Back to the Basics
I. Getting Started
Purchasing Weapons and Supplies:
?You Get What You Paid For?
If you?ve just started playing CS then I suggest that you spend time orienting yourself with each of the many various weapons. Everyone has their particular favorite(s) weapons. Since you?ll undoubtedly not always have enough money to buy the gun you desire, it is best that you are proficient with one from each category: Pistols - Shotguns - Sub Machine Guns - Rifles - Para. If you ask me, not buying a gun and saving for another round is a waste. With only a pistol, one does not stand a chance against an automatic rifle. If you continue to do this, your deaths will pile up and you kills will be few and far between. Say for instance you wait two rounds for money to purchase a Para and only produce one frag. For these three rounds your K
[Kill-to-Death] Ratio would be around 1:3 which is not good. As a result, buy what you can, when you can and fight with what you have. Ex = a SMG round + a SMG round + a SMG round > a Pistol round + a Pistol round + a Para Round. While the expensive weapons are fun, I don?t believe dying constantly and having bad statistics is enjoyable.
?The Biggest Stick Is Not Always the Best?
As stated before, practice with all the weapons in a LAN game and find one of each category that suits your skills. Each of the guns has a different recoil and damage, and playing with an assortment will confuse a player?s aim. Personally I use the USP or Glock as my Pistol, MP-5 as my SMG, and either a M4A1 or AK-47 as my rifle. Depending on the map, I buy one over the other. If a map contains open spaces I?ll likely go with a Rifle over a SMG because of its long range power and accuracy. Although it will take many shots for a kill, the MP5?s low recoil makes it accurate in close quarters. Once you?ve chosen your favorite(s): practice, practice, practice. Knowing a gun?s accuracy and tendencies will help you in combat.
?Bare Essentials?
At the buy screen my number one priority is to first purchase my suit of Kevlar with helmet. Although you might question the effectiveness of the armor at times, it does provide protection. If for nothing else, Kevlar helps your self-confidence. Going into a round without armor, one has to feel less comfortable. My second selection at the buy screen is my weapon and its matching ammo. From here you?re ready for combat; that is unless you have a few bucks left for the ?extras.? Grenades are a topic I will discuss later on, and when used properly can bail you out of sticky situations. Unless you?re a CT facing a T team who make?s a priority of planting the bomb, a defusal kit it unnecessary. You can defuse the bomb without one if you clear the bombsite of hostiles quickly enough. Also, a fallen comrade may have a defuse kit on their corpse which you can ?borrow? after they?re gone. Nightvision = a complete waste of funds, thus you should not buy.
Movement:
The ability to transgress every obstacle will help you evade death. Ex = A Terrorist has you pinned you down with automatic fire and you need to retreat. Choice A: you can stumble over the file cabinets and be a sitting duck, or Choice B: execute a crouch-jump over the objects and around the next corner. As with weapon efficiency, practicing these maneuvers will help in -game. In CS:S most of the moveable objects can be hurdled if your timing and tactic of jumping is correct. Below are tips and explanations of the various jumps.
1. Normal Jump [Space Bar]
* This jump is self-explanatory and basic. With this command you can jump over objects or boundaries of heights no greater than, let?s say two feet. If you so chose, one can use this to ?hop? around a firefight in order to be a harder target. A negative side of jumping while shooting is that your accuracy will be lower than walking. Also if you?re hit in mid-air you are stopped dead and will be a much easier kill.
2. Crouch-Jump [Combination of Ctrl and Space Bar]
* In order to climb those boxes and crates you?ll need this jump. To execute, approach the desired climb and hit the space bar. At the apex, or the top of your jump, hit the crouch button [Ctrl]. Often times it might take a few attempts, but once you?ve had practice you should be able to crouch-jump smoothly and with ease. So next time you see a guy in a hiding spot and state ?how the heck did he get there,? you?ll know that he used a combination of normal and crouch jumps to do so. [Hint: your teammates can be used as stepping stones do reach otherwise unreachable heights.]
3. Running-Jump w/Knife
* If an area of length is your target jump, the running-jump will be needed. There is really no difference between this and the normal jump except that you need momentum and your knife equipped.
?Run, Forest, Run?
If you?re wondering why others on your team are moving faster than you, it?s due to them equipping their knife instead of their primary weapon. You may not choose to run with a knife due to the fact that you?re vulnerable to an attack without a weapon out. However, in order to reach that bombsite before the Terrorists do, you?ll need to run faster.
?Shhhhh?Be Quiet?
Sound is the most important factor in CS. By listening to footsteps, you can know when to start walking silently (default - shift) or to crouch and hide in a dark area. Then when your enemy walks out into the open.... Boom headshot! Also pay attention to the type of footstep sound, there are different sounds for gravel, wood, cement, and steel. Knowing which sound was made can pinpoint an enemy and make him very easy to shoot through a wall. These sounds are especially useful in detecting the elevation of a player, a good example would be de_nuke. Avoid hiding in obvious places, often times it's more of a surprise to an enemy to find you in the open than behind a paper-thin box.
If you're loud, the enemy will know where you are and likely put a bullet in your head.Walking or sneaking around is most often necessary when you?re outnumbered by the other team and the only one on your team alive.
By holding down Shift or Ctrl, you will hear footsteps approaching while silencing your own. However, if the other team is walking around it can provide quite a fright suddenly seeing a hostile. If you see one of your teammates sneaking around, please be courteous and do so as well. When he?s trying to hear the enemy, he doesn?t need your footsteps interfering. [Hint: If you?re a CT and in a silent mode, it is best to use a silenced weapon: either the H&K USP or Colt M4A1 can be equipped with a silencer by simply right-clicking. The Steyr TMP also comes with a fixed silencer. Using a silenced weapon against your opponent can allow you to remain hidden, while the other team cannot hear your shots.]
