to compensate.
Improved wallbanging ability (Damage before armor penetration calculations also control wallbanging, therefore the buff to base damage improves wallbanging so it is no longer noticeably worse than the M4.)
Implemented transitioning recovery times from the Second Shot update to improve tapping and bursting at the cost of slightly reducing spraying accuracy.
I wanted to bring the improvements the AK and M4 saw to their tapping to the AUG and SG 553 as well though I've adjusted their accuracy models so the change isn't as major. The change to the AUG's damage model was mostly to fix its lackluster wallbanging.
Adjusted damage model
Armor penetration was reduced from 100% to 77.5%
Base damage was increased from 30 to 38
These changes bring the SG's armor penetration down to that of the AK47's so it no longer peforms worse against unarmored opponents compared to the AK47. Damage vs armored players is slightly less to compensate.
Improved wallbanging ability (Damage before armor penetration calculations also control wallbanging, therefore the buff to base damage improves wallbanging so it is no longer noticeably worse than the AK47.)
Implemented transitioning recovery times from the Second Shot update to improve tapping and bursting.
Reduced RecoilMagnitudeVariance to 0 to lessen the vertical dip in the top right corner of the recoil pattern to make it a bit easier to control
Crouching now provides a greater improvement to recovery time compared to standing to be more in line with other weapons. (Info about these inconsistencies can be found here.) This improves all mode of fire when crouched.
Inaccuracy from firing was increased to compensate the recovery time and recoil changes to keep the already accurate SG from being too powerful.
I wanted to bring the improvements the AK and M4 saw to their tapping to the AUG and SG 553 as well though I've adjusted their accuracy models so the change isn't as major. The change to the SG's damage model was mostly to fix its lackluster wallbanging. It was puzzling that any gun would have 100% armor penetration.
Bolt Action Sniper Rifles
Scoped accuracy has been greatly increased.
Scoping now instantly results in full accuracy instead of it taking a short time to transition to full scoped accuracy.
Damage was reduced slightly so one hit kills to the stomach against unarmored, full health opponents are no longer possible.
Price was increased from $1700 to $2000
I always found it a bit strange that the SSG08 is used more commonly as an eco option in CSGO rather than a force buy option that is more on par with the Famas and Galil. Instead of improving its stats, Valve chose to reduce its price until it found a niche. In its current state the SSG08 can often miss headshots at very long range (T-Spawn to mid double doors on Dust 2). By improving its accuracy it is a much more reliable option, and with the introduction of quick scoping being fully accurate, it allows players to be a lot more aggressive. At $2000 it's unlikely to be used on an eco, but the improvements to its accuracy could see the Scout thrust into the role of a force buy weapon for players who like engage at long range.
Increased kill award to $300 (previously $100)
Fully scoped accuracy has been increased. (Though scoping accuracy still takes the same amount of time to decrease as it currently does.)
With the changes to pistols, falling back on a your pistol with the AWP could be less effective as options like the P250 and Tec-9 no longer provide a one hit kill to full health helmet wearing opponents. This adjustment may be a bit preemptive, but I feel like increasing the AWP's kill award to $300 would be a trade off for this. There's no connection between getting short range kills and the money earn on kill, but many players have shown there distaste with the AWP's low kill award. (My argument for this change is a bit shaky I admit. I've never liked that CSGO punishes AWPers by rewarding them less money when they are the ones who need to purchase such an expensive weapon.)
The autosnipers in Counter-Strike have never been seen in a positive light. They are easy to use and easy to abuse, but at high level play, they rarely see any use. The goal of these changes wasn't to force them to be any more or less viable than they are currently, but to instead make them a bit less mindless to use. By reducing their spamming accuracy and improving their accuracy when spacing apart their shots apart, players will be more willing to actually aim for headshots now that they are more obtainable. I've also made some adjustments to differentiate the SCAR-20 and G3GS1 from each other as they were nearly identical in every stat excluding the G3SG1's long reload time.
Reduced damage (Base damage reduced from 80 to 65, though damage drop off with distance was lessened so that 2 body shots will continue to kill.)
It now takes 3 legs shots to kill rather than 2.
Adjusted accuracy model
Fully scoped accuracy has been increased
The time it takes to be fully accurate after scoping has been reduced.
Accuracy penalty from firing has been increased to reduce spamming accuracy.
Implemented recovery time transition from the Second Shot update. While the higher InaccuracyFire means spamming is less accurate, assuming players take enough time in between their shots and slowly tap, the SCAR-20 is now more accurate.
Recovery time was reduced compared to that of the G3SG1.
As stated above, the purpose of these changes was to encourage players to space out their shots rather than spam hoping for the best. The SCAR-20 was adjusted to deal less damage but to reset its accuracy faster than the G3GS1 to give it its own identity.
Adjusted accuracy model
Fully scoped accuracy has been increased
The time it takes to be fully accurate after scoping has been reduced.
Accuracy penalty from firing has been increased to reduce spamming accuracy.
Implemented recovery time transition from the Second Shot update. While the higher InaccuracyFire means spamming is less accurate, assuming players take enough time in between their shots and slowly tap, the G3SG1 is now more accurate.
Similar to the changes to the SCAR-20, the goal was to encourage players to space out their shots rather than spam hoping for the best. The G3SG1 deals more damage than the SCAR-20, but takes a bit longer for its accuracy to recover after shooting and has a longer reload time than the SCAR-20.
The shotguns and LMGs rarely see use in CSGO. I have made some adjustment to put certain options like the Nova and M249 more on par with their counterparts, though for the most part I've decided to keep both the shotguns and LMGs relatively unchanged. Rather than try and drastically change the meta by making these options more viable, I'm playing it safe. Assuming nothing changes and the shotguns and LMGs continue to see little use, no harm is done. A drastic overhaul could mean potential balance issues. The goal of this mod isn't necessarily to make every gun viable, but to improve CSGO's balance and mechanics to create a more rewarding game.
Improved accuracy (tightened shotgun spread) to be the best of the shotguns.
The Nova didn't really have much going for it. It lacks the damage of the Mag-7 and Sawed-Off at close range vs armored opponents. While its performance against unarmored opponents is great, it lacks the versatility of an SMG. Tighter spread should allow players to aim for headshots as bodyshots will most likely still not kill kevlar wearing players, though as a shotgun it still lacks versatility.
Increased pellet count from 8 to 9
Reduced damage dealt by each pellet. The total damage dealt assuming every pellet lands is nearly the same (1.25% higher damage)
Reduced moving and jumping accuracy a bit to be more in line with the other shotguns.
By increasing the number of pellets and keeping total damage roughly the same, some randomness is eliminated from the Mag-7. With more pellets there's less of a chance of extremely unlucky shotgun shots that miss every pellet.
Increased movement speed from 210u/s to 225u/s
Bullet range increased so bullets no longer vanish at medium range
Reduced damage dealt by each pellet. The total damage dealt assuming every pellet lands is nearly the same (1.95% higher damage)
Reduced moving and jumping accuracy a bit to be more in line with the other shotguns.
By increasing the number of pellets and keeping total damage roughly the same, some randomness is eliminated from the Sawed-Off. With more pellets there's less of a chance of extremely unlucky shotgun shots that miss every pellet. Movement speed was increased to bring it more in line with the Mag-7 and the noticeable bullet vanish at medium range has been removed. Shotguns aren't too effective for an offensive Terrorist playstyle, so even with these changes I doubt the Sawed-Off will see any more use outside of some niche use in areas such as dropdown on Cobblestone.
Straightened recoil pattern to be a straight line
Increased inaccuracy from firing and implemented recovery time transition from the Second Shot update
Most players don't realize that the XM1014's recoil curves slightly when fired at max speed. I've straightened the recoil to be a simple line and added some extra inaccuracy from firing to compensate for this. This isn't a buff or a nerf, more of a quality of life change that makes the XM1014 a little more intuitive to use.
Implemented recovery time transition from the Second Shot update as well as significantly reducing recovery time and increasing firing inaccuracy. This results in much more consistent tapping and spraying about on par with the current M249.
Increased damage per bullet to be on par with the Negev.
Reshaped recoil pattern to be easier to control.
