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Let's Help CS:GO to Improve

Hi to everyone, this a second attempt trying to start a feedback discussion about relevant cs:go topics that should be improved in general.
We know that the global counter-strike offensive is going in a less good phase in which the complaints of bugs and gameplay problems are being reported throughout the day I created this topic so that all relevant issues or possible changes that give the game a greater dynamic in gameplay levels can be discussed If you guys have any idea gameplay improvement or a current bug wishing to report to feel free to explain in the comments if everyone consider your topics important, I will add to the principal for the whole community as well as Valve is aware of this , being possible to improve the gaming experience making csgo a better game.
I'll start with some topics
  • Jumping Accuracy [Fixed]
  • Head Hitbox Bug [Fixed]
  • Headshot head movement on hit
  • Landing head movement [Fixed]
  • Pistols Balance
  • Ladders Walk-Jump [Fixed]
  • Crouch/Landing Animation Not Synced [Fixed]
  • Cleaner Maps/Visibility
  • Hitboxes/Player Model
  • AWP Mechanics Quickshot/Noscope [Fixed]
  • Nade-Hip Stop Movement
  • Smoke Bug (New)
  • Knife Range Hitboxes Bug
  • Corpses Fade Time
  • Grenades Blocking Shots
  • Background Map Sounds
  • Floating Smoke Inconsistencies [Fixed]
Jumping Accuracy [FIXED]
Head Hitbox Bug [FIXED]
Headshot head movement on hit
This is a fast topic, you can notice when you hit a shot on enemy's head with head armor the head will move back, regardless the position from where you shoot. This is making players to fail the second shot wich they accurately did. It's a very annoying aspect and i think it needs to be fixed. here
Landing head movement [FIXED]
Pistols Balance
Reducing the damages of the pistols (not deagle) is what professionals asked a few times ago and valve should definitly take a look at it. Is pretty easy to win an eco round because pistols can easily 1hit kill at close range, considering it is an eco round you supposed to be in disadvantage and pistols are pretty much balanced with SMG's and even Riffles wich is actually broken. 300~500$ pistol / 1500~2000$ SMG 2000~3000$ Riffle Considering the effectivness of gun and run accuracy aswell pistols damage, they are overpowered. Reducing the damages would result in more tactical/skillful gameplay and more approaches to shoot single shots accurately.
Ladders Walk-Jump [FIXED]
Crouch/Landing animation not synced [FIXED]
Cleaner Maps/Visibility
Not complaining about how the maps are made, or asking for some crazy remake. As the tittle says, cleaner maps would improve the way how you see others and how they see you. Most of the players play in lowers resolutions, and pixels becomes less clear making impossible in some areas of the maps to have a clear view of the enemy, causing them to have an advantage over us. (For example: De_Inferno CT Spawn to B_Bombsite Quads). Cleaner Maps would improve the competitive performance, reactions times are delayed by this factor. This aspect would allow you to trade in equal way.
Also other way to improve in this aspect is to bring back "cl_minmodels" making possible for us to set the suit models for enemy team. For example: Back in 1.6 and CS:S, Elite Crew was the default minmodel for De_Dust2. The green shirts was being highlighted in relation to the map color, its more easy to identify. The current color of Terrorist Shirts is very similar to the colors of the map wich makes more difficult to indentify. Colorblind people would be benefit with this feature aswell.
Hitboxes/Player Model
right here and here The new ones covers the most of the body, but there are some parts wich are not covered fully.
As a CT the front pokets and the backpacks are not covered by hitbox and can inflict the human eye wrong making you shoot at them, thats an issue right there. The CT HeadModel is making them look a little bigger in comparising with Terrorists, this will inflict the human eye wrong aswell, making you shoot them and missing as result. As for the Terrorists model, its fine but theres still a little gap in the chest. But still, much better than old one.
AWP Mechanics Quickshot/Noscope [FIXED]
Nade-Hip Stop Movement
This happends when any type of grenade makes contact with your player model. You will not be able to do any move when this happends. Its annoying and can be gamebreaker at this times.
Smoke Bug
You can see the smoke bug here
Knife Range Hitboxes Bug
You can see the knife range hitboxes here
Corpses Fade Time
Back in CS:S and CS1.6 players were able to choose the fade time of dead bodys. CS:GO does not have this feature and if implemented, it would improve gameplay in regard to visibility. Some example (overpass connector top of stairs, blocks vision, de_train top of train, block vision when in ladder, de_dust2 pit, etc)
Grenades Blocking Shots
Its extremely frustrating when this happens, this is not something that happens everyday, in fact its pretty rare, but its something gamebreaker and it needs to be fixed. here
Background Map Sounds
Background Map Sounds are noisy and causes fatigue, there is a command cvar "stopsound" that disables the background map sound but its protected. Valve should allow the use of this command having in mind competitive-edge purposes.
Floating Smoke Inconsistencies [FIXED]
Current relevant aspect, is the movement of CS:GO too fast?
VIDEO
CS:GO Base Movement Speed
/quoted/ This is really nice feedback, in fact the acceleration is to high compared to reallity, but lowering the acceleration (not base speed) will make the game to feel odd, and players will start to get frustrated due to the fact they cant accel faster having in mind the current game speed.
As you know the base speed used for Source/CS1.6 was 400units.
The base speed for CS:GO is 450units.
In my opinion, they should lower it to 400units aswell as acceleration parameters. This would make the game to look/feel more realistic in terms of movement and the gameplay would tend to be more tatical/strat than it actually is (You would have more time to think and time to make better decisions) would be less gun and run gameplay due to the slower movement.
Thank you for reading, and please share you opinion. Special Thanks to markyye
submitted by miromaa to GlobalOffensive