Teamwork
Teamwork is the basis of a successful Counter-strike match. Without an organized group of people you can?t possibly win. For instance, if everyone splits up and goes their separate ways, everyone will be eliminated one-by-one. However even if a team sticks together, it doesn?t necessarily mean that ?teamwork? exists. If someone is being shot at, don?t wait until they die to shoot the enemy, help them out. When playing online I have frequently been shot when I was surrounded by teammates. This should not happen if a true team atmosphere exists. Instead one should focus on covering their teams? back and hope that they?ll do likewise. An example for teamwork: going up the ladder from the sewers on Militia. In this situation, you should not let a teammate go up alone as they will be eliminated quickly. Flashbangs should be thrown up before the rush and the rest of the team should follow. Although some may die in this situation, at least it will not be the entire team.
?Don?t Irritate Your Teammates?
You see it in every Counterstrike server, a person whose sole purpose is to annoy. These few people choose to cause disruption and don?t care about what happens to you or them. They choose to constantly swear or verbally abuse both people on their team and their opponents. Because you need your teammates in order to succeed, I don? recommend that you take to such actions. However, if you choose to annoy then you be aware that your teammates might not come to your rescue when you press the ?Need Backup? message. I suggest that you remain polite and courteous, answering everyone?s questions and helping those who are inexperienced.
?Blinded by the Light?
Although you may not mean to do so, flashing a teammate can be almost as bad as killing them. If you throw a flashbang into a room when a teammate is nearby, he?ll be a sitting duck until the blinding affect wears off. In order to prevent this from occurring be sure to check before throwing flashbangs and to work on your grenade tossing. There is an art to throwing grenades, involving distance, ricochet, and trajectory. Distance: you can throw a grenade a great distance by moving forward and releasing while running. If you pull this tactic off, you?ll launch the grenade like Michael Vick does a football. Ricochet: although you may not be able to see the enemy around that corner, you are able to bounce a grenade off a wall and towards its destination. Be careful when throwing off walls, as the grenade can come back to bite you, literally. Trajectory: in order to throw a great distance you?ll have the correct level of launch. If you aim too low you?ll cause the grenade to hit the ground before reaching the opponent. Despite the ability to reach vast distances with a HE grenade, the weapon itself will detonate after a certain time. The most common cause of a miss-thrown grenade is not the player?s inexperience, but an ill-fated ?bump.? For example, you?re moving to throw a grenade and a teammate runs into you, causing your throw to be offline and unsuccessful.
?Don?t Put to Sleep Those Who Watch Your Back?
If you?re the last person alive and are not likely to take out the remaining enemy you shouldn?t do one thing; camp. Choosing to camp will only accomplish a waste of time and the growing disloyalty of your teammates. One does not play Counterstrike to sit around waiting to start the next round; they want to be in the action. As a result, when people have to wait over 3 minutes they start to become annoyed. If this happens once, alright but if it happens multiple times you?ve lost your team. When your own team wants you dead, they won?t bother covering your back in a firefight. They?d rather see you die then have to wait more wasted minutes. The one exception to this is if the surviving teammate is a player of many skills, someone like me. In this situation, these types of players can take out multiple enemies before dying and therefore will provide a show for those watching.
?Keep Your Friends Close? and Your Enemy Dead?
You're less likely to die if you stick together with your team. It's easier to take on a threat when you've got people watching your back. Just make sure you're going with the right group. You can't count on a squad of n00bs to watch your back, make sure to stick with the more experienced players.Having good teamwork is good, having a close-knit group of friends? priceless. In my opinion a small group of three or four team members moving together can accomplish much. In order to have this success you must befriend those who are both skillful and show teamwork. Basically, you are working in a clan-like manner without actually being in a clan.
?Are You Deaf? I Said Hold This Position?
In Counterstrike, the three groups of radio messages are important to the game. If one does not have a microphone at their disposal to voice commands with, then these can be used instead of typing. Typing messages can make you venerable to attack and stop your movement completely. Instead uses the keys [Z, X, C] and the corresponding numbers for radio commands. I use these messages numerous times during each round, and without them my team wouldn?t know of the situation at my position. Using the commands is one aspect of radioing, the other is more important: listening. When a teammate plants the bomb and wants assistance covering it, they?ll radio ?hold this position.? A team can work fluently to plant the bomb, but if everyone ignores this message and goes their separate ways, a Counter-Terrorist can easily defuse.
Camping
?Difference Between a Camper and a Retarded Sloth?Nothing?
I don?t recommend making a habit of camping in Counterstrike. As I have stated above, your teammates will grow to dislike you on their side and hope you die quickly each round. There are both advantages and disadvantages of camping. One positive is that you might be able to kill a few opponents before they recognize were you?re hiding. However, proficient players know almost all camping sites and routinely check them as they pass the area. A major disadvantage is that when camping you are sitting still and thus you are easier to hit. Also, when shooting at an enemy from a camping position you will have to hit a moving target, a much more difficult task. If you?re not successful with your first few shots, you?re likely to be spotted. Reaction time is generally longer when you?re camping making your shots more important than those of your target.
?To Camp, or Not To Camp, That is the Question?
There is only two times in which you can camp without being ridiculed. If you?re a Terrorist and the bomb has been planted, you?re safe to camp and guard the area. [Hint: when covering the bomb, I suggest that you don?t sit directly on the bomb. Instead remain hidden until you hear the sound of the defuse beginning. When a Counter-Terrorist is defusing, they are a ?sitting-duck.? Even if they stop their defusing, it will take a second or two in order to fire.] The second time in which camping is allowed is when Terrorists are guarding hostages. However, I suggest that one waited until the Counter-Terrorists are approaching to start camping. I don?t think any situation calls for a Counter-Terrorist is called upon to camp, unless he is guarding the bombsite.
Game Preparation
1. Brightness: Adjust your settings to fit every map. Because each map has its own characteristics, different settings will be need to optimize gameplay. A map such as Havana is very dark in much of the areas and thus your monitor?s brightness should be higher than normal. On the lighter, Dust maps a much lower brightness level can be used without affecting your game. I don?t however recommend that one play Counterstrike with their brightness set very low. If you play like this, it?s unlikely that you?ll see anyone.
