As well as the Weapon Balance Mod, Slothsquadron
also maintains a spreadsheet of all the weapon stats for CS:GO and I recently tested some
of the values to ensure that it’s accurate and up to date.
I did this as precisely as I could, but they could still be out by as much as .03 of a
second. So just cos the m249 appears to take .01 seconds longer to reload than the negev…
it’s probably the same. I’m just going to blame 64 tick servers! That’s what everybody
else does. Deploy time is how long you have to wait while equipping a weapon before being
able to fire. I also tested the reload times- that’s right, every weapon has 2 different
values for this. You might have noticed that your ammo replenishes before the reload animation
finishes. At this point you still can’t fire, but the weapon has been reloaded, meaning
that you can switch to another weapon, knowing that this one’s ready to go when you need
it. And no, you can’t exploit this to fire sooner
by quick-switching after the gun’s ammo has been replenished. But it does mean that
you can spend more time running with your knife out if you choose to, or whatever you
want to do instead with the time you’d otherwise spend watching the reload animation.
I won’t bother going through all of the values- you can look at these on the website
in your own time. But I’ll point out some interesting anomalies and stuff.
Only the CZ takes substantially longer than normal to equip, this could mean the difference
between life and death if you’re being attacked at the time. The AWP and, surprisingly, the
MP9 also took a while, which is strange when you consider its purpose as a fast run-and-gun
weapon. All pistols are pretty much as fast to equip as you can get, apart from the CZ,
Revolver and glock, which has a buggy equipping animation which appears to start late by a
tenth of a second. The MP9 redeems itself when it comes to reloading,
though, taking just over 2 seconds. By far the slowest were the LMGs and terrorist G3SG1
sniper rifle. The shotguns look bad, but they work differently from other weapons. The reload
time shows the time it takes to reload all shells from 0, when in practice you’ll probably
only reload a couple at a time. For these guns, the ‘clip ready’ time is how long
the first shell takes to load. But not all shells are created equally. The
second shell when reloading a shotgun takes twice as long as the others. In other words,
during combat you’ll rarely manage to reload more than one at a time. Wait until you’re
in cover to refill completely. And another thing. With shotguns, you can
fire whilst reloading but not for the first half-second or so. Yet another reason to avoid
reloading during combat- as if you needed reasons!
Every weapon reloads before the animation is finished, normally about half-way through.
Shotguns are the exception as mentioned earlier, as are the revolver and dualies which take
almost the whole duration of the animation. For the revolver there’s some delay for
the primary fire, so I used secondary fire to time how long they take to reload.
I was curious to see how the dual barettas worked. Since they’re technically two pistols
I thought it would be cool if it would reload to 15 ammo for the first gun before jumping
up to 30 once the second was done. But it didn’t. The two guns are only visual and
it makes them one of the slowest weapons to reload.
For more information, look in the description of this video for a link to the spreadsheet.