The M249 was completely overshadowed by the Negev. With a more manageable recoil pattern and a buff to its damage it should no longer be noticeably worse than the Negev. Recoil Comparison
Implemented recovery time transition from the Second Shot update as well as significantly reducing recovery time and increasing firing inaccuracy. This results in much more consistent tapping and spraying about on par with the current Negev.
The long accuracy recovery time meant that the Negev had a great difficulty tapping and bursting in succession, with these changes it should be a bit more reliable.
The Weapon Balance Mod has been a passion project of mine for a long time now, it’s been about 2 years since I released v1.0 and I’ve learned a lot about CSGO’s interworking and game balance in this time. It can’t sustain a large enough playerbase for the mod to be played regularly, but its real purpose is to show that the changes that players have been requesting for so long are indeed possible. For example, pistols CAN be reworked to be less random and provide less random pistol and eco rounds. I can't promise that these suggestions are the end all solution to many of CSGO's problems, but I can promise that I've put my all into testing and implementing these changes. Hopefully this project can be of use to Valve. I'd love to work with/for them to make CSGO the best it can be.
For those unfamiliar with this project, this is a fan-made modification of Counter-Strike: Global Offensive intended to improve the mechanics of the every gun present in game based upon commonly requested community feedback, professional player feedback, and some insights of my own. Edit: Updated to reflect the changes to jumping accuracy made after this post.
How to Play
Check out the website for full details on how to install and play this mod on approved servers. There you'll find installation instructions, server lists, and a full changelist for the mod. This mod can only be played on those servers and offline with bots. Attempting to join a normal Valve server will just kick you until you uninstall the mod. If you want to play full competitive matches on 128 tick servers use PopFlash's Weapon Balance Mod scrim, click here. (Use the scrim option, not the "Matches" option.) And to search for scrims use the following Discord chat.
Known Bug: Sometimes in online matches the R8's left click fire mode has no shooting effects (no sounds, tracers, or bullet impacts) despite the bullet actually firing. This might be connected to having high ping as the the charge time may complete before the server registers that you are firing.
Pistols are perhaps the most criticized aspect of CSGO compared to previous iterations of Counter-Strike.
So what should be done to fix the pistols? First let's identify their problems.
What's Wrong With the Pistols?
Pistols in their current state have heavy inaccuracy penalties in place when firing. While this is required to keep spamming inaccurate it also spills over into the ability to tap or shoot only a few bullets accurately. Even though tapping is more precise than spamming, spamming is heavily relied on as taking a chance with RNG is often preferable to spacing shots out to become more accurate. Moments such as this just simply aren't possible in CSGO as inaccuracy takes too long to reset after firing.
The accuracy penalty applied when moving is also very lenient. While pistols need to remain mobile guns that can run and gun at close range, it often feels like there is very little reason to stop and shoot, especially with how neutered successive tap shooting is. If a players decides to spam, why shouldn't they also make themselves harder to hit while also closing the distance between them and their opponent? It needs to remain an option, but in the case of the Tec-9 (and other pistols to a lesser degree) it is undoubtedly too reliable.
Being able to deliver a one hit kill to helmeted players is probably the most controversial aspect of most the pistols. The fact that a $300 P250 can instantly kill a helmeted player at close range yet a $3100 M4 cannot feels like a major misstep in their design. While their high damage is required to balance their abysmal accuracy after firing, with a complete redesign to their accuracy models, damage can be tweaked accordingly.
How to Fix the Pistols
After about a month of experimenting with the new accuracy mechanics Valve implemented to buff tapping and bursting for the M4 and AK I've discovered that they could be best used to completely revamp the pistols. To keep the explanation short and simple here's what I was able to manage:
Tapping now takes significantly less time to become accurate allowing for more accurate and faster tapping.
The first few bullets when spamming are also much more accurate with full spamming accuracy taking longer to reach
The accuracy penalty for moving is now harsher with the % increase varying heavily from gun to gun.
The Deagle and R8 Revolver are now the only pistols that are capable of one hit killing a full health helmeted opponent.
Damage has been decreased as pistols are now much more consistent. For instance, the P2000/USP-S functions very similarly to the USP of Counter-Strike 1.6 and Source meaning that it can only one hit kill an unarmored opponent at about 650 units compared to the current 1800 units.
Here's some graphs of the P250's changes in action:
Every pistol was revamped to work with these changes (although the Deagle and R8 Revolver are unique in their functionality and don't abide by all of what's stated above). If a gun's design felt entirely too reliant on a gimmick (Tec-9's run and gun) or just flat out did not work (the R8 Revolver's long delayed fire, high damage, and extremely inaccuracy rapid fire) it was reworked from the ground up. Several of 3kliksphilip's server are running this mod, though with only pistol enabled to focus purely on the most changed aspect of the game. You can watch his video on it here. (Note, I don't completely agree with the wording of damage being reduced for the USP because it "more skillful". The damage decrease was an effect of improving accuracy. Having both together would have made it monstrous.)
While SMGs don’t play nearly as big of a role as the previously mentioned pistols they still deserve the same amount of care and attention to assure that they promote thoughtful play and are balanced to one another.
What’s Wrong With the SMGs?
Some SMGs are heavily reliant on run and gun. Obviously SMGs need to be mobile but there’s a difference between it playing an integral role in its design and being nearly always reliant on it. Most SMGs are fine in this regard. Take the UMP for example, its options are pretty balanced where if a player approaches you in close range, you can move to make yourself harder to hit and at medium rang you can stand still if you want to be more reliable. The Mac-10 and MP7 however feel a bit too reliant on run and gun encouraging players to charge their opponents at nearly every opportunity.
Balance within the SMGs heavily favors a few options. The UMP has incredible damage for an SMG yet is only $1200. The MP7 on the other hand doesn’t feel like it’s worth $1700. And the poor, poor Bizon sees nearly no use due to its disappointing damage.
How to fix the SMGs
The SMGs don’t have an overarching design flaw like the pistols do. It’s mostly a case of weapon specific design flaws and poor balance within the weapon group. This means unlike the pistols I won’t have to rebuild them from the ground up though I will take advantage of the new accuracy mechanics Valve implemented to buff tapping and bursting for the M4 and AK though the difference will be less noticeable for SMGs.
Assuming an SMG’s design hasn’t been altered, tapping and the first 9 or so bullets will be slightly more accurate with the following bullets having about 2% more inaccuracy. As said before it’s an incredibly minor change, but I couldn’t resist using these new variables in the attempt to encourage more varied firing patterns.
Certain guns have had their core design modified. The Mac-10 for instance isn't quite as accurate when running and gunning, though its spraying accuracy is significantly more accurate assuming the player is stood still. It still however remains one of the most accurate SMGs on the move to support the Terrorists who want to rush.
Pricing has been modified for several of the SMGs to better fit their roles and usefulness. The MP7 now costs $1500 (previously $1700) while the Mac-10 now costs $1200 (previously $1050) and the UMP $1700 (previously $1200). I feel like most players would be opposed to altering the UMP so instead it now has a premium price to fit its great damage.
Shotguns play a minor role in CSGO, but that doesn't mean they should be drastically changed to fit a role they aren't suited for. Shotguns can’t play a major role in CSGO without causing a complete shift in the meta which I don’t think many players would like to see. They are very situational tools, only reliable at close range, medium range if you really want to push your luck. So for the more offensive Terrorists, they are nearly impossible to use, outside of a select few map positions such as drop-down on Cbble. And even for CTs, very specific positions must be played. By making them more powerful, it makes close range engagements with them very frustrating to counter and if you were to make them too accurate they’d stop feeling like shotguns. There’s nothing wrong with them being assigned to such a niche role though. Just because a gun can’t always be used doesn’t mean it should be dramatically changed.
What's Wrong With the Shotguns?
There’s some baffling design choices present in the Shotguns. Why is the Nova the only gun in the game without the ability to wallbang? Why do the Sawed-Off’s bullets vanish into thin air at mid-range? Why does a Sawed-Off impede your movement more than an AK47 when the Mag-7 is significantly faster?
How to Fix the Shotguns
Specific changes are needed for each shotgun to address some of the strange design choices in place. The Nova needs the ability to wallbang like all other guns. The Sawed Off needs its range adjusted to keep its bullets from vanishing.