2. Rest: Do not play when you?re too tired or just awakening. If you wake up and want to play Counterstrike, I?d suggest taking a shower and refreshing yourself before playing. A nice warm shower will open your eyes and heighten your senses. On the other hand, playing Counterstrike for a lengthy period of time and growing tired will decrease your playing ability. If you care about your statistics and reputation don?t play if you need sleep. Likewise, if you notice your skills declining stop playing for a while and re-gather yourself.
3. Temperature: I have found that most people are affected by the temperature of their surroundings. Almost daily you?ll see someone state how their hands are freezing. Cold hands are probably the biggest threat to a person?s gameplay. One?s body loses warmth constantly and the first to lose heat is the extremities. Using freezing hands to play Counterstrike is similar to playing with your feet. Reaction time will be far, far slower when your hands are this way. Too much heat, on the other hand, isn?t good either. Becoming irritable and starting to sweat causes stress and a ?slip? in performance [See below for more information on ?slip?]
4. Food: Eating during play is up to the gamer, but I don?t suggest eating some foods. Greasy food such as pizza will cause both a slick mouse and a dirty keyboard. Nobody wants an unclean computer, but the damage will must likely be in gameplay. Trying to click your mouse when your fingers are either greasy or sweaty is a difficult task. You will not maintain solid contact with the fire button and thus you will often misfire. To prevent from having a slick system I recommend either not eating or constantly washing you hands. Cleaning with soap and water will dry your hands and improve your accuracy. Despite foods? influence to gameplay, one must eat if playing for a lengthy time. If one does not eat they will grow physically weak and their body will tire. As I stated, it?s all up to the gamer, but if you want to eat while playing choose something with little crumbs and little grease.
5. Exercise: Before starting to play, I generally begin with a tapping regiment. Sure this may sound a bit strange, but drumming your fingers in different patterns helps out profoundly. Try rolling all your digits up and down, back and forth until they feel loose and ready to rock-and-roll. Stiff fingers will cause a drop in reaction time and fire effectiveness. In order to play Counterstrike you will need to use each hand simultaneously and with great precision. Because looking down at your keyboard will result in your demise, one must memorize the keys. This will come to a player after hours of playing CS. I?ve been often commented to have incredible movement skills. I accept this compliment because I am able to fly around the keyboard and multi-task. If you have heightened hand-eye coordination you will probably succeed at Counterstrike, much like me.
6. Watch: After you die in Counterstrike, you?ll go to a spectator mode in which you can watch those left alive. Use this time to study your opponent?s every move. If a particular enemy player is fairing well, observe where they go and how they act. Not only can you learn how a certain person behaves, but an entire team. If you?re wondering how your team is being annihilated, ascertain the other team?s strategies and tactics.
Various Strategy Topics:
Shot Selection
There are three types of firing methods in Counterstrike: full auto, burst, and single shot. Each should be used in different situations. The advantage of fully automatic firing is that you?ll spray rounds in the enemy?s direction at maximum clip. However, your accuracy will be greatly diminished holding down the fire button. Example: you?re pointing at an opponent point-blank. Here, you?re likely to go full auto and hit them only a few times. [Hint: because of each gun?s recoil, aim slightly downward when firing fully automatic. Your shots will jump upwards and aiming low might give you a better chance of hitting your opponent.] There are two methods of burst fire; fixed and manual. Some weapons have built-in burst fire modes, such as the Glock and the FAMAS. These particular weapons will shoot 3 rounds at a time when on this setting, while maintaining good accuracy. However, any gun can be fired in burst, simply hold the fire button down for short periods of time. I recommend using this shot selection when fighting long-to-medium range. The final type of shot selection is single shot. While basically self-explanatory, single shot is probably the most successful way to kill an opponent. Although you won?t be able to shoot as many shots as full auto or burst, you won?t have to. Clicking then waiting for your crosshairs to tighten will result the greatest accuracy you gun can have. As a result, you?ll be wasting fewer rounds and hitting at a higher percentage. This final type of shot selection shouldn?t be used in close combat situations. [Hint: when you spot an enemy a distance away, don?t panic and start spraying bullets. Instead, crouch and aim your shots before you fire.]
One Man Army:
Often times in Counterstrike you?ll find it necessary to become a ?one man army.? When everyone else is dead and you?re left to face multiple enemies, one has to draw upon their skills. For a beginner, this task is daunting, but experienced players see this situation as a challenge. In original CS, I could take out an entire team of nine players by my lonesome. Unfortunately the aiming system in Source is a bit more complex and I?m only able to take on six at the most. However, I don?t expect most people to accomplish that task, not without much playing experience. As the last person on your team you have an advantage; any footsteps you hear will be the enemy. You should try separating the opposing force because if fought all at once, you?ll surely perish. Methodically eliminate one player then move onto the next. [Hint: once you kill an enemy, move to another spot. The others alive will see their teammate drop from radar and know where you?re located.]
Tactics
Predict the opponent... if a player is getting a lot of kills on the opposite team, he's probably working the same angle over and over and you'll easily be able to devise a plan to kill him.
When reloading and in a gunfight struggle, just pick up another gun asap.
Don't stay in one place during open long distance gunfights. Move from side to side, strafe around and fire short 1-3 shot bursts at the enemy's head when you stop shortly between moves. It's never a good idea to stay in one place for a long time during fights, it will make you an easy target.
When you surprise an enemy from the front and they start spraying at you, be mobile and try and get around them. Crouch, dance back and forth, jump on top of them, even switch to your pistol to increase your movement speed temporarily, do whatever it takes to avoid the gunfire.
Surprisingly, it's actually easier to outrun their spray when you're closer to them. It allows you the ability to run around them quicker. Why circle strafe 5 yards when you can strafe 1?
When your enemy is reloading, shoot, when your enemy is moving and and bursting, you move and shoot at them. Know how to counter their tactics. Consider utilising your knife when they are reloading, or even when they are shooting at you - a single "stab in the back" can take tens of points off their health.
