Theorycrafting
Numbers below are live — read from the running servers' effective config, including any hot-reloaded balance tuning. The curves are computed by the same compiled code that scales damage in game. Everything is also editable: change any knob to explore; Reset returns to server values.
Showing values for Survival — view for TDM · Gun Game · Survival (modes can override handicap bands).
The handicap
One signed index t summarizes how dominant you are (K/D, headshot rate, killstreak, level, and the mode's progress axis, weighted and eased). t = 0 is neutral; +1 is fully dominant; −1 is struggling. All three multipliers are driven by the same t, so they hit their extremes together: dominate and you deal less, take more, and level faster — all at once.
Simulator
Seeded from the live server config. Edit anything — player state, stat levels, card picks, handicap knobs — and every readout and curve recomputes. Abilities, crits and headshots are excluded (parity with the in-game HUD's base readout). Edited fields get an amber outline.
Key points (server values)
| t | Deal × | Take × | XP × |
|---|---|---|---|
| -1.0 | 1.30 | 0.85 | 0.10 |
| -0.5 | 1.12 | 0.94 | 0.63 |
| 0.0 | 1.00 | 1.00 | 1.00 |
| 0.5 | 0.63 | 4.66 | 4.66 |
| 1.0 | 0.10 | 10.00 | 10.00 |
Weapons — shots to kill
Vanilla CS2 bullet math, computed from numbers extracted out of the installed game's own files (re-extracted on every Valve update — never hand-copied). Shots to kill a 100 HP target per hitgroup, with distance falloff, per-weapon armor penetration and the per-weapon headshot multipliers (the Deagle's ×3.9 and M4A1-S's ×3.475 included). Tick apply my build & handicap to layer your simulated player from above onto the same math.
| Weapon | Body dmg | Head | Chest | Stomach | Legs | TTK |
|---|---|---|---|---|---|---|
| Rifles | ||||||
| AK-47 | 27 | 1 | 4 | 3 | 4 | 0.30 s |
| AUG | 25 | 1 | 4 | 4 | 5 | 0.30 s |
| FAMAS | 21 | 2 | 5 | 4 | 5 | 0.36 s |
| Galil AR | 23 | 2 | 5 | 4 | 5 | 0.36 s |
| M4A1-S | 26 | 2 | 4 | 4 | 4 | 0.30 s |
| M4A4 | 23 | 2 | 5 | 4 | 5 | 0.36 s |
| SG 553 | 30 | 1 | 4 | 3 | 5 | 0.33 s |
| Pistols | ||||||
| CZ75-Auto | 24 | 2 | 5 | 4 | 5 | 0.40 s |
| Desert Eagle | 49 | 1 | 3 | 2 | 3 | 0.45 s |
| Dual Berettas | 21 | 2 | 5 | 4 | 4 | 0.48 s |
| Five-SeveN | 29 | 1 | 4 | 3 | 5 | 0.45 s |
| Glock-18 | 14 | 2 | 8 | 6 | 5 | 1.05 s |
| P2000 | 17 | 2 | 6 | 5 | 4 | 0.85 s |
| P250 | 24 | 2 | 5 | 4 | 4 | 0.60 s |
| R8 Revolver | 80 | 1 | 2 | 1 | 2 | 0.50 s |
| Tec-9 | 29 | 1 | 4 | 3 | 5 | 0.36 s |
| USP-S | 17 | 2 | 6 | 5 | 4 | 0.85 s |
| SMGs | ||||||
| MAC-10 | 16 | 2 | 7 | 5 | 5 | 0.45 s |
| MP5-SD | 17 | 2 | 6 | 5 | 5 | 0.40 s |
| MP7 | 18 | 2 | 6 | 5 | 5 | 0.40 s |
| MP9 | 15 | 2 | 7 | 6 | 6 | 0.42 s |
| P90 | 17 | 2 | 6 | 5 | 6 | 0.35 s |
| PP-Bizon | 17 | 2 | 6 | 5 | 5 | 0.40 s |
| UMP-45 | 22 | 2 | 5 | 4 | 4 | 0.36 s |
| Snipers | ||||||
| AWP | 112 | 1 | 1 | 1 | 2 | 0.00 s |
| G3SG1 | 66 | 1 | 2 | 2 | 2 | 0.25 s |
| SCAR-20 | 66 | 1 | 2 | 2 | 2 | 0.25 s |
| SSG 08 | 74 | 1 | 2 | 2 | 2 | 1.25 s |
| Shotguns | ||||||
| MAG-7 ×8 | 176 | 1 | 1 | 1 | 1 | 0.00 s |
| Nova ×9 | 117 | 1 | 1 | 1 | 1 | 0.00 s |
| Sawed-Off ×8 | 192 | 1 | 1 | 1 | 1 | 0.00 s |
| XM1014 ×6 | 96 | 1 | 2 | 1 | 2 | 0.35 s |
| Heavy | ||||||
| M249 | 25 | 1 | 4 | 4 | 5 | 0.24 s |
| Negev | 24 | 2 | 5 | 4 | 4 | 0.30 s |
From CS2 build 1.41.7.4 (extracted 2026-08-03). “Kevlar + helmet” armors every hitgroup except legs — legs never take armor reduction. Shotgun rows (×pellets) assume every pellet lands in the same hitgroup. Damage is truncated per pellet, exactly like the engine does it.