The pellet count for the Mag-7 and Sawed Off has been increased from 8 to 9 but each pellet down deals less damage. This means that the chance of landing a pellet onto your opponent is greater making these two shotguns a bit less reliant on RNG though its damage output and accuracy remain the same. The only downside to this change is that it makes wallbanging a bit more difficult, but it's a small price to pay for something that removes some of the luck associated with shotguns.
The Sawed-Off and Mag-7 were significantly more accurate when on the move and jumping compared to the XM1014 and Nova. While they still remain mobile options, greater emphasis has been put on stopping to shoot.
The Nova had its spread slightly tightened as it was hardly ever used. This gives it some personality as the more accurate Shotgun that requires more precise aim to make up for its low damage.
Rifles are the backbone of Counter-Strike. Their versatility is unmatched. Luckily the most important gun type in CSGO is also one of the best designed. Valve's new accuracy mechanics are already in place for the AK and M4 and seeing how they were received well, they should also be applied to the other rifles.
What's Wrong With the Rifles?
There's not much wrong with rifles. Any complaints directed at the rifles are usually an issue with the core mechanics of the game (an over reliance on jiggle peaking) and is not specific to the rifles. See the section below on Core Game Mechanics.
The Famas, Galil, AUG, and SG 553 could benefit from the new accuracy mechanics currently in place for the AK and M4s.
Crouching provides varying benefits depending on the rifle used. Read this for more information.
The Famas, Galil, and unsilenced M4A1-S are oddly significantly more accurate when moving compared to the other rifles.
How to Fix the Rifles
A similar accuracy decay system that is present on the AK and M4 is now applied to all rifles. In short, tapping and bursting is more reliable with spraying being a bit worse. The Galil was tweaked to only receive increased tapping and bursting accuracy as it was already extremely inaccurate when spraying and doesn't see as much usage compared to the CT side Famas.
Minor design flaws have been tweaked such as the Galil, Famas, and unsilenced M4A1-S being more much accurate when moving compared to the other rifles. Crouching now provides a more predictable benefit (same % increase in accuracy and decay speed for all rifles when crouched)
Should First Shot Accuracy Be Increased?
This has always been a controversial topic in the community. RNG in a skill based game such as Counter-Strike can be off putting as players can interpret it as the game not allowing their true potential to shine, that they are being impeded by the randomness present in the game and if it said randomness had not been present their performance might have not been hampered. The standpoint I've seen the devs make is that a $2700 gun shouldn't be able to reliably kill a player with a $4750 sniper rifle consistently across the map. Yet a $300 pistol can outperform a $3100 rifle at close range. The reasons rifles aren't just perfectly accurate is that it's part of the game's strategy to close the gap between you and your opponent be it with smokes and flashes or with some clever maneuvering from your entire team. By making every rifle perfectly accurate a lot of the strategy of the game is removed in favor of raw aiming skill. First shot accuracy for v1.3 of this mod has some very minor tweaks and it's mostly on a per weapon basis. Basically, the base inaccuracy of all guns is consistent of two parts: Inaccuracy and Spread. AK-47
To get the full base inaccuracy add Spread to the Inaccuracy value that is being used. Spread has a variety of uses over inaccuracy (determining the size of the shotgun cone, it doesn't have to decay the difference between Spread and SpreadAlt) but for the most part there are just trace amounts present on every gun. In the transition from Counter-Strike Source to CSGO InaccuracyStand and Crouch were reduced by about 30% to fit the smaller hitboxes of CSGO though Spread never saw such an adjustment. This means the the % decrease in inaccuracy can vary. While it seems a bit late to point this out, it's still something that pushed guns with either high amounts of Spread or low amount of Inaccuracy from receiving the proper benefit of the change (notably pistols and LMGs due to their high Spread value). For V1.3 I have tweaked Spread for most guns to be about 30% less. AK-47 Edit
It's incredibly minor but for the players who want to see better first shot accuracy it's a little treat while also keeping the core gameplay of CSGO intact.
LMGs are fun rewards for being able to amass so much money and while they have no real purpose in the competitive meta that's just fine! If they were overly affordable or powerful it would go against the reason players love them. They are huge and ridicolous but are meant as a fun way to show off how much money you have while not putting the opposing team in a frustrating situation.
What's Wrong With the LMGs?
While their run and gun accuracy is very poor, it seems odd that its on par with some of the automatic rifles. Paired with their extremely high fire rate, even bad run and gun accuracy can result in some kills.
It could benefit from the new accuracy mechanics Valve implemented for the AK and M4. Tapping and bursting take an extremely long time to become accurate once again.
The M249 perhaps the least used gun in the game. The Negev outshines it in nearly every way.
Fixing the LMGs
Run and gun accuracy has been reduced to fit their heavy and ridicolous nature.
Tapping and bursting are now more accurate.
The M249 has been completely revamped with a new recoil pattern and slightly higher damage and accuracy to give it some benefits over the Negev.
Much like the automatic rifles, sniper rifles (mostly the AWP) play one of the most important roles in the game. The AWP's design has been subject to a lot of criticism mostly due to its many nerfs over its previous iteration.
What's Wrong With the Snipers?
Because the rate at which jumping accuracy decays is also tied to the rate at which scoping improves accuracy, the rate must remain quick, though this impacts jumping accuracy making it much more accurate than intended for the AWP and Scout. The SSG08 being able to remain so accurate while airborne has been a major compliant in the pro scene for a while now. September 29, 2015 & July 4, 2016
The AWP's low scoped mobility feels almost like walking through molasses and limits many of its movement options.
Fixing the Snipers
Thanks to the new accuracy mechanics Valve implement, I can actually set the airborne decay rate to no longer be the crouching rate *4. This means tweaking jumping accuracy won't have an impact on other aspects of the gun. I won't go into my explanation of how I did it here as this is getting long enough. Basically, the AWP and Scout are significantly more inaccurate after jumping.
Because the Scout can no longer reliably hit jumping headshots, it's base accuracy when scoped and damage to armor opponents has been increased to make it more reliable in normal engagements. Its price is now $2000 to fit its more reliable accuracy.
The G3SG1 and SCAR-20 were nearly identical, the only differences being the G3SG1 had a longer reload time and almost unnoticeably lower recoil. I've given the G3SG1 some new stats to differentiate it from the SCAR-20. (Slower fire rate, but is more accurate and is priced at $4500) Both autosnipers put the new accuracy system in place to encourage tapping and 2 round bursts over spamming which is now much less accurate. This should hopefully counter issues players had with the autosnipers being too spammy and easy to use but should also let skillful players use them reliably.
Lastly, the AWP...This deserves its own section.
Does the AWP Need Any Changes?
This is one of the more controversial topics when talking about CSGO's balance. Even though the AWP is one of the most powerful options in the game players often like to point back to previous iterations of Counter-Strike and state how much better the AWP was and how it didn't negatively effect the balance of the game.
Why Did Valve Nerf Movement Speed When Scoped?
In Counter-Strike 1.6 and early CSGO, the AWP's scoped movement speed was 150 units/second. Currently it is 100 units/second in CSGO which significantly decreases its movement options. Why was this change made though? In 1.6 the scoped speed may have been much higher than CSGO, but the mechanics behind inaccuracy when moving were also completely different. Unless a player was under 10 unit/second they could no fire their AWP accurately (though for rifles and other guns this is not true, players only had to stay under 140 units/second to stay accurate though recoil kicked harder when moving as well). This means while the AWP had much greater mobility, movement had to be deliberate. In CSGO, to fire accurately players must be under 34% of their max speed. For the pre-nerf AWP this was 51 units/second and for the current version 34 units/second. This gives players a lot more leeway than in 1.6, meaning they often don't have to come to a complete stop to fire accurately. The nerf to movement speed was in many ways necessary as it kept players from quickly peaking around a corner, dealing an instant kill to their opponent and ducking quickly back into cover. The movement speed however still feels sluggish. This might not have been the best solution to this problem, but it's the best that Valve could do without drastically changing how inaccuracy when moving worked. (And as well I can't change this either as this is hard coded.)
Why Isn't Scoping Accuracy Instant like in 1.6?
