Rating 3.0 adjustments go live

The formula for rating 3.0 has been changed to put more weight on kills.

Since the release of rating 3.0, it's fair to say there has been a culture shock. For so long, we as a community have been used to rating systems that prioritize kills, survival, and damage.

With Round Swing, we added context to those basic stats that have guided us for so long. For every kill, we look at how much it actually changed the outcome of the round. That means anti-eco kills in round where a team expects to win in 96% of occasions matter less, a positive and intuitive outcome.

But adding context can also lead to outcomes that take more time to get your head around. Finishing kills, where your team are in a 4v1 or 5v2, now matter much less than ones in 5v5s or 4v4s. Clutches have gone from having a very small impact on rating 2.1 or 2.0 to being able to swing a player's single-map rating significantly. Kills on the T side of Overpass count for more than on the CT side, because 3.0 uses map-level data for its averages.

Change log

  • Eco-adjustment toggle added to scoreboards.

  • New weights for subratings (Swing nerfed, Kills buffed).

  • New division of Round Swing, with more weight on damage share.

  • New transformation of eco-adjusted KAST so it's more fair to the winning team.

  • Improved calculation of eco-adjusted damage.

  • Swing for winning the round is distributed among more players on the team based on contribution.

  • Constants behind rating and round swing updated.

We are not denying that this is complicated. But Counter-Strike is a complicated game — far more than K-D or ADR allows. Everything with 3.0 is based on statistical data from thousands of matches. It is perfectly reasonable that a player with an 8-8 K-D can have more impact than one with a 12-4, and we have seen scenarios like that broken down on the forums.

But it also goes without saying that neither 3.0 nor any other metric can perfectly capture the impact of every single player in every single scenario. Round Swing is an attempt to get closer to that goal, but we are still missing things like game state, the HP of players, and the location of frags on the map. It can also be skewed by single-round peaks like big 1v3 clutches or impactful multi-kills.

The goal with 3.0 was always that Round Swing acted as an impact modifier to a base of a more conventional rating. In practice, however, especially over small samples, it was too important in the final rating. A player should be punished for having a low-impact match, but active play and high output — regardless of precise impact — should still be rewarded.

Which leads us to…

What we are doing and why

The weight of Swing's sub-rating within rating 3.0 has been reduced, as has the weight of the final point of damage (or kill) within Swing itself in favor of damage share, trades, and flash assists.

Beyond that, we also adjusted the rest of the weighting. Each sub-rating was previously equal, but after undertaking a detailed analysis of both matches and events on LAN in CS2, we were pointed towards increasing the weight of kills within the formula.

That included reducing the relative weight of KAST and Multi-Kill rating, which has plenty of overlap with Kill Rating and was designed as an explosivity modifier rather than a full-blown performance indicator.

In rating 2.0, there was a 60-40 balance of output (kills, damage, Impact) versus the price players paid for that output (KAST, survival). The first version of 3.0 was slightly behind that (56-44), thanks to Swing being an even output-cost stat, but we have now restored that 60-40 balance.

Over large samples, the same players perform well. This does not sway year-long ratings much, and most players only move +/- 0.02 rating points. Even over an event, the effect is not as big as you might expect, as players regressed (or progressed) to their mean, and more passive players lost as many clutches as they won.

The goal for this change was instead to tweak single-map situations in favor of high-output performances. This does not mean a significant buff for any given role, but rather an increased importance for players to have both high-output and high-impact.

Matches like this FaZe-Liquid affair from Cologne 2025, then, will still see the scale of David "⁠frozen⁠" Čerňanský's output (1.21 eKPR, 84 eADR) be rewarded over Roland "⁠ultimate⁠" Tomkowiak's high-impact but, ultimately, losing effort (+9.10% Swing, but only 0.71 eKPR).

How Swing deals with losing players surviving

Now that clutches are rewarded more fairly via Round Swing, it's even more important that we distribute credit properly at the end of the round.

Ahead of 3.0's release, we adjusted clutch requirements to allow impactful plays that did not include kills, like ninja defuses or playing time as the bomb ticks down, to still be treated as a clutch.

That means players rightly receive a full dose of Swing even when they win a clutch without any kills in situations like ninja defuses, but also in rare, unfair, ones where the CTs might kill Ts as they exit and leave a T 'winning' a clutch. We do have a manual tool to override incorrect clutches and redistribute Swing evenly, but this is a last resort that we want to avoid.

Clip: Our clutch requirements have been stress tested by rounds like this Danil "⁠donk⁠" Kryshkovets ninja defuse.

To mitigate this, we are changing how any remaining Swing gets attributed at the end of the round, primarily affecting situations where losing players survive: When time runs out, the bomb explodes, or the bomb is defused.