When the opposite team starts rolling out the smokes and flashes, make sure you've got a retreat point you can maneuver to when you're blind. When they start kicking in the front door after they flash you, you don't want to be out where they can pick you off. Make sure your retreat point isn't too obvious either. When you can't find any retreat points to go to, it comes down to keeping mobile. Dodge back and forth, run and crouch when you stop, even bunny hopping will be of use sometimes.
Don't be a coward. It's okay to run away from certain situations, but if you run away from everything, it's going to come down to either you vs. the entire other team, or you vs. that grenade bouncing your way.
Give help to your team-mates. Your team will last longer this way, and hence keep you alive too as a benefit. Plus, if you cheap out on your team, there will likely be quite a few teamkills aimed at you in the coming rounds.
Know the maps that you play, and know the likely camping and sniping spots.
Be ready for anything. If you keep alert and think of the enemy's movements and tactics, you'll be less likely to be surprised by somebody jumping out at you with an ak spraying or a flash bouncing your way.
Flanking:
Flanking an opponent is another name for stealthily coming up from their behind. This strategy, if executed successfully will lead to many easy kills. Despite its rewards, flanking is very difficult and should only be attempted by those possessing adequate skills. In order to flank, you?ll have to guess which way the enemy team is going to travel and go the opposite. However, because teams split up and travel every way during a map you will meet some enemies on your way. If you can manage to eliminate these few, you?ll be able to shoot the others in the back. [Hint: in order to be successful flanking each map, you must know the other team?s strategy and guess your routes correctly.]
Timing:
Many kills are enabled by timing of movement and firing. If you?re in a firefight with an enemy and neither of you have killed the other, conserve your ammunition. Wait until your enemy is reloading and then use your remaining shots to finish them off. Timing is also important when throwing grenades. You don?t want to have a grenade in hand when an enemy comes into site. Once you?ve played many hours in Counterstrike, timing will be learned. Until then watch those who are performing the best, as they can show you what to do and when.
Throwing HE, Flash, Smoke Grenade and Tips:
Bounce flashes towards the ground for a short throw and quick peek around a corner, clip it right near the edge... that gives them less time to escape (like if you had bounced it off the inside wall.. they get too much warning).
Sometimes throw a smoke, bounce it and then jump out at the same time they'll think it's a flash and turn around.When you get flashed multiple times, it's an obvious rush, immediately pull out your nade and counter the flash... usually it'll land right in the middle of them.
Practice pitching a nade around a corner without even peeking it then right after the nade hits, pull your gun out immediately and start shooting. They'll most likely still be retreating your nade and you have an open shot.
Killing that pesky sniper:
When playing at long distances against snipers, make very SMALL strafing motions back and forth. There is a good reason why: when double scoped with a gun, strafing targets are really hard to hit. You're barely moving left or right, just moving a inch or so back and forth... people forget that when they have an AK out, and they move back and forth several inches, making them an easy target.
Don't always jump around corners, it makes you a easy shot for an sniper.
Sometimes come out of a corner halfway, not even enough to peek it, the awper will see your arm and try to shoot, then you can pop out on his recoil.
If you're out in the open, you're fair game for snipers and a lot of other things. Use cover during fights over long distance, move back and forth between cover and burst shooting. Just make sure to change up your pattern so they can't figure you out.
Map Reviews with a guide for a few.
Assault: Many versions of this map are played, but they are basically all the same map. The Counter-Terrorist team starts off outside the main warehouse containing the hostages. Being a Counter-Terrorist on this map is very difficult with the Terrorists camping the various entrances to the warehouse. The Terrorist team basically sits in their base and snipes at those trying to sneak inside. The front garage door is a ?turkey shoot? for Terrorists with long-range weaponry. Your second option for entrance is the back door. However, if its being watched one has to escape crossfire from both the front and back. The last entrance into the warehouse is the most commonly used, and if flooded with Counter-Terrorists can be easily accessed. The hostages are rarely rescued in this map because of the difficulty for entrance and then exit. In my opinion this is the hardest map for which to be a Counter-Terrorist. Therefore, I recommend being a Terrorist and work on picking of the enemy long-range.
Aztec: A map filled with earthy tones and textures, this map provides great cover with it dark areas and color scheme. However the characteristics of Aztec provide for a difficult time seeing and hitting your opponents. Of all the maps I believe this one is the hardest to hit long-range targets. There are basically three areas to this map; the water, the bridge and the double doors leading to Terrorist spawn. Covering these entrances thoroughly will likely result in a Counter-Terrorist victory. Those who possess sniping skills will enjoy covering the bridge and picking off their enemy while they bravely run across. This map is either hit-or-miss, either team has a chance if they choose the right strategies. The water area of the map is the darkest and enemies often lurk in the depths waiting to pounce. With a proficient team of players one can dominate this map and slaughter the other team, but this doesn?t happen often and scores are generally kept even.
Dust: A classic and still the most popular map in all of Counter-Strike. Based in the Middle-East, Dust is one of the brighter maps and therefore the darker colors of your uniform will stand out. There are two ways to the bombsite in Dust, the fewest of any of the maps. You can either go through the hallways or the underpass. However, there are drawbacks to each. If the Terrorist don?t rush hard to Bombsite A, the hallways become a ?bottle-neck? and a lengthy firefight. The only other way, the underpass is always guarded by snipers and is difficult to navigate. If the Terrorist team fails in their attempts to rush the bombsite they will likely start to camp outside the hallway entrance. When the T?s start to do this a Counter-Terrorist?s job becomes very difficult because the roles have been reversed and now they will have to rush.
Inferno: No official map has been released by Valve, but there is an excellent custom map version. Instead of the dusty older version, the new Inferno is more of a European town. The maps? layout is basically the same, except that new source models have been added and the overall brightness is lower. The two bombsites are on separate sides of the map, and each present many camping spots for the Terrorist to camp after planting the bomb. Because of the long, open corridors of fire, the Counter-Terrorists have the advantage of the Terrorists having to rush. If the Terrorist choose a slow approach to the bombsite, they?ll likely be flanked from behind.
Italy tips and review:
Why do I love Italy so much? At least I used to..
- High replay value. There are many routes between the CT spawn and the hostage safe-house, around 4 or 5 direct routes and then many possible permutations if you zig-zag your way around. So after the initial rush and firefights, you're never quite sure where your opponents could be hiding. The Ts may be passive or aggressive; they may stick together, or spread out; they may camp the safe-house, or the hostage rescue point.
- Z-axis action. The term refers to the 3rd axis (up-down) on the 3D grid; in Italy, you always have look up (or down, depending on where you are) for potential ambushes. You can also boost your teammates onto a tall crate (or roof...) for a tactical advantage.
- Stealth. Different surfaces give different footstep sounds, so you can anticipate your opponents' arrival by listening carefully. This map is not just about the rush; you can have a great deal of success if you walk quietly.
- All the weapons are useful in Italy. The shotgun is devastating in close quarters like the central building, the cellar, and the safe-house. There are some good lines of sight leading to the safe-house, for sniping. You can use inexpensive, rapid-fire weapons (MP5, Mac-10, TMP) for ambushes. Expensive rifles like the Steyr Aug ("bullpup") and Krieg 552 are always useful in any map, but the scope will help you take out the pesky snipers.
- This map separates the men from the boys. I consider Dust to be a good learning map for new players, because it's bright, it has a simple layout, and it's not that easy for an opponent to sneak up behind you. Italy, on the other hand, has lots of twists and turns, and when you go through a doorway or around a corner, you have to be prepared to face multiple opponents. Experienced players can survive longer.
Counter-Terrorists: beginning of round
When you spawn, you will be facing a wedge-shaped building. You can go to the left, or the right of that building. There are four general routes to get to the safe-house, but you can make detours so the actual number of routes is much higher. Use voice chat to coordinate with your teammates before the round begins.
The 4 routes are:
(1) Left, then to the cellar: go to the left of the wedge-shaped building, go up some stairs, inside the building, then down some stairs into the cellar. When you exit the cellar, you can turn left and go up some stairs to the safe-house, or turn right and head back toward the fruit market.
(2) Left, then under the overpass: same as 1, but instead of going up the stairs to the building with the cellar, you make a right-hand turn and go under the overpass. Then you can turn left toward the cellar's exit, or turn right and go toward the fruit market.
(3) Right, then jump over the logs and climb into the central building's window: it takes a little bit of practice, but you hop onto the pile of logs, then hop onto the window sill and climb in. There will be three small rooms that you have to pass through, and when you exit the central building you will see a long walkway ahead.
(4) Right, then turn right to go through the fruit market: you could consider this to be two routes - there are two alleys that lead out of the fruit market, the closer one will take you to the cellar's exit, and the farther one will take you to the tunnel that leads up to the safe-house. The alleys are connected to each other, so it doesn't matter which alley you take.
There are multiple variations of the above routes. For example, you could go through the fruit market, hear the booming sound of an AWP, change your mind, then double back to the logs at the central building.
The CT side will want to mix-and-match routes, to keep Ts guessing. Travel in groups, to increase your chances of survival.
Counter-Terrorists: mid-game
On a larger server, your team will have enough players to cover all 4 routes. If you do not cover all routes in your initial rush, there is a possibility that some Ts have come through the uncovered route(s) and will be trying to sneak up from behind. Once in a while, take a peek over your shoulder, or have a teammate watch your back.
If you survived the initial rush, now's your chance to upgrade your weapon. Take a quick look at the ground for any valuable weapons. Use the "drop" key to lose the weapon you're holding (default: G, I think) then walk over the new weapon. Reload, to make sure you have a full clip.
Use the radar (top-left corner of your screen) to locate your surviving teammates. Or use voice chat to get a quick head count.
Now you have to focus on rescuing the hostages. There are 4 hostages in the safe-house, 2 on the ground floor and 2 upstairs. There are two ways to enter the safe-house: climb up onto some crates and then jump onto the window sill, or go through the doorway on the ground floor. If you did not encounter much resistance during the initial rush phase, then you can expect to find more Ts camping inside the safe-house.
It is very likely that there will be one or two terrorists waiting for you inside the safe-house. Smoke grenades and flashbangs would be really useful, to disorient your opponents. Avoid using the HE grenade; if you hurt the hostages, you will lose some cash.
Although the tunnel appears to be the easiest exit route to take the hostages, it might not be the safest. It's a bit dark, and there are at least three ambush spots for Ts. Furthermore, Ts could be waiting in one of the corners of the fruit market. Depending on how much backup you have, you might consider taking the hostages to the central building and then out the window.
As you approach the hostage rescue point (same area as CT spawn), take a peek over your shoulder to make sure all the hostages are still there. Sometimes, one will get stuck and you have to go back to retrieve him.
Walk quietly, and prepare for a terrorist that might be hiding around the corner or behind a crate.
The cash you receive for rescuing the hostages is well worth the risk you took. Be proactive in this map; don't camp.
Counter-Terrorists: end-game
You'll need around a minute or more, to bring the hostages safely back to the rescue point. If time is running short, you can still win by eliminating all the Terrorists. Problem is, they could be anywhere.
Check the popular ambush spots around the CT spawn area, to the left and right of the wedge-shaped building. Another hiding spot is the south-east corner of the fruit-market (if you consider T spawn to be north, and CT spawn to be south). There could be a T hiding behind the crate inside the safe-house, on the ground floor next to the 2 hostages. I would also check the area next to the logs, under the window.
Terrorists:
First of all, read the section on Counter-Terrorists, to familiarize yourself with the 4 major routes.
Terrorists: beginning of round
Ts can be passive (hang around the safe-house with sniper rifles and wait for the CTs to arrive) or aggressive (rush to meet the CTs at the various choke points) or sneaky (hide in dark corners or behind crates, and ambush the CTs before / after they arrive at the safe-house). Or some combination of the three (what you'll find on a public server).