This is one of those questions I have a hard time articulating an answer for. It could be tied into movement as well. Perhaps because pistols are easier to fall back on in CSGO than 1.6 the AWP needed another downside. I don't always have all the answers. Perhaps it's just a general nerf because they believed the AWP needed it, yet its effect wasn't major.
Why Is the Kill Award $100 in CSGO?
This is just a general nerf to the gun that doesn't affect its mechanics.
So What Should Actually Change About the AWP?
With all the changes to pistols (harder to fall back on pistols that no longer one hit kill) and slight changes to rifles, I feel like the AWP is going to be a bit negatively effected by these changes. I've made some slight adjustments to it to hopefully counteract the changes.
The kill award is now $300.
Fully scoped accuracy has been improved. (Oddly the snipers never received the accuracy improvement from Source to CSGO like most weapons.)
While I would like to make a change to how movement inaccuracy works, I'm unfortunately limited in this aspect. For now the slow movement speed will stay in place.
This section is for any issues the game has on a large scale that isn't specific to a single or couple of weapon types.
What Core Mechanics Need Adjustments?
There is no accuracy penalty for being airborne if the player never jumped. (Fixed after this post)
Jiggle peaking is too effective.
Grenades can have their damage completely negated if hung up on a small prop or stair.
Headshots jerk the player's head hitbox back making follow up shots at even close range easy to miss.
Why Can't You Fix These As Well?
I'm working with limited tools when making this mod. I can't make any changes to the actual code of the game. I can only use what's currently available to me. Valve holds all the tools to fixing these issues. For instance, jiggle peaking could be made less effective in the % speed InaccuracyMove applies is decreased forcing players to be more deliberate with their movement, though this would of course require playtesting.
Core Mechanics I Have Tweaked
While jumping accuracy still doesn't apply when falling without jumping, the jumping penalty has been significantly increased for most guns. While in vanilla CSGO, increasing it this much would lead to the inaccuracy hanging around a bit too long after a jump, because I'm using the new accuracy mechanics put in place for the AK and M4, it decays accuracy quicker, meaning the jumping inaccuracy penalty can be increased very high. (Jumping accuracy was overhauled after this post. My mod modifies the values to increase jumping inaccuracy for most guns)
Tagging has been increased for all guns.
CSGO is a great game, but it can always be better. This is a passion project for me, and it would be an absolute dream if I could share these ideas with the dev team. Working for Valve as Icefrog does for Dota 2 is my dream job, though even if that never happens this wouldn't be a waste of time as I've enjoyed every bit of it. If you agree with these changes, be sure to contact Valve direct them to this post. [email protected]
Dungeon Link - Team Building 101! Created by SKYE (Work in Progress)
Hi Dungeon Linkers, Here is a in-depth explanation of how you should be compiling your team. All credits to Skye, a veteran DL player! Check out the "Tier list" Reddit post to see what hero's are optimal when putting your team together! ***Add me on LINE to join the Dungeon link Group Chat! _raichu_ *** More information may be added in the future. Stay tuned! If you have any questions, please ask! Note:
SH = Story Hero
* = Grade (6 star Hero = 6*)
EQ/eq = Equipment
Fodder = Hero or Equip used to feed/enhance other heroes or equips.
Caveats = caution or disclaimer of special conditions/limitations
PA = Perfect Attack
Auto = Allowing the AI to control your character's movements and abilities without physically playing the game
PvP = Player vs Player
TL;DR VERSION (see below for in depth): Offense Team: Hero 1: a 2-or-3 chain atk% passive hero Hero 2: The same chain type (2 chain or 3 chain, matching hero 1), or a team atk % hero Hero 3: Team atk % hero Hero 4: Team atk % hero Hero 5: Team atk % hero NO HEALER Early game example: Mikan (3-chain) Mimi (Team atk) Finn (Team atk) Angard (Team atk) Sigrun (Team atk) Late game example: Eleanor (3-chain) Louise (3-chain) Promethia (Team atk) Sylvia (Team atk) Neuth (Team atk)
Use an ATTACK team until unlocking gathering up until at least stage 33; at this point you can fully awaken an original SH. Elemental teams will struggle too much against the wrong element when unlocking things early game.
For elemental teams, replace team atk passive with the same type of element (all team fire% or team water%), or heroes that buff every element (Ex: Luna, Ming, Freya).
Picking dash types: (less important than passive composition, focus on this when you replace normal heroes with story heroes, only worry about the hero's initial passive ability for your first team):
8-block Melee: 0-2 heroes
2-block Archer: 0-5 heroes, the more the better
Horizontal Laser: 0-2 heroes
Vertical Laser: 0 heroes, except maybe Eris
Machine Gunner: 0-1 heroes
Healer: 0 heroes
Buffer: 0-1 heroes, always place in slot 1
Combo-hitter: 0 heroes on offense, 0-2 on defense
Bomber: 0 heroes on offense except during boss challenge, 0-1 on defense
First off, before anything, do not use healers except when noted. Ditch your clara, she's not good. They are not useful in most situations, we will be focusing on clearing everything in one attack so you never take damage. I will point out the exceptions to this rule later, but your goal early game is to unlock gathering stages up until at least stage 33 (you can fully awaken most SH at this point, although getting further will help you get from 5* to 6* awakening much quicker).
This is a general guide for putting together a team that works well. I will outline popular effective team compositions for several areas in the game.
Use in conjunction with Raichu's guide on tier rankings to pick the best heroes for your team build (for example, replace team atk% normal heroes with higher-tier team atk% story heroes, but do not replace a lower tier team atk% normal hero with a high tier perfect attack% story hero).
Keep this in mind, a low tier hero that fits in the team build is going to perform better than a top tier hero that doesn't mix in well. This is also somewhat subjective, but it will provide a good guideline to start with.
Also, in general, it is better to have a lv 60+ normal hero fully awakened over an unawakend lvl 30 SH. Build normal/event heroes first, and replace them after with an equivalent, higher tier SH. In general, an SH won't be as good as a lv 60, 6* awakened event hero until it gets to around lv 45 4* awakening. You can awaken a normal or event hero significantly quicker (days instead of months), and use them to unlock stages to awaken your sh later down the line. Even if that normal hero is "trash" to most veteran players, it will do better in the short term. You can retire it later for 100 hero crystals as well, which gets you TWO SH summons! So build weaker heroes and replace them after; diving in head first with a full SH team because they are "higher tier" is going to hurt you a lot early game.
When I specify a certain type of hero, in general, I am referring to their PASSIVE skill. I will address dash type afterwards. Team Types:
~Chain/Atk <- DO THIS AS A NEW PLAYER TO UNLOCK GATHERING STAGES UNTIL AT LEAST STAGE 33, AND THEN LOOK AT THE OTHERS.
This team strategy is the easiest, most consistent way to clear most pve content early on. It is easy to build.
For this team, you want one or two heroes with either a 2-chain or a 3-chain passive, and the other 3-4 heroes to have team atk % passive. If you use two heroes with a chain passive, they should be the same chain type (noteworthy examples: chloe, eris, penzu for 2-chain; mikan, louise, eleanor for 3-chain). Some other heroes also gain chain passives at 6* awakening, but until you can unlock that, stick with one that already has it. 4-chain isn't very good; 5-chain is extremely strong but 5-chain boards are fairly rare and too inconsistent to count on; most boards have at least a 3-chain though, and almost every board has at least a 2-chain, so stick to 2 or 3 chain.
You can normal-select Mimi and Mikan (and you can also buy them with medals from daily dungeon!), and event select Finn, Angard, and Sigrun, to put together a decent starting 3-chain attack team that can open gathering stages to the mid 30s with some work. Give them all copies of Deep V Joe's armor (Event Equipment Select Ticket), ninja scarf accessories (Normal eq select), and their own weapons(normal/event eq select) - you can leave the equipment all at lv 30, but get them to +7 and enchant them for attack and hp. Replace the heroes with SH one at a time, and give the SH their equipment and runes. A fully awakened lv 60 Finn is going to do much better than an unawakened lvl 30 Kaden, and you can awaken these heroes in days - SH take MONTHS to awaken even with every stage unlocked. I promise they will last at least through a good chunk of the story. Get extra 6* copies of each hero and use them to enhance the one on your team - not only do they instantly give you an extra +1 enhancement (up to +5), but they increase the level capacity by 5 (until lv 60). The fodder copy can be lvl 1 +0, as long as its also 6*. You can also awaken retire them for two SH summons when you are ready to replace them.