Previously, the any remaining Swing at the end of the round from opponents being alive went completely to players who won a clutch, or proportionately to players who had positive Swing while the round is live (i.e., if you have a double entry and 3 CTs save, you receive the credit for winning the 5v3, like a full 5v5 to 5v0 ace).

Now, there is a more even split between different shareholders.There are four ways to get the credit for these situations: Winning a clutch (1 share), Swing from kills (2 shares), defusing the bomb (1 share), and surviving the won round (1 share).

This covers situations where clutches give too much credit and when none was previously given to distribute credit more evenly.

Previously we divided the remaining Swing for round end by:

  • If there was a clutch, 100% goes to the clutcher.

  • Otherwise, we distributed based on positive Round Swing from kills

Now, we divide the credit to players who contributed to the win:

  • 1x to the player doing a clutch

  • 2x to players with WPA from kills

  • 1x to the player defusing the bomb

  • 1x to players alive at round end

Tweaks to eco-adjustment

Because we were reducing the weight of Swing in the overall formula, we needed to ensure AWPers would not be underrated by the rest of the rating that has been subject to individual eco-adjustment.

This part of rating is essentially an eco-adjusted version of 2.1 with five sub-ratings (Kills, Deaths, KAST, Damage, and Multi-Kills). Because AWPers tend to have worse ADR anyway, we have adjusted eco-adjusted damage to be a bit kinder to players with the Big Green. This means that overall, the roles have a similar balance as before despite Swing losing weight, although we will continue to adjust if eco-adjustment is treating AWPers unfairly.

We have done the same in eco-adjusted KAST, although that is only a side effect of the real goal, which was to ensure eco-adjustment did not overrate the losing team in single-map scenarios.

Over an event, which rating 3.0 is optimized for, it is right that a player with worse weaponry is given a leg up in terms of eco-adjustment. But over smaller samples, eco-adjusted KAST in particular resulted in inflated ratings for the losing team, because their actions on eco or force-buy rounds counted for more.

Since KAST is designed as a measure of round-to-round consistency, eco-adjustment was disrupting that purpose over small samples. As a result, the power of eco-adjustment has been reduced significantly, and AWPers are back at the top in that sub-rating.

Eco-adjustment on scoreboards

With these changes, we have also added an eco-adjustment toggle to match pages and scoreboards, so that you can more easily see the underlying logic of rating 3.0.

'eK-eD' is the eco-adjusted kill-death score, where players get 'kill (and death) points' based on the win percentage in a duel as explained in our introductory article, and rounded to look more like a traditional K-D.

This process, where an anti-eco kill might be 0.50 eKPR, or a death with an AK against a Glock might be 1.50 eDPR, means eK-eD can go both up and down compared to K-D. Essentially, if you are favored in a duel, you are rewarded less for winning it and punished harder for losing it.

eADR uses the same process, while eKAST gives you more 'KAST points' based on how likely it is that players in that economic situation score a KAST.

While 3.0 can look strange next to unadjusted K-D scores if you've not been watching the match closely, we hope this toggle will make it a little bit more obvious why that disagreement can occur.

The eco-adjustment toggle in action

Effect on previous matches and top players

Previous matches have been overwritten with the hotfixed version of rating 3.0, in time for this year's Top 20 Players of the Year list. We will also be undertaking a re-evaluation of EVPs handed out before the release of rating 3.0 in July, to ensure this year's list is as accurate as possible.

As we said before, the vast majority of players do not move much over large samples with these updates. That has the exception, as always, of donk, whose incredible 1.59 Kill Rating sees him jump 0.04 points after the re-weighting process.

But we must stress that the intention of this fix is for smaller samples, to ensure that players are high in both output and in impact — not just one without the other.

Continued development

Counter-Strike is always changing, as evidenced by Valve releasing a huge economy update just as we released rating 3.0. This means that periodic updates to the averages behind the rating will always be necessary, granting opportunities to tweak the rating further at natural intervals.

While we await a large enough sample size to tweak rating to the new economy, rest assured that we will continue to work behind the scenes in the endless, if noble, pursuit of a one-number metric that accurately shows the impact of players in CS2.