Take a look at the screenshot on the right:
1) You can jump down onto the lower level, turn right to go into the cellar, or go straight toward the mid area.
2) You can stay on the upper level, turn the corner and wait for CTs to come through the central building.
3A) After you turn the corner, you can go straight to the central building, or hop down onto the lower level.
3B) Instead of hopping down to the lower level, you can hop onto the crate and try to climb onto the roof. Or wait to see if any CTs are heading toward the cellar.
If you go to 3B, and there are no CTs going to the cellar, you can jump down and head to the CT spawn (hostage rescue point) and wait for CTs to arrive with the hostages.
4) (not shown in the screenshot) You can head down the tunnel that leads up to the safe-house, and rush to the fruit market. You will always meet a few CTs there at the beginning of the round.
Counter-Strike is a numbers game; at the beginning of the round, you want your side to survive the early firefights, so that you outnumber the surviving opponents in the mid game. If the Ts outnumber the CTs in the mid game, it will be very difficult for the CTs to enter the safe-house undetected, and rescue the hostages.
Terrorists: mid-game
Always communicate with your teammates (and I don't mean spam). Let them know that you've survived the early rush, where you are located, where you are going, and if your sector is clear. Use keybindings to save time: CS:S Radio scripter from CSBanana
When a teammate uses a radio command, you will see a blinking red dot on your radar screen. So you will know where he is located. If he is in visual range, you will see a green exclamation mark above his head.
In the mid-game, the surviving CTs will be heading toward the safe-house. So you can head back to the safe-house yourself, camp the CT spawn, or try to sneak up behind the CTs.
If you want to sneak up on the CTs, use the "walk" key (default: SHIFT) so they can't hear you approach. Nothing's more satisfying than a knife kill.
T snipers will want to cover (a) the tunnel leading up to the safe-house, (b) the path leading to the central building, (c) the path leading from the cellar exit, (d) the open area that is the T spawn. When you play Italy, you will always here the booming sound of the AWP in the vicinity of the safe-house.
Terrorists: end-game
Depending on where you are located, you might not have enough time to check the safe-house (to see if the hostages are still there). So head towards the CT spawn, and find a good ambush spot (there are plenty).
If you are near the safe-house, and the hostages are still there, you can camp inside or wait on the ledge (accessible from the upper level of the house) outside. Or you can find a dark corner in the tunnel.
Another good waiting spot, is the area to the left of the stairs that go up from the cellar exit. You can see an Italian flag on the wall.
If there's only one CT left, perhaps he's AFK. So check the CT spawn, just in case. Just stay alive, and your side will win the round.
Office: Basis of all close combat maps. With the lack of large open areas, Office is basically a map consisting of small rooms and hallways. The Counter-Terrorists are usually the ones who rush the hostages and the Terrorist sit back and camp. You can either find the Terrorists hiding in the dark, hostage room or flanking the Counter-Terrorists through the garage door. This is one of the few maps that the teams are generally on a level playing field. Along with the Dust maps this is one of the most played, due to its fast, intense firefights.
The best things to do here is to make it difficult for the CTs to come rescue the hostages, blowing up cabinets, shooting the chairs into doorways are very effective.
Dust2 tips and review:
OK, you're ready to join a populated Dust2 server and get your ass kicked.
Terrorists: beginning of round
There are two areas of Terrorist spawns. One area is a bit closer to Bomb site B, and the other is a bit closer to site A. Before the round begins, have a look around to see where your teammates are facing.
The 5 routes are:
(1) Long A: go down the ramp on the right side, through the sets of double-doors, then up the long, straight walkway to bomb site A.
(2) Short A: instead of going through the double-doors, you take a left turn and go around, on the catwalk, to site A.
(3) What I'll call Short B: The shortest path to 'B' is to go straight from T spawn to the main building, go inside, take a left, then out. You will be at site B.
(4) A longer path to 'B' is to go straight through what I call "Sniper Alley", then through the double-doors, make a left, go uphill, through another set of double-doors, thus avoiding the main building altogether.
(5) The longest path to 'B' is to go into the main building, then turn right, down the curved stairwell, exit the building, turn left, go through the double doors, make a left, go uphill, through another set of double-doors. Phew!
Keep in mind that there are multiple variations on the 5 routes. For example, you might be heading Short A, but then change your mind, drop down to the mid, then head to Bomb site B. If you're playing T, and you want the fast rush, Short B is your best bet.
The T side will want to mix-and-match routes, to keep CTs guessing. Most servers enable voice chat, this is very useful if you use it for coordinating rushes.
Terrorists: mid-game
If you didn't go for the fast rush, and you haven't planted the bomb yet, things get really interesting. You still have time to get to a bomb site and plant the bomb, but you can bet there will be CTs camping the two sites.
Bomb site B is easier to protect (for either side that controls it first), there are many crates and an elevated platform that looks right into the main building. If you're inside the main building, walk don't run. You don't want your footsteps to give away your location.
The other entrance to B is a set of double-doors, you can expect the enemy to be parked behind the door, around the abandoned car.
The third entrance to B is a bit sneaky, you start from "Mid", go uphill, and climb up some rocks, then crawl through a hole in the wall. Newbie players might not know of its existence, but experienced players will be watching it.
Site A is not as easy to defend as site B, as it is more open and there are three paths to get there.
Depending on how many CTs survived, you can expect at least 2 CTs defending A: one CT sniper looking down Long A, and the other CT roving around, keeping an eye on the catwalk while listening for footsteps underneath. You might even find an AFK (away from keyboard) under the catwalk, since thaTs the CT spawn.
If you can plant the bomb in mid-game, and you're not the last T still alive, you should be able to defend your area and win. You need to kill your opponents quickly, and not take too much damage from return fire.
Terrorists: end-game
If you haven't planted the bomb yet, all is not lost. You can still hunt down all remaining CTs to get the victory. Start with the bomb site that is closest to you, then check the CT spawn area for any AFK's, then check the other site.