March Balance Change Brainstorm COMPRESSED

DISCLAIMER: THIS IS A BRAINSTORM. THESE AREN'T ALL APPLIED TOGETHER, IT'S JUST EXPLORING GAME BALANCE.
So, a few days ago I made some balance changes, but clearly nobody bothered to read 11000 words worth of steaming rant on why everyone who's succeeding with Bo is using him wrong, why Gene is sh*t when you don't use Spirit Slap, and why this meta is toxic and boring.
Now I've listed every change, with no more than three lines of justification for it.
Full text part 1: https://www.reddit.com/BrawlStarsCompetitive/comments/fdm7ge/march_balance_change_brainstorm_part_1/
Full text part 2: https://www.reddit.com/BrawlStarsCompetitive/comments/fdlq1h/march_balance_change_brainstorm_part_2/

KEY

DMG = damage
HP = health
AMMO = reload speed
value x value y = change from x to y
ALL VALUES ARE LISTED IN THIS FORMAT: POWER 1 (POWER 10)
Any funny combo of two/three letters is probably a Star Power; work it out.
Stat Change: D = defense, O = offense, U = utility.

Mortis

DMG 900 1000 (1260 1400)
Attack isn't strong enough to play most modes and most duels.
HP 3800 4200 (5320 5880)
Allows him to survive better; one more hit from many brawlers, and become semi-tanky.
SUPER DMG 900 960 (1260 1344)
You'll still die to the next attack despite using bats to heal. They don't heal enough.
Stat Change: 4 Defense, 3 Offense, 2 Utility (formerly 3D, 2O, 4U)

Poco

DA CAPO HEALING 700 600
700 is just as strong, 600 wasn't bad anyway.
AMMO 1.6 1.5S
Reload too slow for lowest damage, also indirect Da Capo buff.
DMG 660 740 (924 1036)
There's a 'power creep' currently happening; everyone is getting more damage except Poco.
SS DMG 800 1000
800 is too weak, and 1000 isn't going to be devastating in a tanky brawler meta.
Stat Change: 4D 1O 4U (formerly 3D 2O 4U)

Bibi

SPEED 770 820
Otherwise Bibi has no way of reaching a ranged enemy.
HOME RUN SPEED INCREASED FROM 862 TO 912 (12% boost 10%)
Still a buff; extra speed from base Bibi speed buff.
ATTACK DELAY 1250MS 1000MS
Too similar to Frank otherwise, also makes her harder to juke.
AMMO 0.8 1.1
Nerfed due to offload buff, prevents infinite ball passing and randoms thinking they're immortal.
HP 4200 4400 (5880 6160)
She can't measure up against tanks otherwise. So she can become somewhat tanky instead.
HOME RUN BAR CHARGE TIME 2 2.2S
Compensation since speed affects HR and health affects BS. Too easy to charge up boost.
Stat Change: 4D 3O 2U (formerly 3D 3O 3U)

Shelly

SHELLS 5 4, DMG/SHELL 300 400
Her Super will charge slower, but she does more damage at long range.
SHELLS TO CHARGE SUPER 11 13
Her Super stack ability should be harder to pull off.
SUPER SHELLS 9 7, DMG/SHELL 320 360
Overall damage reduction 2880 2520, also stops her Super snowballing.
ATTACK WIDTH REDUCED FROM 30 DEGREES TO 15
Makes Shelly much better at long range, also encourages newbies to aim their shots.