Read more
Introducing Rating 3.0
Poland Roland 'ultimate' Tomkowiak
Roland 'ultimate' Tomkowiak
Age:
21
Team:
Rating 1.0:
1.04
Maps played:
477
KPR:
0.70
DPR:
0.65
Slovakia David 'frozen' Čerňanský
David 'frozen' Čerňanský
Age:
23
Team:
Rating 1.0:
1.12
Maps played:
1764
KPR:
0.75
DPR:
0.63
Russia Danil 'donk' Kryshkovets
Danil 'donk' Kryshkovets
Age:
18
Team:
Rating 1.0:
1.25
Maps played:
647
KPR:
0.86
DPR:
0.67
#1
Faceit level 10 Old school: User been here for more than 10 years  | 
kHRYSTAL | 
Sweden knype
Cool!
2025-10-29 12:17
103
8 replies
#12
Faceit premium user Faceit level 8  | 
jcobbb | 
Poland WarZywOoo
Ok, but maybe it should be now 3.1?
2025-10-29 12:19
41
7 replies
Its still going to be questionable, 3.1 should be an actual improvement, this is just a quick bandaid fix
2025-10-29 12:22
70
4 replies
agreed rating 3.0 right now sucks
2025-10-29 12:29
6
1 reply
true, but at least @NER0cs nesy is trying to fix 3.0 ... I think the real question is: how does flick speed and flicks per round still factor into 3.0 ? it is not discussed
2025-10-29 14:40
12
Actual insanity that kills were rated at 12% of your overall rating and round swing was 40% Also with this adjustment survival and KAST have went from 12% each to 15% on survival and 8% in KAST, why is survival at 15% and KAST at 8% when survival is a metric within KAST? Clearly an attempt to remove KAST in the next update and replace with with some doodoo xRounds stat
2025-10-29 13:46
6
1 reply
explains why we had anomalies where players with 10 kills were rated higher than the ones with 20 after a map
2025-10-29 14:40
2
Why would a name matter really? 3.1 suggests changes large enough, this isn't, this is just an adjustment, more like 3.0.1 or 2.
2025-10-29 14:50
2
this is just parameter adjustment.
2025-10-29 17:39
0
nice
2025-10-29 12:17
6
ok
2025-10-29 12:17
0
#4
 | 
Asia kisame217
Noice
2025-10-29 12:17
5
so it's not 3.1, but 3.0.1?
2025-10-29 12:17
49
10 replies
#16
Faceit level 10  | 
 | 
United Kingdom NER0cs - HLTV.org
yes
2025-10-29 12:20
100
4 replies
#44
Faceit level 8 Old school: User been here for more than 10 years  | 
Russia shoras
Hoping for Rating 3.3.5a someday :)
2025-10-29 12:31
12
2 replies
Still sad we missed 2.4.3
2025-10-29 12:38
7
1 reply
I saw the hotfix for 2.4.29 and truly had great expectations for 2.4.3
2025-10-31 09:07
0
#51
 | 
Germany Gabbah
thank you for the adjustment! this does feel like a good step into the right direction. will past matches on 3.0 get changed to the new formular?
2025-10-29 12:36
0
#21
 | 
United Kingdom Jonty04l32
It's just an adjusted 3.0 rating.
2025-10-29 12:22
6
3 replies
Looks more like a slight reversion on the changes that birthed 3.0 back towards 2.1. Doesn't suggest much thought was put into the implementation of WPA in the first place. Something else in the pipeline, maybe?
2025-10-29 13:44
0
1 reply
Yeah, I think HLTV feedback and, I'd say probably recent MVP eligibility criteria was the main factor for adjustment, as opposed to being more fair in general and less vague in the RS. I'm all for changes to improve the rating system.
2025-10-29 16:07
0
2025-10-30 04:57
0
3.0 v2 lol
2025-10-29 12:22
3
#6
Faceit premium user Faceit level 10  | 
United Kingdom inqc
Ok
2025-10-29 12:18
0
bomba
2025-10-29 12:18
1
#8
Faceit level 4  | 
 | 
Israel mcnamaras_EEEdiots
monesy about to eat good
2025-10-29 12:18
9
m0nesy top 1
2025-10-29 12:18
11
2 replies
#13
Faceit level 4  | 
 | 
Israel mcnamaras_EEEdiots
great, well-nourished, forward-thinking, excellently maintained minds think alike
2025-10-29 12:19
2
1 reply
2025-10-29 12:23
31
#11
 | 
Nepal ekadeshma
donk buff. Number 1 confirmed 🔥
2025-10-29 12:19
22
3 replies
#103
Old school: User been here for more than 10 years  | 
ZywOo | 
Brazil kailip
At this point I'm sure that if Zywoo wins all 3 last events with a 1.7 rating + MVPs they will introduce rating 3.1 where donk is boosted over him and will give donk no1 somehow still, the agenda is too blatant at this point
2025-10-29 14:42
7
2 replies
Flair
2025-10-29 16:17
14
1 reply
#134
Old school: User been here for more than 10 years  | 
ZywOo | 
Brazil kailip
Flair
2025-10-29 16:22
4
As it should be. The more kills the better the rating.
2025-10-29 12:19
3
W donk update
2025-10-29 12:19
12
Naf played so bad his rating didnt change 1 bit
2025-10-29 12:20
4
2 replies
he's been Liquid's best player though??
2025-11-02 20:09
0
1 reply
i mean on the match they gave
2025-11-04 19:18
0
finally
2025-10-29 12:20
0
monesy from 1.26 to 1.27 nooticing
2025-10-29 12:22
24
1 reply
6 7
2025-10-29 19:38
4
Additionally m0nesys rating will get another +0.3 just for no reason
2025-10-29 12:22
13
#24
Faceit level 9  | 
eepy rain | 
North Macedonia malice333