Counter-Terrorists:
First of all, read the section on Terrorists, so you know what to expect from the T side. Since the Ts have so many options, CTs have to be able to read-and-react well. Communicate (meaningful) information to your teammates, so they can rush back to an undefended bomb site.
Counter-Terrorists: beginning of round
Unlike Dust, Dust2 has a lot more variety of game situations as the round progresses. Like Dust, Dust2 forces CTs to be coordinated in their early rush so that they can prevent the Ts from getting an easy score.
Complete containment of Ts (possible in Dust) is not a viable option, in a public clanless server (in my opinion). At the beginning of the round, CTs have to rush to certain choke points, and try to win the firefights:
- the double-doors through which the Ts will pass, to get to Long A. Two CTs would be preferable, and they can communicate to their teammates if they sense a mass rush.
- right up the middle, and then veer left to see if Ts are trying to go Short A. In the later rounds, Ts can afford scouts, so bring smoke grenades.
- a mad rush to Bomb site B, where Ts are likely to exit the main building. Depending on your foot speed, you should be able to throw a flashbang into the corridor before the Ts come out. Two or three CTs should do the trick. If it turns out that no one is inside, then you can recover by taking the curved staircase back down to "Mid".
Counter-Terrorists: mid-game
If the bomb was not planted right away, CTs can settle in to protect both bomb sites. Ideally, you want to have 3 CTs at each site, but realistically you won't.
At site A, you'll want a sniper covering long A, another CT covering the catwalk (Short A), and a third CT could be camping in the dark area under the catwalk.
At site B, you'll need three CTs, one to cover each possible entrance.
Of course, in real life, players are too restless to stay in one spot. So what normally happens is that CTs wander around, looking for Ts. It's better to wander around in pairs than solo, if you must.
Counter-Terrorists: end-game
As the round nears its end, Ts have to locate all CTs and eliminate them to get the win. Hopefully you've still got enough ammo for that final firefight. If not, look around for corpses, chuck your weapon and pick up theirs. Who knows, you might get someone's AWP or machine-gun. Note that spray-and-pray firing doesn't work well in medium to long-distance fighting. If you're going to pick up someone's weapon, go for a scoped weapon and/or a Desert Eagle.
If there's only one Terrorist left, perhaps he's AFK. So check the T spawn, just in case.
Weapon Reviews and Equipment review
Kevlar
*Price: $650
Review:Increases the time of you dying from .02 miliseconds to .09 miliseconds.
HE Grenade
*Price: $300
*Special traits: You can only carry one of them
Review
ower equivalent to 100 snap pops going off, useful when primary weapon is empty you have chucked your pistol at a squirrel and your knife is stuck in the wall where you have stabbed your teammates spray.
Flashbang grenade
* Price: $200
* Special traits: You can only carry two of them
Review
isappears in a puff of white smoke blinding everyone for 10 seconds within its blast radius, useful for blinding your teammates then using them as a shield. Also used for great affect on the enemy in stopping you in your tracks and gunning you down like sitting ducks in front of a .50 cal.
Pistols:
Glock
Price: $400
Country of Origin: Austria
Caliber: 9mm Parabellum
Clip Capacity: 20 Rounds
Rate of Fire: N/A
Weight (Loaded): 0.9 kg
Projectile Weight: 8 grams
Muzzle Velocity: 1132 Feet/ Second
Muzzle Energy: 475 Joules
Review: Standard issue pistol, you will spawn with this weapon every round you are on the Terrorist team. Equipped with two modes of fire, this weapon is versatile, but not powerful. While in a firefight against other pistols, the Glock may have 20 rounds, but it needs every one. Even with an accurately placed three-round burst, many body shots are needed for a kill. One of the better long-range pistols, the Glock is accurate but not powerful.
H&K USP
Price: $500
Country of Origin: Germany
Caliber: .45 ACP
Clip Capacity: 12 Rounds
Rate of Fire: N/A
Weight (Loaded): 1 kg
Projectile Weight: 15.2 grams
Muzzle Velocity: 866 Feet/ Second
Muzzle Energy: 553 Joules
Review: Standard issue pistol, you will spawn with this weapon every round you are on the Counter-Terrorist team. Of all the pistols, the USP has the only silencer for those situations that require stealth. The USP is also the 2 nd largest caliber round pistol, behind only the Desert Eagle. While the USP is slight less accurate than the Glock, it can kill with less rounds. If you empty your primary weapon?s clip in a firefight, a USP is a worthy weapon to finish off your opponent. [Hint: Often times, it is better to switch to your secondary weapon instead of reloading your primary. Reloading may take time that you cannot spare, while a pistol can provide cover while you can retreat or kill your opponent.]
Sig Sauer
Price: $600
Country of Origin: Switzerland/Germany
Caliber: .357 SIG
Clip Capacity: 13 Rounds
Rate of Fire:> N/A
Weight (Loaded): 1.03 kg
Projectile Weight: 8.1 grams
Muzzle Velocity: 1400 Feet/ Second
Muzzle Energy: 600 Joules
Review: Rarely used pistol that has pluses and minuses. A positive is that it has one more bullet than the USP, however it is not as accurate and that extra bullet will be needed. Many body hits will be needed to kill, with the .357 SIG ammunition slightly more powerful than that of the 9mm of the Glock.
Desert Eagle
Price: $650
Country of Origin: Israel
Caliber: .50 Action Express
Clip Capacity: 7 Rounds
Rate of Fire: N/A
Weight (Loaded): 1.8 kg
Projectile Weight: 19.4 grams
Muzzle Velocity: 1380 Feet/ Second
Muzzle Energy: 1650 Joules
Review: Contrary to poular belief this is NOT the only pistol available it may however take you years to see a Sig Sauer or FN Five-Seven being used. It has a major flaw of only 7 rounds, each one of those could be fatal. Taking a point-blank hit by a .50 Desert Eagle will cause severe damage if not kill you. In a firefight, you will need to use extreme awareness of your ammunition. You can take more time to fire using a Desert Eagle because it will cause more damage than most other weapons, including automatic. While other weapons require you to pull the trigger for 15 seconds to kill anyone. Despite its close combat advantages, the Eagle is a very accurate long-range weapon. [Hint: If you should stumble upon an unaware sniper, be careful. I?d say 99% of all snipers buy a Desert Eagle to use close range.]
