This is an automated archive made by the Lemmit Bot.

The original was posted on /r/globaloffensive by /u/SlothSquadron on 2025-01-29 02:48:43+00:00.


Official Patch Notes

[ GAMEPLAY ]

  • M4A4 price reduced to $2,900
  • FAMAS accuracy improved and price reduced to $1,950
  • Reduced crouching accuracy for the MP9, MP5-SD, and MP7
  • Adjusted scope dot on AUG/SG to be more useable at range

M4A4

The M4A4’s price was reduced from $3000 to $2900 to encourage more use as it was being overshadowed by the M4A1-S.

Raw Data
m_nPrice = 3000 -> 2900

FAMAS

The base standing and crouching accuracy for the FAMAS’s automatic mode has been improved. No changes were made to the burst-fire mode.

Its price was reduced from $2050 to $1950, making it a more affordable option.

Here’s a comparison of the base accuracy values of the rifles.

Weapon Base Standing Inaccuracy Base Crouching Inaccuracy
AUG (Scoped) 3.98 3.41
SG 553 (Scoped) 4.11 3.35
FAMAS (burst) 4.29 3.85
AUG 5.40 4.18
M4A1-S 5.40 4.60
M4A4 5.50 4.70
SG 553 6.41 4.41
AK-47 7.01 5.41
FAMAS (Post-Patch) 8.19 6.10
Galil AR 9.37 7.18
FAMAS (Pre-Patch) 10.45 7.99

The changes to the FAMAS’s base inaccuracy should greatly improve its reliability when tapping and bursting (just…not in burst-fire mode). While the benefit will be less felt when spraying due to the extra inaccuracy added from firing, spraying should also be slightly more reliable now. Check my spreadsheet linked at the bottom of this post for more in-depth accuracy comparisons.

Raw Data
m_flInaccuracyCrouch = 0.007390 ->  0.005500  //No changes to burst mode
m_flInaccuracyStand = 0.009850 -> 0.007590  //No changes to burst mode
m_nPrice = 2050 -> 1950

MP9

The MP9 had its base crouching accuracy reduced. While crouching still benefits the player’s accuracy compared to standing, the benefit is very minor now.

. Inaccuracy
Base Crouching Inaccuracy [Pre-Update] 6.10
Base Crouching Inaccuracy [Post-Update] 8.60
Base Standing Inaccuracy 9.60
Raw Data
m_flInaccuracyCrouch = 0.005500 -> 0.008000

MP5-SD

The MP5-SD had its base crouching accuracy reduced. While crouching still benefits the player’s accuracy compared to standing, the benefit is very minor now.

. Inaccuracy
Base Crouching Inaccuracy [Pre-Update] 6.52
Base Crouching Inaccuracy [Post-Update] 9.10
Base Standing Inaccuracy 10.60
Raw Data
m_flInaccuracyCrouch = 0.005920 -> 0.008500

MP7

The MP7 had its base crouching accuracy reduced. While crouching still benefits the player’s accuracy compared to standing, the benefit is very minor now.

. Inaccuracy
Base Crouching Inaccuracy [Pre-Update] 6.52
Base Crouching Inaccuracy [Post-Update] 9.10
Base Standing Inaccuracy 10.60
Raw Data
m_flInaccuracyCrouch = 0.005920 -> 0.008500


My Thoughts

It’s been over 3 years since my last balance patch analysis post! Simply put, there hasn’t been that much to talk about since then! All weapon changes up until this point have been very simple to understand being exclusively changes to prices and kill awards so there wasn’t much point in me analyzing something that was fully explained in the patch notes. The transition from CSGO to CS2 didn’t bring any major changes to weapon behavior, at least nothing that could be easily measured and explained by analyzing weapon stats.

Anyways, regarding the changes made in today’s update, they are all very straightforward so there isn’t much to elaborate on. I was hoping to see changes to the FAMAS burst fire mode as it’s nearly always been neglected, but sadly the changes are only focused on the automatic mode. I think a reduction to the burst fire’s Recoil Magnitude value would do wonders for it as recoil is entirely randomized when in burst-fire mode. There’s no recoil pattern to memorize, you’re simply at the mercy of RNG. Reducing the strength of the recoil would mean less randomness to account for and the 2nd and especially the 3rd bullet would have a higher likelihood of landing.

The changes to the SMGs are interesting. MP9, MP7, and MP5-SD benefited the most out of all the SMGs from crouching. These changes bring their crouching accuracy more in line with the other SMGs, though their standing accuracy remains the best of the bunch by a significant margin.


I’ve updated the Weapon Spreadsheet with the new changes from this update.

NOTE: This spreadsheet is still using CSGO’s attribute names as of right now. (ex: WeaponPrice rather than m_nPrice) These all function identically between CSGO and CS2, but I just wanted to clear up any confusion if you notice some names aren’t quite matching up in the Raw Data sheet.

NOTE 2: Base Inaccuracy is InaccuracyStand or InaccuracyCrouch + Spread. If you’re wondering why the values in this post are slightly higher than the ones listed in in the Raw Data, it’s because I’m adding the Spread value to them. (Ex: The FAMAS has a Spread value of 0.6)

NOTE 3: CS2 displays its inaccuracy values with the decimal point three places to the left of what CSGO did. For the sake of consistency with my previous posts and for readability, I’m displaying the accuracy in CSGO terms. Also it’s just less 0s to look at.