Why this Works:
Say you have 4 heroes that total up to +400% team attack (which gives you a total of 5x damage). You can add a fifth attack hero with an extra 100% and bring it to 500%, for 6x damage, or you can add a hero that adds 100% to say 3-chain. In this case, if you do a 3-chain attack (you chain one heroe's attack into a connecting hero, and do that for a total of exactly 3 heroes - not 2, not 4 or 5), you do an extra 100% damage, multiplied against the attack bonus - it doesn't add 100% to make it 6x, but rather doubles the entire thing. So instead of doing 5x damage, you do an extra 5x damage as well, for 10x normal damage. That one hero doubled your damage instead of just adding a little extra (and in reality, chain heroes add much more than double!).
Auto-battle AI will not always perform the right chain-length, so on harder stages, you will need to manually trace out the boards. But you will do a lot more damage. Since you should still have a good amount of team atk, you will still be able to auto things fairly well though, don't worry :)
When manually tracing boards, find your chain, and make it use as much of the board as possible, even if it means another hero outside the chain won't be able to move because you cut off their path. This is called board-breaking. It is better to do one really good matching chain, rather than move the other heroes not in that chain, and it isn't worth trying for a perfect attack (until we get to chain pa teams later).
This will auto slightly better than chain teams, but it is significantly weaker in general and won't clear harder stages as well. All five heroes have team attack% for their passive. It may help you more reliably auto-gather a couple stages higher than a chain team, but not by much, and you won't get as far unlocking things. If possible, just stick to a chain team. Most players just use skips to gather the hardest stages anyways.
Some other heroes have perfect attack% (PA)as their passive. DO NOT mix these with team attack%, as team attack % is not factored into PA damage, and does not work well together. For this team, you want 2-3 heroes with perfect attack %, and the other 2-3 heroes to have team critical %. This increases the chance of a critical hit: For PA, you want the PA to be a critical, as it triples your damage when you get a critical hit, so these heroes mix well together. Attack/Element types do not matter much for pa/crit. These teams are ok for auto, and can be made of normal heroes that build easy, but in general will perform much worse than pure atk or chain-atk in terms of damage output. Go with chain atk until you open gathering up until at least stage 33.
Elemental teams in general have more damage than attack teams. You still want at least one chain hero (Penzu, Chloe) with your elemental team, and the other heroes should be matching elements, or heroes that boost every element simultaneously (Ming, Luna, Freya, 6* Awakened Jenny). However, you do half damage against the element you are weak to, so you probably need to build at least two different elements if you want to unlock story stages (fire and water; pure-wood teams are not very good for most things so avoid that). These will really shine in PVP though, but I personally believe you should stick to chain attack until you unlock enough gathering, at least up until stage 33 - at that point, decide if you want to continue with attack, or move to building elemental.
This is an advanced team that will require Penzu as well as her accessory Chatelaine to be successful. Chatelaine multiplies 2-chain PA damage. Equipped on Penzu, it will make your 2-chain PA do over twice as much damage, and you can put extra copies on other heroes to increase this a bit more. Your other heroes should have PA% as either their main or 6* awaken passives (Aira, Andras, etc.), or have crit% so your PA will crit (Iad, etc.). With this team, you will still get good 2-chain board damage - but you won't break the board anymore. You want to get your 2-chain PA as well, as it will hit significantly harder. This generally takes form mainly as a water team relying on Penzu and Andras.
This works the same as 2-chain PA, except you use Ringo and his weapon. Your 3-chain PA damage will be much higher. Typically paired with Gabrielle the Archangel.
This can be really fun to use, and can make big numbers, but it isn't very good. Play around with it for fun if you want, but do not main this. In PvP, Marshal Lee makes superskills do almost no damage, and many defense teams have him. Bibi also reduces their effectiveness. But you want one mp%, one superskill %, and the rest either team atk% or matching element%. One hero should also have a really strong superskill that hits every target. Most players will agree these teams aren't very good because of Lee. Do not invest here early game.
Beryl has a chance to poison enemies. It does not work on bosses, and many high end teams have equipment that removes debuffs, so her poison isn't useful against them. It was a popular defense for a while, but it isn't effective anymore.
For PVP defense:
You will want a lot of team hp%, and try for around 300% to team atk/element. Defense% isn't useful. Revive or shield armors are useful, as well as debuff removal. Chain isn't reliable on defense, because the AI doesn't always do it, so don't worry about them. Mimics besides Jenny should ALWAYS be in the last slot, and do not put machine gunners or buffers on defense, as your defense team will be lucky to have even one hero survive even with a ton of hp% and your shield armors- so you want that last-man-standing to do as much as possible. If a mimic survives, you want there to at least be the possibility of a hero being alive in front of them to copy, so putting them in slot 5 maximizes that chance. I have won many PVP matches that could have wiped me after a terrible board because they put bibi in front of amarok. Bibi and Amarok both get lucky with shields sometimes, and if bibi had been copying that amarok she could have picked up a sword and wiped my water team, but she harmlessly high fived everyone because no one else before her was alive to copy, and the Amarok after her only got to touch a couple tiles. "Oh but I was hoping Bibi would move first so she could get her superskill off" SHE WON'T. Put her in slot 5 if you use her.
This brings us to dash type:
Once you have a general idea on how to put together your passives to make a good team (3-4 matching atk% or matching element%, and 1-2 matching 2-or-3-chain atk%), your next concern should be dash type. Its better to have a good set of passives and bad dash types rather than good dash types and a bad set of passives, so don't tear up your initial team just because I said vertical laser sucks- use this as a guide on who to pick to replace your heroes with, and which heroes to replace first, when you move from normal/event heroes into using story and legendary heroes. Give everyone 3 attack runes (or matching element for elemental heroes)
(I call these spinners because they spin their sword around them like they're a beyblade). There are a LOT of these for attack teams, such as Finn, Erina, Kaden, Promethia, Demon Swordsman, Billy, etc. These are average quality, not great, but they are definitely usable. They have to come close to a hero to hit them, but they work well enough. Try to keep them to 2 at most. Elemental teams should keep them to 1 at most if possible.
For Attack Equipment: spear from an alternate universe, sigrun weapon, kamelot weapon, musketeer weapon, or the hero's own weapon. Joe armor or the hero's own armor. Ninja scarf, Auto Targeting Visor, marksman cap, or the hero's own accessory.
~2-block ranged archers
These are the best dash, use them whenever possible. Examples include Sylvia, Neuth, Mimi, Aira, Luna, Fira, Penzu, Driard, Melissa, etc. They can reach heroes from further away - they hit for one strong attack as well, instead of multiple stronger attacks. This further makes defense% passive even more useless than it already was, as defense will only apply to one hit instead of many and only gets applied once.
For atk equipment: musketeer weapon, mimi's weapon, joe's weapon, or their own weapon. Joe armor or the hero's own armor. Ninja scarf, auto targeting visor, marksman cap, or the hero's own accessory.
~Horizontal line (horizontal laser)
These are acceptable, more or less equal to 8-block melee. Try and keep them to 2 at most. Examples include Isabella, Ming, Raphael, Freya, Mikan, Angard, Chloe, Ice King, etc. They are slightly more effective than 8-block for towers though, as enemies are frequently out of range of the board.
For atk equipment: scythe of death (high atk, chance of instant death), angard weapon, musketeer weapon, or the hero's own weapon. joe armor or own armor. ninja scarf, auto targeting visor, marksman cap, or hero's own accessory
~Vertical line (vertical laser)
This dash is garbage. Do not use them and expect them to do anything meaningful. There is only one vertical hero I can think of even worth mentioning, Eris. Her 2-chain passive is very nice, but her use ends there. Pop her in for the passive if you want, but she's the equivalent of trying to pillow fight enemies to death, so don't expect anything beyond her passive giving your other heroes a big boost. Try to keep these heroes to ZERO, besides possibly Eris.
