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I think it would be great to draw inspiration from lhm.gg where they have this:
It shows a 'Team utility level' above the player stats as an aggregated value, which provides a quick at-a-glance of the teams economy and opportunity going into the round.
The text was updated successfully, but these errors were encountered:
Sorry, I totally missed you asked for feedback on cutoff levels :-(
Here's a screenshot from a competitor over at lexigrine and JohnTimmermann/Custom-CS2-Hud
My suggestion:
Level
Value
Bad
0
Neutral
2000
Good
3000
Great
5500
A full inventory costs 6500 for CTs and 6000 for Ts, if each player only buys one flash.
It is not uncommon for some players to carry 2 flashbangs for executes, so I think it would be better to lower it to 5.500
I also think it is alright to score both teams based on same numbers, despite utility being cheaper for Ts.
Note that when calculating, a CT may carry a T molo and vice versa, I think the logos should just use whichever one matches the side you are on, and use the sum of the two types of nades.
I think it would be great to draw inspiration from lhm.gg where they have this:
It shows a 'Team utility level' above the player stats as an aggregated value, which provides a quick at-a-glance of the teams economy and opportunity going into the round.
The text was updated successfully, but these errors were encountered: