IGL
StoredCalls the round: the in-game leader.
A player is stored as two slots plus a flag: a main role (AWPer or Rifler), a secondary (Support, Lurker or Sniper) and an IGL flag. The engine collapses those into seven effective roles for rating.
Calls the round: the in-game leader.
Wins the opening pick with the sniper.
First through the smoke to open the site.
Solo flank, reads and punishes rotations.
Throws the execute utility, plays for others.
Hybrid sniper: AWPs situationally, rifles otherwise.
The generalist fragger baseline.
The single most valuable extracted fact: every one of the seven role scorers takes the identical 16-attribute signature. Role ratings consume 16 of the 21 attributes and ignore the other 5: the management, chemistry, durability and brand layer.
| Role | Skill | Rifle | AWP | Pistol | Grenades | Reaction | Perception | Strength | Endurance | Creativity | Clutch | Tactics | Leadership | Teamwork | Productivity | Stress |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| IGL | ||||||||||||||||
| AWPer | ||||||||||||||||
| Entry | ||||||||||||||||
| Lurker | ||||||||||||||||
| Support | ||||||||||||||||
| SecondAWPer | ||||||||||||||||
| Rifler |
These sit in the management / chemistry / durability / brand layer. Morale and health still feed the sim dynamically as team state, but none are part of raw role suitability.
Every ability runs 1–20 (the headline rating equals a player’s skill). Each is flagged for whether it drives the match sim or sits off-sim.
drives the sim · off-sim, management layer
Overall firepower. Equals the player’s rating.
Sniping ability. The AWPer’s core stat.
Rifle aim (AK/M4). Rifler & Entry base.
Sidearm & pistol-round aim. Caps at 19.
Speed flicking onto a target.
Utility: smokes, flashes, molies. Caps 19.
Composure in 1vX.
Game IQ: reads and adapts the round.
The IGL trait. Only stat that can be 0.
Off-angles & improv: the Lurker’s edge.
Awareness & info (engine: eyesight).
Trading and playing for the unit.
Nerves on the big stage.
Trainability: how fast they grow. Caps 19.
Current mood: feeds the sim as team state.
Friction with teammates (higher = worse).
Attachment to the org: drives transfers.
Marketability: pulls sponsors. 5–100 scale.
Injury resistance.
Robustness: helps entries trade. Caps 19.
Stamina across a long series.
Fame (pr) is a 5–100 popularity rating, not a 1–20 ability: the sponsor-pull stat, absent on lesser-known players.
NoName → Novice → Prodigy → Sensation → Competitor → Decent → Superstar → World Star → World Elite → Legend
Run contact / force / fast plays with high-rifle, high-reaction entries and clutchers. Full-util executes, defaults and fakes want a real IGL and a Support; lurks want a genuine Lurker; anchor CT holds around your AWPer. Browse the 576 tactics →