Leon

HP 3200 3400 (4480 4760)
Not enough health for a close range brawler, he loses fights he's guaranteed a win since he dies first.
RANGE 9.33 9, MAX RANGE DMG 178 200 (250 280)
His anti-regen potential is too great at the moment, and is out-ranging most sharpshooters. The damage buff just comes with the nerf; second-lowest value is 200, and by taking away the longest range that makes 200 the max range.
INVISIHEAL HEALING 1000 900
It took too much DPS to kill off healing Leon. People used Super to heal or waste enemy ammo.

Rosa

RANGE 3.67 3
She has spread (Primo doesn't), doesn't need to aim. Should be much harder to hit shots.
DMG/PUNCH 460 480 (644 672)
Makes her attack more punishing, but now it's harder to be caught.
Stat Change: 2O, 5D, 2U (formerly 3O, 5D, 1U)

Emz

HP 3800 3400 (5320 4760)
Her close range weakness is too hard to exploit, makes her basically invulnerable.
RANGE 6.33 6.67
People were out-running her attack, making her relative range short because it's stacked and stays on the map.
HAIRSPRAY STAY TIME 1.5 1.2S
A buff/nerf; she will reload a little faster since her attack ends sooner, but her 'three tick damage' is harder to inflict.
BK REWORK: +300 ON FIRST TICK
It's no longer exponential, does less punishing damage, and makes her close range less hopeless.
HYPE HEALING 400/S 500/S, TEAMMATES RECEIVE 200/S IF IN RANGE
This gives her a support role, and her Super can keep her alive now.

Max

FOURTH AMMO SLOT REMOVED
She'll consistently win bushcamp fights against actual close range brawlers because of this.
DMG/BLADE 300 280 (420 392)
Too much DPS since her reload is fast. Without this she's just another burst damage brawler.
HP 3500 3800 (4900 5320)
Too easy to kill, and this will make her playstyle more like a mid-range, instead of 'glass cannon.'
RUN'N'GUN SP +15% EFFICIENCY
It was strong, this is an overall 10% nerf since her fourth ammo is gone.
SUPERCHARGED SUPER TIME 32 24S
Didn't charge quickly enough, people were just chipping enemies anyway.

Sandy

DMG 900 860 (1260 1204)
Way too much damage for support, gave him flank ability before. Now also punishes mid power Sandies since their damage < 1200 mostly.
RS DMG 120 150
It's only used for anti-regen, should actually do some damage, punishing the ones who just choose to stay and fight.
RANGE 6 6.33
He should be an AoE brawler like Poco and Emz, hitting shots should be easier if damage is lowered.
SPEED REDUCED FROM 770 TO 720
IDK why he has tank speed. This and the previous buff cancel each other out.

Tick

MINE SPREAD RANGE 1.33 1.67
This means it's harder to be hit multiple mines. Spreads them out.
MINE DURATION 2 1.6S
His mines offered too much control, and you only had 0.4 seconds to cross an area he was controlling (2.4s reload - 2s mine time = 0.4).
MINE CENTRE RANGE 8.67 8
Tick won't be able to shoot outside the screen now, and he'll still have an advantage over the other throwers.

Nita

AMMO 1.25 1.4S
Doesn't run out of ammo, wins too many fights by the skin of her teeth.
SUPER CHARGE HITS 7 8
Nita's bear shouldn't consistently help her in every single duel. Once it's here, she's won.
BEAR SPEED 600 670
Often it just gets kited, this gives it better pursuit and agility.
Stat Change: 3O 3D 3U (formerly 3O 4D 2U)

Colt

HP 2800 3000 (3920 4200)
Gives him advantage over Rico, also allows him to have frail bushcamper potential.
ADDED BULLET SPREAD OF 5 DEGREES
Autoaiming will be easier, lowers his skill cap, and solves the 'bullets too small' issue, since his bullets land with less difficulty.
AMMO 1.6 1.8S
His issue was that he wasn't hitting shots, so what if he had fast reload, fast offload and very high DPS? Will be less punishing to get hit, and he runs out of ammo easier since he has consistent damage now.