For atk equipment: doesn't matter, they aren't gonna do anything anyways, but eris weapon, or death scythe for weapon, joe armor, and something like halloween lamp or twinkling bracelet to boost your other heroes' hp
This dash can do a lot of single target damage, and you can focus the target you want it to hit by tapping them. It works great against bosses, and in pvp to pick off a boosted hero, a hero with an annoying shield, or a hero thats hiding in a corner that you can't do much damage to otherwise. Bring one at most, but it can be very useful. Examples include Louise, Phoenix, Ice Queen, Cetrine, etc.
For atk equipment: angel blaster, musketeer weapon, or the hero's own weapon. Joe armor or the hero's own armor. ninja scarf, auto targeting visor, marksman cap, or the hero's own accesory
This dash can do a LOT of damage to BOSSES - it has to walk over the enemy to hurt it, but it hits them and anyone near them very hard, so you can drop a bomb on all 4-6 tiles of a boss to do a ton of damage. It is not useful on offense in general, but if a single bomber survives in pvp defense it can do a lot of damage as well. In general you want to keep these to just when you are fighting bosses. Examples include Chris, Kragmarsh, Peppermint Butler, Tath, Cake, etc. Don't bring any except during boss challenge.
For atk equipment: musketeer bomb or own weapon, joe armor or own armor, ninja scarf, auto targeting visor, marksman cap, or own accessory.
~Combo-hitters (hits same tile 8x)
This dash does a lot of damage but it has to walk over the enemy to hurt them. It works really good as last-man-standing in PVP defense. I wouldn't use these on offense in general, but they work great on defense. Lena and Marshall Lee are noteable examples.
For atk equipment: musketeer weapon or own weapon for weapon, joe armor, own armor, or huntress wizard's armor for armor, ninja scarf, auto targeting visor, marksman cap, halloween lantern, twinkling bracelet, or own accessory for accessory.
Don't use healers outside of boss challenge and the very top of towers (Around 165+ for ToT, 83+ in elements, not used in magic). Seriously, they are garbage in this game, you just want to kill everything the first turn. A couple high end players use Black Magician on pvp defense to revive - its risky, but she adds team hp% which is a useful passive. The only healers EVER worth considering building are Black Magician, Gumball Prince, and maybe Kamael. Sorry, but your Clara isn't worth it.
For runes: 2 hp 1 heal, or 3 hp.
For equipment: whatever weapon has the highest team debuff removal that you have, or turkey leg for team hp%. joe armor (with passive and a high hp roll), crimson armor, any armor with high hp, huntress wizard armor, witch cape, champion armor, sigrun armor, or own armor. twinkling bracelet, halloween lantern, or own accessory.
These heroes increase the attack/fire/wateearth/perfect attack passive (it does all of them) when they move, or if their superskill adds to them. They also can do a little bit of damage at archer range. Eleanor does a large amount (she's essentially a buffer fused with an archer), but the rest don't do nearly as much. Put them in the first slot so they move before anyone else and buff everyone, and only bring one at most. The amount atk stats increases is capped at 300% beyond what you started with, so if for example you start with 80% atk, 75% fire, and 30% pa, after a couple turns it will cap out at 380% atk, 375% fire, 330% pa. Examples include Eleanor, Ringo, Lulu, BMO. Driard's superskill also buffs, but her movement doesn't.
For equipment: musketeer weapon, ringo weapon, or own weapon; joe armor, huntress wizard armor, any high hp armor, witch cape, champion armor, sigrun armor, crimson armor or own armor; twinkling bracelet or halloween lantern or own accessory
These heroes copy the actions of the previous hero that moved. Always put them in slot 5, because if everyone before them dies, they will move first and won't copy anyone. They use the damage stat of the hero they are copying, but their own critical and freeze stats, so focus on getting their critical really high so they always crit. If Erina moves with 30k atk and then bibi moves with 5k atk, Bibi is going to use erinas 30k atk and disregard her own 5k - her own 5k stat would only be applied if she wasn't copying anyone (no one has moved yet), or during PA. The actions of the last hero to move carry over to the next board if you don't kill everyone in one turn, but not from room to room or stage to stage. Examples include Bibi, Esmerelda, Viola, Ethan. Jenny copies the Superskill of a random hero, but not dash.
For runes: all crit
For equipment: turkey leg for weapon; own armor, any high hp armor with crit, or crimson armor for armor; and halloween lantern or twinkling bracelet or any accessory with crit% or high hp
Boss Challenge Teams:
Your target should be < 18 attacks on normal difficulty, or < 25 attacks on nightmare difficulty, but early game you will be lucky to clear normal in under 50 or nightmare in under 100.
~To Kill DEMON SWORDSMAN on NIGHTMARE quickly the optimal team seems to be:
ELEANOR (3-chain, and her atk buff adds up quickly and doesn't get affected by the stat reduction, and her superskill will let you tank a hard turn with low damage)
MARSHALL LEE (reduces superskill damage when DS uses comet sword, plus his superskill can help team stay alive, and his team hp% also helps survivability)
BLACK MAGICIAN or GUMBALL PRINCE (BM adds hp%, Gumball adds defense and also his superskill lets you tank one turn with low damage; both will keep heroes healed and revive them if necessary; this is almost the only case where you will ever use a healer).
LOUISE (3-chain atk, and can focus target on the blue shield first turn so DS isn't invulnerable. After that, focus DS. She does a lot of damage)
One more good ATK% hero - ERINA, DEMON SWORDSMAN, PROMETHIA, BILLY, or maybe a boosted archer. They will be your main damage besides Louise. Erina is very tanky and adds a bit of defense - this is the only place defense really has any use. DS has a really high atk% passive and with his equipment is very strong and tanky. Promethia is stronger and has a higher passive than Erina and adds team hp, as does Billy, but both are harder to get to a high level, so Erina is a good choice because she is easy to get to 60+.
Your strategy in this fight is to target down the blue shield asap, and get Eleanor skill off ASAP to get everyone's attack up by the 300% buff cap. After this, you will want to just do your best 3-chain attacks against DS (the other minion will fall quick, don't worry about it). Try and keep your healer in the 3-chain if your health isn't near max, and save your healer and lee superskills for turns when the healer can't top you off. You should be able to last until the fight times out with a bit of practice, and this team will kill him consistently in 7-10 attacks depending on boost cycles - it will definitely do it in under 25.
~To Kill PENZU on NORMAL quickly and cheaply for new players: This team is pretty easy to build.
CHRIS THE EXPLORER: he doesn't have to be awakened, but get his weapon if you can - you don't have to enchant it either. 15k wood is more than enough, mine has about 19k after I reset him.
VIOLA (or Esmerelda or Bibi): She can be selected from event tickets. Give her crit runes and a turkey leg weapon.
Two 2-chain heroes: Penzu is the best if you have him, Eris, Chloe, Lucy, Goblin Tank, and maybe a couple others all add 2-chain. I use Penzu and Chloe (once you have one copy of penzu, farming her for extra copies is a lot easier).
One more hero that boosts wood%: Huntress Wizard from adventure time event select tickets is a good cheap option. You just need one copy for the team wood%. Any random equip with extra team wood is nice too.
Your strategy is to enter the fight, and either:
2-chain with chris walking over as many tiles of the boss as possible
Move Chris, and then 2-chain with viola (or your other mimic) copying Chris, walking over as many tiles of the boss as possible.
Break the board so their 2-chain path is as long as possible; with violas mp% you might even get a superskill off too!
If you can still get a PA, go for it, but forfeit the fight before Penzu can attack, as the first turn she will heal herself. Until you are confident your chris and viola can survive to a second turn, duck out of the battle before she can heal. Once they can survive, you can try and get a second turn of bombing in, she won't heal again for a couple turns.
With an unawakened Chris with 19k wood, this team consistently kills normal Penzu in about 9 attacks for me. When I had him fully built, I could do it in 2-3 attempts, but even unawakened he will do good enough.
Slättaslaget 12 - Nu med ännu mer lasrar! (The Battle of the Plains #12 - now with even more lasers!)