i think this will make people like 3.0 more tbh, its a good change
2025-10-29 12:23
6
1 reply
cacanito went from 1.01 to 1.02 im satisfied i knew they were frauding my boy
2025-10-29 13:32
4
weird that swing weights 40% in rating 3.0 before still too high with 33% btw
2025-10-29 12:23
5
3 replies
How is it "too high", elaborate, please
2025-10-29 12:24
18
2 replies
“Alright, stop, collaborate and listen”
2025-10-29 14:43
1
1 reply
Sorry, the word elaborate always brings me back to this lol
2025-10-29 14:43
1
Good change. I like round swing as an idea but it felt too strong in it's original state.
2025-10-29 12:23
2
Bring back the KD +/- on scoreboards. It's annoying as fuck having to comb through the statlines for it. The percentages are something I want to look at after I've looked at if someone had a crazy game in terms of their +/- stats.
2025-10-29 12:25
5
8 replies
#54
Faceit level 10  | 
 | 
United Kingdom NER0cs - HLTV.org
just... subtract deaths from kills? the information is still there.
2025-10-29 12:41
33
7 replies
yeah but my monkey brain likes +XX number in green/red 🙂
2025-10-29 13:02
10
#81
Old school: User been here for more than 10 years  | 
 | 
Brazil hugoooo
Why removing something useful we always had?
2025-10-29 13:26
10
4 replies
#82
Faceit level 10  | 
 | 
United Kingdom NER0cs - HLTV.org
when you only have space for four or five columns, having two columns (K-D, +/-) that give you the same information is clearly not that useful
2025-10-29 13:27
18
3 replies
#83
Old school: User been here for more than 10 years  | 
 | 
Brazil hugoooo
We were used to it for way over a decade... I will miss it a lot. Congrats on improving 3.0 tho, it was needed
2025-10-29 13:29
1
#127
Faceit level 10  | 
 | 
Ukraine yaroslav_koval
It is. Swing is what? Not a real game parameter, but something you created. Why not put there price for BigMac aswel? Also kill is a kill. You can’t make it 12% or even 25%. This destroys economy, you can do minus 7k$ with it even if you lose round but next winning one will make enemy do economy cuz your kill before. And even 1hp enemy with sep can kill few, enemy with 1hp and rifle can do refrag from side etc. you can’t make a frag be less valuable than ???swing???
2025-10-29 15:55
2
1 reply
Come up with a better formula along with your shit take.
2025-10-30 02:01
0
I said it is annoying to comb through the stat lines for the information instead of having it presented to you at a glance. I bet there are a lot of people who feel like I do. Myself together with many people are used to glancing at +/- to see if anyone played particularly well (in terms of that stat line), and then comparing the +/- to whatever rating system HLTV has in use. I was very happy with the introduction of the swing% for a while, because of how quick and easy together with +/- it was to get a fairly complete image of how the game was for all the players — if the kills were just saving/exit frags or if the player actually had a really good impactful game etc. Yes, the information is still there, but this could be done at a glance, not anymore.
2025-10-29 13:47
2
#31
 | 
Morocco Supa_NEET
m0nesy feasting
2025-10-29 12:26
1
#32
 | 
Russia i0n1x
How cool is that!?
2025-10-29 12:26
0
2025-10-29 12:26
3
1 reply
1.89 in playoffs
2025-10-29 17:33
2
its even worse now
2025-10-29 12:26
4
Broken ass rating system. Makes medium rated players look high, and low rated look SUPER LOW. I prefer 2.0(but rebalanced).
2025-10-29 12:27
5
#36
 | 
Mongolia TmJay
time will tell how improved this new update is , lets see
2025-10-29 12:28
2
you made it more of a 2.1 rating basically
2025-10-29 12:29
3
#38
Old school: User been here for more than 10 years  | 
m0NESY | 
Canada max07
Appreciate the work.
2025-10-29 12:29
6
#40
 | 
Canada minibeech
cool you just explained that it wasnt just kdr and adr. But new changes make that even more so.
2025-10-29 12:29
0
Tdlr Donk 3.2 rating, secured top1 of 2025
2025-10-29 12:30
7
#42
 | 
Egypt BomberMan_
I don't understand why KAST is such an important metric. Its just a combination of everything readded once again in the stat. Sure a player could be useful in 5 rounds then utterly worthless but that feels rare and I would like to see how different the rating would really be if you took out KAST and spread it back to multi and some other stats. I will add it still leaves a bad taste in my mouth how hard it would boost awpers specifically in the past rating since they would double dip so hard on survival/KAST.
2025-10-29 12:31
6
13 replies
#79
Faceit level 10  | 
 | 
United Kingdom NER0cs - HLTV.org