Bull

HP 4900 5200 (6860 7280)
Bull just doesn't seem to be tanky because of these mid-4000HP brawlers being good. Also can't bushcamp properly. This buffs both his SPs.

Jessie

DMG 840 880 (1176 1232)
Too dependent on her turret, should be closer to Penny's damage since bounce is less dangerous. One less hit to kill a box.

Dynamike

MAIN ATTACK DELAY TIME 1.3 1S
He'll be harder to juke, and will hit shots more consistently now. Indirect Dyna-jump nerf.
DMG/DYNAMITE 800 840 (1120 1176)
Gives him better area control through sheer damage, right now people can walk into his attack and be fine.
AMMO 1.7 1.8S
Stops his DPS going sky high, and prevents the endless ammo spam that Tick can currently do.

Bo

HP 3600 3800 (5040 5320)
He can't compete with anyone, doesn't seem like a fighter, more like a sniper, lacks close/mid range combat potential.
DMG 520 540 (728 756)
Not enough damage output, is being outclassed by Max and Leon.
ATTACK OFFLOAD 1 0.85S
Cannot shoot quickly enough, this will help in close range battles.

8-Bit

PROJECTILES 6 7, DMG/BULLET 320 260 (448 364)
Skill increase (more aiming), and reducing damage which was insane when stacked with Super.
EXTRA LIFE: 8-BIT NOW SPAWNS WITH 1 SECOND OF IMMUNITY.
It didn't bother anyone when he had 2 seconds. So now he has a better balance of immunity and ammo.

El Primo

DMG/PUNCH 360 380 (504 532)
He needs more damage, since it's very hard for him to actually approach enemies. That has to be hard, since Super stacking is very devastating with Primo.
Stat Change: 3O 5D 1U (formerly 2O 5D 2U)

Barley

DMG 680 720 (952 1008)
He gets outclassed by Tick in basically everything. Most brawlers can just walk on through his attack.
RANGE 7.33 7
Now Barley is the F2P friendly, easy-to-use thrower.

Rico

DMG/BULLET 320 340 (448 476)
His normal attack is a bit weak compared to Colt and 8-Bit. Feels more like poke damage than actual devastation. Reload is slower than both of them if his 1100ms offload is considered.
SUPER BOUNCY BONUS DMG 100 80
The current maps on rotation have so many walls, and a good Rico is being rewarded over little effort.
RR SPEED 965 936
30% boost instead of 34%. There's no real way to deal with this speed, since he dodges everything.

Darryl

PROJECTILES 10 8, DMG/SHELL 240 280 (336 392)
This is not a buff, the damage is changed from 2400 to 2240. He can't instakill as many brawlers anymore, and Bull would be the better pick for DPS again. It'll also make him less of a brainless bushcamper to play.
SUPER RANGE 7 7.67
This promotes assassinations, instead of walking into someone at point blank. Also compensation, since in September Darryl had 2240 damage, and was trash.
SUPER KNOCKBACK REMOVED
Darryl's Super charges so fast, and people just used it to cancel enemy attacks.
DARRYL NOW GAINS 1.2 TILES OF ROLL PER BOUNCE.
Now there's incentive for bouncing off a wall or making a trickshot. He's one big Rico bullet.

Penny

BoF RADIUS 1.67 1 TILE
For comparison, a Barley attack has a 1 tile radius. Too much control, since in an average battle a player has to dodge Penny's shot, the cannon, AND the Balls of Fire. Easier to avoid now.
CANNON HP 2800 2600 (3920 3640)
It shouldn't be able to soak much damage, since it attacks from such a long range and over walls.
RANGE 9 9.33
Penny cannot compete with any of the sharpshooters, and even struggles against Jessie since she has a wider attack.
HITS TO CHARGE SUPER 5 6
Any two enemies can feed Penny's Super within the first 15 seconds of a game, and the constant threat of the cannon so early in a match spells instant doom.
ATTACK OFFLOAD 600MS 500MS
For some reason, Penny takes longer to shoot her attacks out than most brawlers. This contributed to her abysmal reload which made F2P Penny so bad.