(Translation in english follows after the text in swedish...) En Twilight Imperium 4 turnering. Plats: Lidköping Lakers AFF Sockerbruksgatan 9 531 40 Lidköping Datum: 2019-08-10 till 2019-08-11 Speltider: Lördag 9.00-10.00 Samling samt genomgång 10.00-16.00 Match 1 (6 h) 16.00-17.00 Pizzafas 17.00-23.00 Match 2 Söndag 10.00-16.00 Match 3 16.30 Resultat o prisutdelning Anmälan: Preliminär anmälan görs på e-post [email protected] eller som post på denna tråd. Anmälningsavgiften betalas in i förskott till föreningens bankkonto 8314-7, 03 251 134-7 eller helst på vårt swishnummer: 123 326 44 62 Betalningen märks med avsändarens namn. Det är först när betalningen är registrerad som anmälan är definitiv och spelaren har sin plats i turneringen säkrad. Betalningen skall vara föreningen tillgodo senast två veckor efter anmälan. Vid avanmälan så sker ingen återbetalning av redan inbetald anmälningsavgift. Anmälningsavgift: 300 kr och då ingår en alldeles unik Twilight Imperium-mugg som renderar fritt kaffe/te hela helgen. Antal platser: 18 st med 2 reserver. Vid stort intresse kommer vi att öppna upp för fler spelare och spelbord. 5-6 spelare per bord beroende på exakt antal spelare. Priser: Spelbutiken Game Maniacs sponsrar med fina priser. Turneringsregler: Kunskapsnivå: Minst ett spel TI4 innan turnering (rekommenderas fler). Ska finnas grundläggande kunskap, erfarenhet och förståelse för spelet. Social kompetens: Trevlig och ett tillmötesgående uppträdande gentemot andra spelare och arrangörer. Fusk, dåligt språk och allmänt dåligt beteende renderar först en varning från arrangörerna och vid fortsatt brott mot dessa regler kommer den aktuella spelaren att uteslutas från turneringen. All förtäring av mat eller dryck sker utanför bordet. Förstörda spelkomponenter ska ersättas ekonomiskt av den orsakande spelaren. Lottningssystem ”Swiss” 1:a rundan: Spelbord lottas med justering för spelare från samma grupp/klubb som ej möts i första rundan. 2:a rundan: De högsta VP:en möts på bord A, De näst högsta på bord B, osv… 3:e rundan: De högsta VP:en möts på bord A, De näst högsta på bord B, osv… VP skiljepoängsordning: 1. Antal första platser 2. Mecatol Rex marker (antal) 3. Antal avklarade Public Objektiv II 3. Antal avklarade Public Objektiv I 4. Antal avklarade Secret Objektiv 5. Lottning Raser: Alla 17 raser kommer att finnas till hands att spela. Arrangörerna äger rätt att justera vilka raser som kommer att finnas tillgängliga vid olika spelbord. Spelaren får ALDRIG spela samma ras två gånger under turneringen. Vi kommer dessutom att lägga in de 4 högst rankade raserna i egen spelpool. Dessa raser är Jol-Nar, Sol, Naaulu samt Saar. Varje spelare får endast spela EN av dessa fyra raser under HELA turneringen. Promissory Notes: Support for the throne plockas bort som tillgänglig promissory note. Rasval: Draft-system enligt följande. Speciella raskort delas ut 3 st per spelare inklusive ett Speaker-kort. Spelarna sparar ett kort och lägger tillbaka de två resterande. Eventuella ej utspelade kort blandas in och till nästa runda, delas två nya kort ut till varje spelare. Spelarna sparar ett av dessa och återlämnar det andra kortet. Sista rundan så blandas återstående kort igen och ett kort var delas ut till varje spelare. Varje spelare har nu tre kort som han får välja en ras från. Den spelare som har Speaker-kortet visar detta och är Speaker. Ifall inte någon är Speaker så utses denne genom lottning. Rasvalet är hemligt fram tills att spelarna valt placering på den galaktiska kartan. Rasmodifieringar: Tre raser har modifierats för att uppnå en bättre spelbalans. Universites of Jol-Nar: Endast två valfria teknologier (4 original) som inte kräver en ”prerequisite”. Federation of Sol: Versatile (en extra fri CT per runda) tas bort. Sardak N´orr: En valfri teknologi som inte kräver en ”prerequisite” samt att Valkyrie Particle Wave endast behöver en röd ”prerequisite”. Galaktisk spelplan: Arrangörerna kommer att ha färdiga galaktiska spelplaner under de samtliga matcher. Utplacering på spelplan Speaker går sist. Resterande spelare slår tärning. Högst väljer placering osv. Därefter avslöjas rasvalen och respektive spelare väljer tematisk rätt färg och placerar ut sina hemplaneter och styrkor. Bordet utser även en spelare att hålla reda på rundorna och vems tur det är. Ett turordningskort kommer att finnas på varje bord som kan nyttjas till detta. Matchernas längd och avslutning Första spelaren att nå 10 VP eller sex timmars speltid. Spelarna uppmanas hålla god fokus på tiden för att kunna hinna spela klart innan speltidens utgång på 6 timmar. Arrangörerna kommer att annonsera varje timme samt när det återstår en halvtimme och sedan kvart kvar av den totala speltiden. Efter 6 timmar bryts spelet direkt och spelarnas VP räknas. Efter spelets slut så ska respektive spelares VP samt deras avklarade objektiv noteras i poängkortet som ligger vid varje bord. Kiosk och Mat. Föreningen kommer att ha en kiosk igång under hela turneringen. Försäljning av dricka, godis, frukt och smörgås. Spellokalen ligger nära centrum och det finns ett flertal restauranger och matställen inom gångavstånd. Boende: Det finns både vandrarhem, pensionat och hotell till bra priser i Lidköping med omnejd. Enklast är att söka eget boende via Booking.com eller Airbnb. Välkomna till en trevlig och givande spelhelg önskar vi arrangörsgruppen från Spelföreningen Slättens Förkämpar! PAX MAGNIFICA BELLUM GLORIOSUM (And now in english) “The Battle of the Plains #12 - Now with even more lasers!” A Twilight Imperium 4 tournament. Location: Lidköping Lakers AFF Sockerbruksgatan 9 531 40 Lidköping Date: 2019-08-10 to 2019-08-11 Game times: Saturday 10/8: 9.00-10.00 Notification and presentations 10.00-16.00 Match #1 (6 h) 16.00-17.00 Pizza phase 17.00-23.00 Match #2 Sunday 11/8: 10.00-16.00 Match #3 16.30 Results and prize awards! Registration: Preliminary notification is made on e-mail to anders[at]horydagard.se or as a post on this thread. The registration fee is paid in advance to the association's bank account 8314-7, 03 251 134-7 or preferably on our swish number: 123 326 44 62 The payment should be marked with the sender's name. It is only when the payment is registered that the registration is final and the player has his place in the tournament secured. The payment must be paid no later than two weeks after notification. When canceling, no refund of the already paid registration fee takes place. Registration fee: 300 SEK which includes a very unique Twilight Imperium mug that renders free coffee / tea all weekend. Number of seats: 18 with 2 reserves. At great interest, we will open up for more players and gaming tables. 5-6 players per table depending on the exact number of players. Prices: Game Maniacs will sponsor the tournament with some great prizes. Tournament rules: Basic gaming skill: At least one game TI4 before tournament (we recommended more). Social competence: Nice and accommodating behavior towards other players and organizers. Cheating, poor language and generally bad behavior will first render a warning from the organizers and in case of continued violation the offending player will be banned from the tournament. Any ingestion of food or drink takes place outside the table. Destroyed game components will be replaced economically by the causative player. Lottery system "Swiss" 1st round: Game table is awarded with adjustment for players from the same gaming group or club do not meet in the first round. 2nd round: The highest VP meets on table A, the second highest on table B, etc. ... 3rd round: The highest VP meets on table A, the second highest on table B, etc. ... VP separation point scheme: 1. Number of victories 2. Most Mecatol Rex markers 3. Numbers of completed Public Objectives II 3. Numbers of completed Public Objectives I 4. Numbers of completed Secret Objectives 5. Dice off! Races: All 17 races will be available to play. The organizers have the right to adjust which races will be available at various gaming tables. The player may NEVER play the same race twice during the tournament. We will also add the 4 highest ranked races in a special high-ranking pool. These races are Jol-Nar, Sol, Naaulu and Saar. Each player may only play ONE of these four races during the WHOLE tournament. Promissory Notes: Support for the throne is removed as an available promissory note. Race modifications: Three races have been modified to achieve a better game balance. Universites of Jol-Nar: Only two optional technologies (4 originals) that do not require a "prerequisite". Federation of Sol: Versatile (an extra free CT per round) is removed. Sardak N´orr: An optional technology that does not require a "prerequisite" and that Valkyrie Particle Wave only needs one red "prerequisite". Galactic playing field: The organizers will have premade galactic playing maps during all the matches. Deployment on the playing map: Speaker goes last. The remaining players rolls a dice. Highest number choose location and then second in order and so on. Each players race is revealed and the respective players select the right color thematically and place out their home planets and forces. The table also appoints a player to keep track of the rounds and whose turn it is. An order card will be available on each table that can be used for this. Match length and finish First player to reach 10 VP or after six hours of playing time. The players are encouraged to keep focus on the time to be able to finish playing before the end of the game time. The organizers will announce every hour as well as when there is half an hour and then quarter of the total playing time. After 6 hours the game is finished immediately and the players' VP are counted. After the end of the game, each player's VP and their completed lens should be noted in the score card that is located at each table. Kiosk and Food. We will have a kiosk running throughout the tournament. Sale of drink, candy, fruit and sandwich. The gaming place is close to the city center and there are several restaurants and eateries within walking distance. Accommodation: There are both hostels, guesthouses and hotels at great prices in Lidköping and the surrounding area. The easiest way is to search for your own accommodation via Booking.com or Airbnb. Welcome to a nice and rewarding weekend, we wish the organizer group from the Game Association Slättens Förkämpar! PAX MAGNIFICA BELLUM GLORIOSUM
No Tier List is perfect, your mileage may vary. Here are my guiding principles during construction:
Priority is for usefulness specifically in a PvP Offense setting.