it's a proxy for round-to-round consistency. so the theory is that a little impact (one kill, getting traded etc.) every round is as good as big impact (mk, clutch) over fewer rounds. whether kast is the best way to measure that consistency is up for debate but the attempt to reward that does have a place - mathematically, a player who gets 1k every round is more impactful than one who gets an ace every five.
2025-10-29 13:23
6
7 replies
"mathematically, a player who gets 1k every round is more impactful than one who gets an ace every five" why? and if it's because getting a kill increases your chance of winning a round by more than 20% on average, then this should already be reflecting in round swing. KAST is a such a garbage stat, might as well add rating points for awpers who hit nice flicks while we're at it
2025-10-29 13:36
0
4 replies
#86
Faceit level 10  | 
 | 
United Kingdom NER0cs - HLTV.org
swing can still go a bit like r1 -5 r2 -5 r3 -5 r4 +75 r5 -5 so +10% swing even if you did nothing in 4/5 rounds. for kast you wouldnt get away with that.
2025-10-29 13:41
3
3 replies
yeah so round swing shows that having inconsistent contributions is fine in this example, and you still haven't given any argument for kast being important? let me give a conclusive example players a and b each get a kill every round players c and d alternate getting 0 and 2 kills each round (when player c gets 2 kills, player d gets 0, and vice versa) so players a and b combined get 2 kills every round players c and d combined get 2 kills every round so a + b contribution is exactly equal to c + d contribution but players a and b will have 100% kast and players c and d will have 50% so c + d will get marked down even though c + d contribution is exactly equal to a + b give me one reason this isn't regarded
2025-10-29 16:51
0
2 replies
Because you are adding two players.
2025-10-29 20:36
0
1 reply
Thanks man didn't know that
2025-10-29 23:12
0
#89
 | 
Egypt BomberMan_
It still feels like a bit of an empty stat that may only effect outliers who are super inconsistent or massive savers (even then each part of KAST is included in the other distributions already). I wonder if you just completely remove that 8% segment what difference it truly makes on the ratings. Who is getting a bump from KAST and who is losing out due to the removal of KAST. Alongside a bunch of players whose stats dont take a hit from this at all. I can see players like Senzu look different since he has average KAST paired with high level fragging prowess. Even then would the difference be that big match to match or month to month?
2025-10-29 13:44
0
Correct me if I'm wrong but is this not what round swing is supposed to provide but with more context? Like doesn't round swing account for the fact that the little impact (one kill, getting traded) is as good as big impact (mk, clutch) but KAST doesn't have the additional context that round swing does making it a bit more worthless?
2025-10-29 13:49
0
KAST is one of the most important stats, imo It's a % of impactful rounds from you, it means how consitstent you are during the game
2025-10-29 14:42
0
4 replies
My point is basically how important is this consistency. If we remove the 'consistency' stat how big of a difference does it make since at the end of the day the kills/deaths/trades/assists should all be factored into the rating (sometimes doubly so). And if it does make a difference to ratings who is the most effected and how many are even effected by this (I would say anything more that +/- .02 rating is a notable difference).
2025-10-29 14:47
0
3 replies
Yes, but you can do a quad kill in one round, and they trol on the other 3 rounds your K/D will be 1.00 or 1.33 which is fine, howhever you've ruined 3 rounds and won only one, thats where KAST shines
2025-10-29 14:49
2
2 replies
I understand that point. I just dont think there are that many players who are so hot/cold and when you average stats out a 30+ map sample size does this even matter? Maybe series by series or map by map it may make a difference but even that is quite rare imo since usually good stats = good KAST, bad stats = bad KAST (unless you are having an outlier game). I guess this is just my own curiosity since I am just not a KAST believer. Would be interesting to see how big of a role in plays in the rating with the 8% weighting.
2025-10-29 14:52
0
1 reply
It won't change much, but I believe, that KAST is a good thing
2025-10-29 14:53
0
#43
sAw | 
Germany Pacota
ZywOo fans in shambles. Flick speed metric is still missing, maybe in 3.1
2025-10-29 12:32
7
1 reply
don't forget the cultural impact metric in 3.2
2025-10-29 15:59
3
#45
Old school: User been here for more than 10 years  | 
 | 
World streetson
new metric to build the donk narrative 😭😭😭
2025-10-29 12:32
7
2 replies
Eco cobra narrative mby
2025-10-29 13:42