Carl

HP 4400 4600 (6160 6440)
Improving the F2P experience. This makes him less vulnerable when he has no ammo, and his spin can be used better.
RANGE 8 7.67
His range is too long for a fighter with good stats. Subtle pickaxe speed buff, from 2 to 1.9 seconds.
PT NOW REDUCES CARL'S ATTACK COOLDOWN 500MS 200MS
This brings back the incentive to use it, for the 'spam against a wall', and makes normal Carl hold a lot of potential power instead of Carl with his Super. Besides that the projectile speed isn't very useful, if anything impairs the ability to peek around walls
PP SHIELD 30% --.> 25%
Compensation because of health buff, his effective HP remains around 7900.
Stat Change: 3O 4D 2U (formerly 3O 3D 3U)

Piper

DMG 1520 1640 (2128 2296)
Makes base Piper more rewarding to play. Buffs all damage values except point-blank, which stays at 500 at Power 1.
HP 2400 2600 (3360 3640)
This is just enough health to allow her to use her Super in time (a lot of attacks are directly proportionate to 2400HP), and gives her an advantage over Bea.
AMBUSH BONUS DMG 800 500
It was only weak at 500 before because it was being outshined by SS. This is fine, 2796 damage.
ATTACK OFFLOAD 600MS 500MS
Frees up 0.1 second of reload, helps base Piper be less conservative.
Stat Change: 5O 2D 2U (formerly 5O 1D 3U)

Pam

HP 4800 5000 (6720 7000)
She's best at close range, so giving her more health allows her to utilise damage that is otherwise 'spray and pray'.
Her 1.5 second offload cannot be buffed as that defeats the concept of Pam.
MsH HEALING 40 50
Gives an alternate option to squatting around her turret, provides a constant stream of reliable healing.
MsS DMG 500 700
It won't ever be useful against long range brawlers, and that's okay. This SP is now a better anti-tank.

Frank

ATTACK OFFLOAD 1.4 1.25S
Most of his weaknesses were covered up with this 10k HP buff, but he still can't do what most brawlers can do (chase, strafe, juke, retreat). This is intentional, but this frees up some movement.

Bea

NORMAL DMG 800 1000 (1120 1400), SUPERCHARGED DMG 2200 1800 (3080 2520)
The big imbalance made her very skewered and difficult to balance. She'll now be less dependent on her Supercharged shot and will have better DPS.
AMMO 0.8 1S
That said, Bea still should have to reload. Right now she doesn't have a real counter.
JUST DELETE HONEY COAT.
It's beyond saving; only Extra Life should involve invulnerability. Too difficult to balance, new SP could involve her Super.
Stat Change: 5O 1D 3U (formerly 5O 2D 2U)

Tara

HP 3200 3600 (4480 5040)
As squishy as close range brawlers come, she loses fights she rightfully has in the bag. Cannot be used like a fighter currently with measly health.
AMMO 2 1.8S
She can't do much damage at long range, not a very rewarding attack for long range. Along with HP buff stops her from being so vulnerable in general.
ATTACK SPREAD 30 35 DEGREES, INDIVIDUAL CARD SPREAD 10 15 DEGREES
This is a little complicated. Currently she can't even hit two cards consistently if enemies are further than 4 tiles away. This adds some 'overlap' to her attack (the card spreads cross each other), so she can hit two cards easier, only missing on the outer 10 degrees of each side or the middle 5 degrees, with only one card.
SUPER CHARGE UPON SUPERING 20% 17%
Put simply, she'd get one-sixth of her Super back instead of one-fifth after hitting someone with the portal itself. Makes her snowball ability less devastating, and much harder to do against two enemies.
Stat Change: 3O 2D 4U (formerly 2O 2D 5U)

Gene

DMG 1000 1080 (1400 1512)
The ONLY low DPS brawler with no way to amplify damage, dies to Penny, Poco, two ammo Mortis, and Nita consistently in duels. Not fun to play since he doesn't seem to be doing much. Super reliant brawler who's confined to GG and DSD when non-maxed.
SS BONUS DMG 300 200
This brings Gene's Spirit Slap damage back to around 1700. Also encourages MP use.
MP HEALING 400 500
Magic Puffs cannot get a radius buff, otherwise it would take so much DPS to take out Gene's teammates who aren't even clumping.
Stat Change: 2O 3D 4U (formerly 2O 2D 5U)

Mr. P

AMMO 1.7 1.9S
Slower reload means he will actually have to wait, instead of infinitely chasing a fleeing brawler. Main cause to why he's so annoying.
HWC SUITCASE JUMP RANGE 3 2
The jump at the end of Handle With Care is now the same range as a normal jump. Any decent Mr. P won't ever miss shots with this SP.
SPAWNER SPAWN TIME 3 4 SECONDS
Another turret would spawn immediately after the first one died. Also has bush scout; a perpetual benefit too powerful for a brawler.
HP 2900 3200 (4060 4480)
Everyone uses him like a thrower instead of a sharpshooter. Will only cause him to take one more hit from Rosa.
RANGE 7 7.33 TILES
Just in case he falls out of the meta. A non-maxed Mr. P is only a little strong, and after all these nerfs he might not be. Maxed Mr. P will reach enemies all the same.

