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 TDM — view for TDM · Gun Game · Survival (modes can override handicap bands).

Servers offline — showing the last known config (last seen 1828937s ago).

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.

t = 0.00 ×1.00 ×1.00 ×1.00 dashed green line = your simulated player
Damage dealt × 1.5 ×1 0 Damage taken × 8 ×1 0 XP rate × 10 ×1 0 -1-0.500.51
← struggling  ·  t  ·  dominant →   (drag the slider or hover the chart; curves follow your edits below)

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.

index0.00 deal band×1.00 take band×1.00 xp band×1.00 Out × (with stats)×1.00 In ××1.00 HS ××1.00 XP × (total)×1.00
Player state
Stat tree (invested levels)
StatBasePer lvlInvestedEffective
Damage 0 10 0
Crit Chance 0 2.5 0
Crit Damage 100 10 100
Headshot Damage 0 10 0
Max HP 0 25 0
Max Armor 0 10 0
Lifesteal 0 5 0
Armor Lifesteal 0 5 0
HP Regen 0 5 0
Armor Regen 0 5 0
Thorns 0 2 0
XP Boost 0 20 0
Survival cards (run-scoped picks)
CardPer pickPicks
+Damage 100
+Headshot Dmg 50
+Crit Chance 15
+Crit Dmg 83
+Max HP 40
+Max Armor 40
+Lifesteal 8
+HP Regen 2
Team: +Damage team 10
Team: -Damage Taken team 10
XP
Handicap knobs (TDM effective)

Core

Thresholds

Factor weights

Bands

Key points (server values)

tDeal ×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 0.61 3.84 4.66
1.0 0.03 8.00 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.

Target & range

500 units ≈ one falloff step · a — cell means the weapon's bullets don't reach that distance at all (shotguns cut off earliest) · AWP mid ≈ 1500–2500 units.

Weapon Body dmg HeadChestStomachLegs 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.