0
it just showed the truth)
2025-10-29 14:56
4
#46
 | 
San Marino Stanislavv
ez for TOP 1 DONK
2025-10-29 12:32
2
m0nesy +0.01 delta I see what you did here ner0
2025-10-29 12:32
3
1 reply
His 2024 stats increased some. Barely any different for m0NESY in 2025.
2025-10-29 17:34
0
#49
PR | 
England daveface
I think Nero let the memes get to him
2025-10-29 12:35
6
"But adding context can also lead to outcomes that take more time to get your head around." see also: there's not anything wrong with my rating it's just that the stupids don't understand it!!
2025-10-29 12:39
11
3 replies
#58
Jame | 
Russia Pneuma
So basically you imply that only "simple" and easy to grasp staff can be right and truthful?
2025-10-29 12:45
4
1 reply
not sure where you got that implication from
2025-10-29 12:55
5
#164
 | 
United Kingdom CricGuru
not really, just that the people complaining aren't thinking about the rating properly
2025-10-30 01:40
0
#55
Jame | 
Russia Pneuma
Biggest Nero W ever. Great job, guys! Btw will the re-evaluated EVPs be public in some sort of article? I mean I hope we gonna be able to see how these lists change upon the 3.0 fix.
2025-10-29 12:44
1
1 reply
2025-11-06 19:12
0
bring back +/- K/D
2025-10-29 12:42
3
2 replies
don't they teach you subtraction in school?
2025-10-29 13:07
5
1 reply
too hard for HLTV users
2025-10-29 14:57
1
#57
sAw | 
Germany Pacota
Why isn't the rating adjusted to a 1.00 average?
2025-10-29 12:43
0
2 replies
#73
Faceit level 10  | 
 | 
United Kingdom NER0cs - HLTV.org
the event average is 1.00 over CS2 on LAN. the role averages are from the players i have position data for (the good players, on good teams, with enough sample size) so tend to go a bit higher. and 1.00 also includes igls, who are much lower.
2025-10-29 13:07
4
1 reply
Thanks, I hadn't figured that out on my own
2025-10-29 15:25
0
#59
Senzu | 
Timor-Leste be59
Does "reevaluating EVPs" mean that past evps can be withdrawn? Or is it just that players that lost out could get a late bonus EVP?
2025-10-29 12:46
1
2 replies
Tbh they should withdraw that mickey mouse online EVP they gifted to ZywOo
2025-10-29 12:47
5
#80
ropz | 
Japan asyl1m
2025-10-29 13:23
0
Zywho is finished
2025-10-29 12:46
6
#62
Faceit level 10  | 
bLitz | 
Belgium Chocostoemper
can we calculate rating 3.0 for our own games?
2025-10-29 12:49
2
7 replies
Only HLTV VIP users have access to this feature
2025-10-29 12:54
11
6 replies
#67
Faceit level 10  | 
bLitz | 
Belgium Chocostoemper
I found an old forum post regarding the launch of this VIP feature but i can't seem to find how to acquire this VIP status. Is this still available?
2025-10-29 12:59
2
How to be vip?
2025-10-29 15:08
0
4 replies
Gotta paypal me $12 a month
2025-10-29 15:34
4
3 replies
Give me your paypal. And if i am a vip, does that mean i have better armor?
2025-10-29 15:38
0
and suck your cock also uh
2025-10-29 16:13
0
1 reply
uhhhhhhh no
2025-10-29 20:06
0
Donk is back to being most op build in new patch
2025-10-29 12:50
1
#68
rain | 
Finland finboe
Ty. At least it's better. Altho a little bit too much % on those round swings
2025-10-29 13:01
1
#70
 | 
Switzerland Tyrsk
Lmao 3.0 is a clown show 🤣🤣🤣
2025-10-29 13:03
5
1 reply
Well HLTV is the whole gawd damn circus
2025-10-29 13:16
3
Soon you need a masters degree in quantum physics to be able to grasp whatever this rating system is suposed to be. Cs is not as complex as you make it out to be.
2025-10-29 13:06
1
#74
ropz | 
Japan asyl1m
@NER0cs by EVP reevaluation, is it just that you will re access those for the TOP20 list or will there be an article with those? Other than that well done.
2025-10-29 13:15
3
1 reply
#76
Faceit level 10  | 
 | 
United Kingdom NER0cs - HLTV.org
there will be an article for sure, if any change
2025-10-29 13:21
4
#77
Old school: User been here for more than 10 years  | 
 | 
Qatar Sharkyman
Honestly it feels like some noob that has no clue on what he is doing , are making these changes , how can you go from 12% to 25% on kills alone and call it an adjustment ? you either fucked up very hard on doing it 12% in the first place or you are completely mental to change it to more than double to what it was :-/ At this point u might as well do KDR = Rating...25% kills HAHAHA
2025-10-29 13:23
10
Multis down to 4% is a big improvement but awpers don't need to be babysitted they already are using a weapon almost 2x more expensive
2025-10-29 13:22
0
donk buffed :o Spirit will now make it to finals again?
2025-10-29 13:47
0
2 replies
unfortunately all that got buffed are numbers :/
2025-10-29 14:58
1
1 reply
that's the joke
2025-10-29 18:08
0