Spike

FERTILISE HEALING 800 600
Heals too much, takes too much DPS to kill him. Since Spike would charge his Super very fast he'd always have healing and 7k health.
AMMO 2 2.1 SECONDS
He should definitely be out-reloaded by nearly everyone since his attack can potentially be so devastating. His attack gives too much value for such a reload.

Crow

DMG/KNIFE 320 360 (448 504)
Currently too reliant on poison; should be more of a glass cannon.
POISON TICKS 4 3, POISON DMG 80 120
All the total poison still equals one knife worth of damage. The poison change means that he'll deny healing for less time, which makes him less broken in SD and opens up better ways to buff and rework him.
CARRION CROW BONUS DMG 120 100
Star Power Crow shouldn't change though. This makes his damage output roughly the same as it was before, since CC isn't about the damage, it's about utility and how often it can be used.
AMMO 1.4 1.6
Balancing his DPS out, now that he can burst a lot more brawlers down he shouldn't also out-reload them. Also subtly encourages tryhard 'push legendary' randoms not to run into tanks thinking it'll work.
Stat Change: 4O 2D 3U (formerly 5O 1D 3U)

FAQ

Questions I KNOW people will ask:
Won't Mortis be too strong?
If you think about it, not a lot of interactions change since a lot of brawlers got health buffs, and besides, he's really not very strong currently. It'll only give him a slightly better time against semi-squishy brawlers like Colt and Brock, and a less worse time against tanks like Bull and El Primo since he'll take one less hit to kill them, and sometimes survive one more hit too. (against Bull and Rosa) For Mortis it's about the viability, to make him more useful in more modes, to really make him a pressuring juggernaut who won't stop pushing toward enemies instead of an assassin just chilling around waiting for his CS. Oh, and Sandy. Big 'screw you' to Sandy as Mortis. A support should not out-gun an assassin.
WTF did you do to Bibi, OP?
chuckles Long story.
Bibi is a close range brawler, most similar to Mortis, except there isn't really a brawler that she can counter, being unable to approach enemies, or beat close range brawlers in a battle. It's only really Nita that you can hope to beat, that's about it.
Giving her Assassin speed would allow her to reach enemies easier (to the Mortis players; done by quickly changing bushes and getting closer, correct?) and so she can strafe and move better.
Taking away some of her Home Run Bar charge ability; it's holding her back from potential buffs. The best purpose it serves is to charge a Super up against a Primo or just keep knocking the Siege Bot back.
Health buff; if she can't measure against tanks (and never will), might as well make her something of a tank.
Overall I just kind of channelled my inner Mortis player, and applied similar changes, except it's not Mortis, but a very similar brawler. Better 1v1 interactions and less skewered abilities.
I don't like the 8-Bit and Max health buffs. They are miniscule buffs, why do they exist?
So let's take 8-Bit for example. A power 6 8-Bit is 4300 * 1.25, which is 5375. Yuck. Not a nice number for combat maths, and just a very OCD thing from me. The numbers should definitely end in 0, which means the base health must be divisible by 200.
What does the Tara change mean, summed up?
So basically, I made it harder for her to chain Supers, but she can hit two cards easier at long range. The values that need to be changed are chaotic and confusing, but that's the main goal.
Why do you spend so much time on these? Nobody'll ever read or care about them, why even bother if all you get is downvotes?
'Ah, whatever.' - Sandy
I like doing this! Building my own balance changes helps sharpen my gaming skills and even maths, and I'm definitely happy to call 'balance change scribe' my hobby.
But if you're going to downvote, at least tell me why.

Conclusion

And that's it. This is almost the same as my previous, definitive post, except made as succinct as possible. Let me know what you think in the comments (go crazy, roast me and my trash ideas :\), and thanks for reading as always!
submitted by 2HrsOnTheName to BrawlStarsCompetitive

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