All heroes which have either +%PA or +%Team Crit at 6★ Awakening were considered, no matter how small the boost. Heroes which gain these passives only after full 6★ Awakening are marked with a superscript✪
While raw power is considered, so are the limitations of Fairies, 6★Runes and Gathering Materials.
Please discuss or disagree! You have every right to downvote, but I'd appreciate it a lot if you also leave a comment to criticise or explain why you disagree. List is open to revisions.
New Players note: a 'typical' starter PA/Crit team has two 300%+ PA Boosters (Driard, Lulu, Ann, Eliza etc) and three 10%+ Crit Boosters (Li, Didi, Kiki)
Tier 0 (Best of the Best)
If you're a newer player and you pull one of these, it's definitely going straight into your team. For more experienced players, it's worth noting that if you can afford the triple material cost and eventually Awaken them to 6★, their L30 versions have superior offensive stats and SS relative to even L70 non-SH! (For defensive stats, they're roughly as tanky as L50-60 non-SH.) Ming and Kaden are widely considered to be amongst the top 10 heroes in the entire game, so if you invest in them you're probably being efficient because you will use them in other teams anyway.
Tier 1 (More Story Heroes)
Neuth, Beast King
Aira and Sylvia are not your traditional +300%PA or 2-digit +%Crit heroes when you think of PA/Crit. However they have excellent base stats, strong SS, good Stun on okay dash types and just that little bit of PA or Crit to synergise after you get them to 6★Awa. I forsee Aira's (and Tier 2 Mana's) best synergy in a super-endgame +%WatePA/Crit hybrid team, for example (Eliza, Andras, Aira, Sagara, Mana). Her usefulness slotting into a "traditional" PA/Crit team would probably be dependent on how much you've invested in your Sagara and Didi relative to your non-water options. Bibi is an interesting one: at 6★Awa, L30 she's about as tanky as non-SH L60s while having higher Base Crit and Stun; however her base Attack (off which PA damage is calculated) is inferior. Mimics are famously most optimally used in +%Damage and Chain teams, but her stats suggest that she can work in a PA setup, but probably only if you have an abusable SS partner (e.g. all the other Tier 1s listed here). BK, despite having amazing offensive stats and the highest Team +%Crit in the game, has a poor dash type and a SS so slow that it's essentially irrelevant in a PvP context.
Tier 2 (Stronger Cores)
Fenrir, Caligo, Mana✪, Plitvice✪
Let's say you've got the hang of PA/Crit and have a nice team of Tier 3 cores, LBed some of them to L50-60 already, maybe even 4★Awa. You're looking an upgrade, but haven't been lucky enough to pull a single Tier 1/2. This is the tier for you, with stronger non-SH, an "Orange Hero", reliably-obtainable SH, and one lonely Plitvice. Or maybe you pulled these before you did the Tier 3s. Lucky you! You get a nice headstart. Do be aware that SH Awakening costs thrice the Gathering materials, so for the third and fourth bullet points you need to be smart about whether the investment is worth the advantages at the specific point of the game that you're at. I personally prefer Li (tankier, better stun and dash) to Fenrir (hits much harder but costs more to Awaken) for PvP. That's just my opinion though. Sagara is definitely a worthy upgrade over Didi.
Tier 3 (Cores)
Lulu, Eliza, Ann
Didi, Kiki, Fire Wolf
Here is the meat of PA/Crit. Most new players will set their first goals here and then spend a few months building teams around these. Li from the tier above is very good and yet very accessible; if you spend enough time in PvP you'll notice he's everywhere in all sorts of decks. This "meta" has the spill-on effect of making Kiki and Ann slightly more valuable and Didi and Eliza slightly less so. (Not because of their innate stats but because of this "meta.") I am very unsure about Marceline and DVJ: my fully runed L65 Rika has been disappointing, yet I believe Marc and DVJ as similar damage/PA hybrids are strong. Appreciate more discussion on these. You probably need to be sure whether you can get them to L50+ (i.e. might need to spend on Hero Packages or buy Finn Cakes before deciding to Awaken them.)
Tier 4 (Filler)
Esmerelda, Rika, Ringo
Akayuki, Eneria, Cecile, Peppermint Butler
This is the tier where spending resources on these heroes is a somewhat sketchy venture; some might argue that it's better to burn some Fairies first to get these to 6★ and complete your PA/Crit team, others would say just run your strongest characters (even if they have zero synergy with PA/Crit) as filler while you wait for Tier 2s or 3s to turn up. It's definitely okay to put your best 5★ runes on these though. Also note that Attack Fairies are very very valuable (even more so with the new Collection Bonuses) while Support Fairies are somewhat more expendable. Ringo is stronger than the Tier 3 PA Boosters at L30 and is worth Evolving if you're a new player, but doesn't gain much with LB or Awakening. (He's infamous for a useless 6★Awa passive in particular.) Save your resources. I think Akayuki is a big red herring. She seems like a PA/Crit character, but I've never seen her do well in that context; she is instead very strong in +%Attack teams, and even then only with the costume and past L60. She can work if you somehow just cannot pull any of the Tier 3 Cores, but I would personally hesitate to waste Fairies to LB or Materials to Awaken her. (Mine is L55, and I regret every Attack Fairy spent.) Rika is a great example of how a sub-optimal PvP option can be stellar in other contexts; she really shines in Champion's Road with her 6★Awa passive giving nearly a free full team heal every stage, and her Vertical dash is a great fit there too. She's also relevant in Dungeons and arguably BR with a fast-charging Heal SS.
Tier 5 (Desperation)
Nina, Grim Reaper
They do alright as filler if you are a very new player and have combined your way into these. Attack Fairies are precious, I wouldn't waste a single one Evolving any of these.
Blade Golem✪, Card Soldier✪, Cyclops✪, Dice✪, Elen✪, Fox Girl✪, Hashir✪, Hero Statue✪, Nana✪, Party Pat✪, Alicia✪
Yes, these give PA or +%Crit when 6★Awa, but they don't really count. You're usually better off using your best characters as filler rather than these. (Unless, of course, your best characters ARE these, which is going to be a lot more likely for the first bullet than the second.) For those who like statistics, my working is availablehere.Ratings are incomplete. Latest Edit: 24 Dec
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