I must have missed your second point (or you edited it in). The maximum range for the P90 is 3700 in-game units (308ft) compared with 4000 units (333ft), so you cannot!
That said, very few places in any official CS map have ranges that long. One would be on Train from Terrorist spawn to "Ivy" @ 3900 units (325ft).
The rounds fired value is limited by the number of bullets in the clip, so you can select up to 50 rounds (because the P90 is in the comparison) but the MP7 will run out of ammo at 30.
Thanks for taking the time to comment! I disagree with you on the history though. By the same token, a large portion of users would press 'back' to expect to return to a previous view, only to exit the site. If I land on a site from Google and click on 'About us', I expect to need to click twice to return. I think it's intuitive as-is.
For what it's worth, pure state changes (that don't occupy a page within the router) do use history.replaceState though.
I understand that this wouldn't be the case if I approached the design as per the rest of your feedback; placing a lot of this content within a single view could be done. However, the UI/UX is designed to be shallow, minimal and mobile friendly.
For example, while I could put weapon selection in as a filter and add controls to toggle between data views - creating a single powerful view - this doesn't actually accomplish much other than trading valuable space for increased UI complexity to avoid moving views.
Admittedly, I see this through a different lens as I'm aware of the amount of controls I need to somehow fit further down the line to support upcoming features. A desktop only site would be very different!
I appreciate your feedback; it's great to see things from another perspective.
Great idea! I had plans to add in a few examples for context, but showing that visually is something I hadn't considered yet; thanks for the feedback :)
While this is certainly the case overall, at least in today's meta the variety isn't that bad. For example, if you scroll down on https://www.hltv.org/stats?event=5728 you can see a breakdown of what was used in the Dreamhack Masters tournament which was on this weekend.
I feel there's enough variation there (especially for "eco rounds" were people can't afford the top weapons) to find value in comparing them.
Nonetheless, you are correct on the majority and for sure that will be reflected in the usage of the site - a lot of the comparisons are going to be "Can the M4A4 kill with 1 shot to the head at range X" or similar.
Thanks for the feedback; absolutely! Modelling these additional aspects like recoil and accuracy with customisable shot intervals is underway.
To elaborate, they didn't make it into the initial release as there's a substantial amount of work involved to tie that in dynamically with the data (as each shot is inherently dependant on all the shots before it and the time between them when firing multiple rounds).
I understand how much value this would add to the comparisons, so it's a top priority!
Global Offensive yeah. It's pretty much taken in both the 1.6 and Source communities at this point (though I'm sure both have some dedicated players remaining).
I actually modified what I posted elsewhere (Reddit for example) for this audience as I imagined those technical details were more relevant. Fair point though.
I understand what you mean about the charts; some prefer things displayed visually so I think it's important to meet the needs of different types of users.
Thanks! Great point on the highlighting; it's a tough balance because I also want to make it look subtle (I'd be worried that an icon would be jarring when there is a sea of them during a comparison) but I'm sure something could be done to improve it. Hmm, perhaps colouring the "best" text with the my accent/success colour (the yellow) rather than, or in addition to, the weapon's name? Something to think about.
Some excellent feedback there; thank you! That's not just a pleasantry either - those were seriously insightful comments you made.
Having cost selection is a fantastic idea, especially given the commonly used terminology in the game lends itself nicely ("Eco buy" etc).
Your comment on duration hints at something that I have felt but not articulated in my notes so that was very helpful. Like you mentioned, this is particularly relevant in the SMG category because the amount of rounds they fire in an average engagement is that much higher and the disparity between their rate of fire is greater (the MP9/P90 are in a league of their own in particular).
Thanks; absolutely! Modelling these additional aspects like recoil and accuracy with customisable shot intervals is underway.
To elaborate, they didn't make it into the initial release as there's a substantial amount of work involved to tie that in dynamically with the data (as each shot is inherently dependant on all the shots before it and the time between them when firing multiple rounds).
I understand how much value this would add to the comparisons, so it's a top priority!
Professional e-sport tournament payouts for Counter-Strike now total nearly $100M; players have everything from huge salaries to sport psychologists, but still no good way of visualising game data.
CS Weapons provides information and comparisons on Counter-Strike weapons, featuring real time analysis and calculation of weapon data.
Simulations are performed live in the browser and are scenario reactive, dynamically updating based on the part of the body hit, your range from the target and more. Alternate modes such as burst fire and silencers are all supported. Modelling additional aspects like recoil and accuracy with customisable shot intervals is underway.
Technical and design highlights:
- Data-driven Vue PWA.
- Installs to supported devices for a native app experience and works offline; a Service Worker notifies users when an update is available.
- Clean URLs that populate application state to support linking directly to comparisons.
- Device sharing experience using the Web Share API.
- Dynamic SVG charts that react in real time and are fully responsive.
- Immersive chart viewing experience with the Fullscreen API.
- Supporters are rewarded with additional features; as a "Jamstack" application, CS Weapons utilises AWS Lambda to query a membership API using "serverless" functions that are triggered through an Auth0 authentication rule.
- Custom material design built on Vuetify, with its colour palette, typography and user experience lovingly pruned and cared for.
- Blistering performance and load times.
On a personal note, I'm trying to do my best as a new dad, so building this during my free time on top of that, full-time work and a house move has been really challenging and if I'm honest with myself, probably not that healthy. Still, after chipping away at this for so long it feels great to finally put it into the wild across the game's community this week.
That said, very few places in any official CS map have ranges that long. One would be on Train from Terrorist spawn to "Ivy" @ 3900 units (325ft).