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Feature request: Score the collective team utility level #96

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ReneRebsdorf opened this issue Nov 18, 2023 · 2 comments
Open

Feature request: Score the collective team utility level #96

ReneRebsdorf opened this issue Nov 18, 2023 · 2 comments
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enhancement New feature or request

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@ReneRebsdorf
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I think it would be great to draw inspiration from lhm.gg where they have this:

image

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.

@drweissbrot
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I'm personally not really interested in this currently, but will keep this open if anyone else wants to create a PR or in case I change my mind :D

@ReneRebsdorf Do you have suggestions on cutoffs for the levels?

@drweissbrot drweissbrot added the enhancement New feature or request label Nov 21, 2023
@ReneRebsdorf
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@drweissbrot

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

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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.

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