@NER0cs can you explain how kast can be ecoadjusted? this is the part i really dont understand. to my understanding, kast is a percentage where a player had a kill, assist, survival, or were traded in a won round and had a kill, assist, or were traded in a lost round. and then you take the number of rounds where that was met and divide it by the total number of rounds. How does eco adjustment affect this?
2025-10-29 13:50
2
2 replies
#95
Faceit level 10  | 
 | 
United Kingdom NER0cs - HLTV.org
it is a bit of a weird one so bear with me. When you get a KAST with a gun vs a buy round, that's 1 KAST Point. if you do it vs an eco with an AK, you get something like 0.55 KAST points (it changes based on map and exact econ etc). if you do it with a pistol against a full buy it's around 1.21. it then is added up and over an event, should have the same average as unadjusted KAST%.
2025-10-29 13:53
3
1 reply
sounds like a solo kill in a glock rush would be overvalued. Like staehr's kill here. youtu.be/e9QmaXpGtPk?t=36653
2025-10-30 05:12
0
#97
Old school: User been here for more than 10 years  | 
ropz | 
Finland wormi
valid changes imo
2025-10-29 14:16
1
W update, ignore flair
2025-10-29 14:18
1
13-13 1.66 Rating Dont Give A Fuck Mate
2025-10-29 14:30
0
4 replies
It means these 13 kills were hella impactful are you an exit fragger from faceit, who is fapping on his 0.8 K/R, which is farmed purely on exits?)
2025-10-29 14:44
6
3 replies
Question Mark
2025-10-29 14:49
0
2 replies
Reread then
2025-10-29 14:50
1
1 reply
No Thanks
2025-10-29 15:00
0
bigger clown
2025-10-29 14:33
1
#120
 | 
Fiji xxtimxx
Could 'Swing' be added to the 'Advanced' part of the scoreboard? Or is it calculated after the match and couldn't be tracked in real time?
2025-10-29 15:09
0
@NER0cs awesome work! Are there any plans on open-sourcing the formula or some such so that platforms like Leetify could use them or are there concerns of player exploit of the formula or something like that?
2025-10-29 15:11
0
@NER0cs since your pal has create xR, will it be affect individual stats? Or only team stats? Thinking about: when xR is low af, and the team won the round, then you need to add this value to every single metrics on the stats
2025-10-29 15:25
0
2 replies
#136
Faceit level 10  | 
 | 
United Kingdom NER0cs - HLTV.org
that's a demo stat atm, not a log one. will see in the future but no current plans.
2025-10-29 16:24
2
1 reply
ner0 why is the ranking filter not simply games vs 20 top instead of requiring the team you are in to be top 20 as well for example
2025-10-29 16:27
0
kills only 12% before? thats insane
2025-10-29 15:49
3
overall W but multis only counting for 4%? seems a bit unfair
2025-10-29 15:57
0
Removind the K/D difference is totally weird. I think everyone would accept the Rating 3.0 because is fair, but also everytone wants to see how the stats are, based on the kill/death difference. Also, putting the eco-adjustement is another bad thing, because WE WANT THE REAL STATS, not the stats with or without eco.
2025-10-29 16:17
0
2 replies
#135
Faceit level 10  | 
 | 
United Kingdom NER0cs - HLTV.org
the default is the raw stats. you have to click a button to see eco-adjustment. for kill-death difference, just do some quick maths. there's not much space in the scoreboard so its better to have a different metric vs having k-d in there twice.
2025-10-29 16:24
0
1 reply
come on NER0, we love to see the +41 from ZywOo or the +45 from donk. It's beautiful to our eyes. Also, in the past, you guys made some notices about the player-record in K/D in a match. And nowadays, it disappeared.
2025-10-29 18:54
0
what about the MVP(just a little bit) and the ranking of evp in epl?how did zywoo provoke u people
2025-10-29 16:27
1
#139
Old school: User been here for more than 10 years  | 
ZywOo | 
Brazil kailip
@NER0cs Don't you think damage matters too much and multis matter too little now? Considering most of damage's impact will already be on kills, damage weight being high but multis low might inflate players that deal a lot of damage without killing and underrate players that have high impact rounds, no?
2025-10-29 16:28
0
@NER0cs which filters are you using when you say donk has 1.38 rating and ZywOo 1.34? Because if we look at the HLTV stats page it is different independently of which filters you are using.
2025-10-29 16:37
0
1 reply
#144
sAw | 
Germany Pacota
2025-10-29 17:10
1
#142
Old school: User been here for more than 10 years  | 
Other FGsouL
3.0.1
2025-10-29 16:58
1
GOOD JOB! Thanks for taking feedback and criticism seriously, even though most of it is probably quite uninformed.
2025-10-29 17:04
4
2 replies
@NinX I found another Xyp9x fan here
2025-10-30 07:31
1
1 reply
#180
Xyp9x | 
Asia NinX
In the list already XD
2025-10-30 11:20
2
Rating 3.donk
2025-10-29 17:36
0
#149
 | 
Europe _Liam_
Has it addressed "in final round of loser' last player: their death while trying to win matters more than no death"?
2025-10-29 18:02
1
Changing the rating to give donk top 1 lol
2025-10-29 19:01
4
Nice move @NER0cs, much better now. but I am still doubtful about the rating/round swing for pure awper (awper who really uses a lot of awp, e.g. sh1ro, molodoy, ArtFr0st) What did molodoy do wrong to get only a 1.10 rating on a 18-9? Is his death really that bad? Or you still think this is a small sample? hltv.org/stats/matches/mapstatsid/206104.. youtube.com/watch?v=ZD1_VFTVWFE&t=3055s
2025-10-29 19:33
1
1 reply
#174
 | 
India Rau7n
Ratings should always show true value brought no matter if it's small sample or large sample.
2025-10-30 06:37
0
I appreciate the transparency and the work that’s gone into this. No rating system is going to be perfect, and I have different thoughts about how to value different metrics, but knowing what’s going into it and how really helps
2025-10-29 20:15
1
#160
 | 
France iatis
Is ADR still cap to the HP the dead player had ? I don't like this rule. It should be caped at 100 per player making the damage, but if you HS a 1 HP, it should reward you the HS damaged (caped to 100, but not to 1).
2025-10-29 23:33
1
lol nero bends the knee and folds in less than 3 months
2025-10-29 23:38
1
been saying that swing was too highly weighted, a really welcome and fair change imo
2025-10-29 23:51
1
#163
 | 
United States oxori
all this for a +0.01 bump to midnesy
2025-10-30 00:15
0
@NER0cs I understand what the "expected" e-stats are supposed to show, but I think it would make more sense (and more clear) to display them like the "+" advanced stat metric that baseball has. Baseball has stats like ERA and ERA+, like K-D and eK-eD, that show their stat vs their expected value (in baseball its more like the median value over the course of a season compared to the performance of the rest of the players in the league). But they represent the stat as the score "100" being an average performance, and higher or lower being better or worse. I think it would be easier to understand, especially looking at someone's stats over the course of a season or year, if you presented 3.0's expected stats like that instead, where 100 eADR means they preformed at their "100%" (ie: their ADR and eADR were the same). If their eADR was 10% lower than their ADR, they have "90" eADR because they only preformed at 90%, or if their eADR was 10% higher, then they preformed at "110%" and get a 110 eADR score.
2025-10-30 01:54
1
2 replies
It's eco adjusted values
2025-10-30 02:49
1
1 reply
You're right, it's eco not expected. I didn't read it properly. But in a sense, its based off of the expected win percentages of each players eco/weapon
2025-10-30 04:55
0
2025-10-30 03:26
1
Will this finally make M0nesy #1 best player this year?
2025-10-30 04:54
1
Still Mickey I'm afraid
2025-10-30 06:07
0
People need to understand that rating doesn’t mesure how good a player is, but how good he is individually. Great igls and great team players will never get the deserved rating with this one. That’s why when top20 is done they rely more on mvps (which imo should go more to igls sometimes, but that would need more analysis)
2025-10-30 07:19
0
#177
Faceit level 7  | 
hahanz0 | 
Moldova FrEeZEeee
They caved to public opinion, the cast should have more impact than survival and swing more than 35%.
2025-10-30 10:54
0
Nice
2025-10-30 11:01
0
Hero ak dropped adjustment when
2025-10-30 11:07
1
1 reply
Donk goes 1.0 rating
2025-11-02 06:24
0
@NER0cs showing that progress happens through failure. Tried something, didn’t work as well as intended. Adjusts it. Could make it better. This kind of iterative updates is what achieves great things. Thumbs up dude keep up the good work! Always improving
2025-10-30 11:52
1
keep improving it
2025-10-30 19:09
0
don't listen to the tards, don't change anything, it's great now don't risk to downgrade it again
2025-10-31 02:45
1
Why should there be Survival with 15% when there is already kaSt @NER0cs? AWPers stat padding on inferno/dust retakes by saving
2025-10-31 16:21
0
hope it could be better
2025-11-01 12:02
0
Please give us a way to calculate rating 3.0 for ourselves. I get the equation is proprietary, but maybe publish a tool we can leverage by inputting our stats? It would be awesome to have rating 3.0 in Leetify, for example.
2025-11-02 19:16
1
Why are you keeping the formula proprietary? You realize you could sell licenses to it, right? I'm sure Leetify and Faceit would pay a big chunk of change to be able to use it. But as it stands, 3.0(and 2.0) is useless to the average player/fan.
2025-11-09 15:42
1
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