FN Five-Seven [Counter-Terrorist Weapon]
Price: $750
Country of Origin: Belgium
Caliber: 5.7 x 28mm
Clip Capacity: 20 Rounds
Rate of Fire: N/A
Weight (Loaded): 0.61 kg
Projectile Weight: 2 grams
Muzzle Velocity: 2345 Feet/ Second
Muzzle Energy: 465 Joules
Review: Although a favorite of mine, this gun really has no use in the game. Long range, no pistol can beat the 5-7?s aim. However, to kill someone you?ll need almost half of the guns?, large 20 round clips. Overall, this pistol has the most accuracy while having the least power.
Dual Beretta Elites [Terrorist Weapon]
Price: $800
Country of Origin: Italy
Caliber: 9mm Parabellum
Clip Capacity: 15 Rounds [Each]
Rate of Fire: N/A
Weight (Loaded): 1.15 kg [Each]
Projectile Weight: 8 grams
Muzzle Velocity: 1280 Feet/ Second
Muzzle Energy: 606 Joules
Review: Perhaps the weapon that yields the most ?fun,? but these Berettas are highly inaccurate. If your luck your aim will only slightly suck and youll hit every other bullet, because every shot with the left pistol goes slightly left, every shot with the right pistol goes slightly right.
Fifteen rounds in each gun, these pistols have the largest capacity by far and will win in any lengthy pistol fight. Despite using the same caliber rounds, the Beretta will yield more damage with a body shot than a Glock. Firing rapidly into a crowd will likely cause damage to everyone. [Hint: As with all non-automatic weapons, pistols only fire as fast as you can click. Most important with the Berettas, the fastest you can fire lead, the more of a chance you can damage your opponent.]
Shotguns:
Benelli M3 Super 90
Price: $1700
Country of Origin: Italy
Caliber: 12 Gauge
Clip Capacity: 8 Rounds
Rate of Fire: N/A
Weight (Loaded): 3.5 kg
Projectile Weight: 3.8 grams
Muzzle Velocity: 1250 Feet/ Second
Muzzle Energy: 2429 Joules
Review: Much improved in CS:S than in previous versions. Not only is the M3 effective close range, but now it can be used in long range combat. Point blank, an M3 round will cause severe damage, including kill you in a single shot. I?d recommend using shotguns only when the map is close-combat orientated. [Hint: If you?re in a firefight with a shotgun you?d better kill the user quickly, because his shells will last longer than your automatic weapon clip.]
Benelli SPAS Shotgun
Price: $3000
Country of Origin: Italy
Caliber: 12 Gauge
Clip Capacity: 7 Rounds
Rate of Fire: N/A
Weight (Loaded): 4 kg
Projectile Weight: 3.8 grams
Muzzle Velocity: 1250 Feet/ Second
Muzzle Energy: 2429 Joules
Review: The so-called ?nOOb tube? has many downfalls. First, the 7 shells will fire so quickly that if you don?t hit your target the first time, you?ll likely not receive a second-chance. Second, unless you?re firing point-blank, you?re not going to deal much damage to anyone. As a result, this weapon is relatively useless in most situations.
Sub-Machine Guns [SMGs]:
Steyr TMP [Counter-Terrorist Weapon]
Price: $1250
Country of Origin: Austria
Caliber: 9mm Parabellum
Clip Capacity: 30 Rounds
Rate of Fire: 857 RPM
Weight (Loaded): 1.3 kg
Projectile Weight: 8 grams
Muzzle Velocity: 1280 Feet/ Second
Muzzle Energy: 606 Joules
Review: The Steyr TMP is rarely used in CS because many of the other, more expensive weapons provide more ?pop.? However, if you need a silenced weapon, or just an accurate weapon, the TMP works well. While the TMP has a fairly accurate spray, you will need a few body hits before someone is killed.
H&K MP5
Price: $1500
Country of Origin: Germany
Caliber: 9mm Parabellum
Clip Capacity: 30 Rounds
Rate of Fire: 800 RPM
Weight (Loaded): 3.42 kg
Projectile Weight: 8 grams
Muzzle Velocity: 1132 Feet/ Second
Muzzle Energy: 637 Joules
Review: Of all the Sub-Machine Guns the H&K MP5 is the most widely used, and for good reasons. Unlike most other guns, when you point this weapon at an opponent and spray, you will notice that its accuracy will provide more body hits. However, it will take five or six hits to kill the other person. With the mp5 you just want to tap on their head 1 shot at a time at a distance,
H&K UMP
Price: $1700
Country of Origin: Germany
Caliber: .45 ACP
Clip Capacity: 25 Rounds
Rate of Fire: 600 RPM
Weight (Loaded): 2.27kg
Projectile Weight: 15.2 grams
Muzzle Velocity: 1002 Feet/ Second
Muzzle Energy: 625 Joules
Review: Probably the least used weapon in the game. This gun is more of a pistol with 25 rounds, with its high caliber rounds. If used like a pistol with single shots, the UMP can be deadly long-range. However, in close combat the UMP?s slow rate of fire doesn?t help its performance.
FN P90
Price: $2350
Country of Origin: Belgium
Caliber: .338 Lapua Magnum
Clip Capacity: 50 Rounds
Rate of Fire: 900 RPM
Weight (Loaded): 3 kg
Projectile Weight: 2 grams
Muzzle Velocity: 2345 Feet/ Second
Muzzle Energy: 465 Joules
Review: Relatively small accuracy grouping for a gun with such a high rounds per minute. For those who feel they run out of bullets too quickly in a firefight, this weapon is for you. This miniature Para has about twenty more rounds than the average gun, thus you will still be firing when the other is reloading. The P90 can also be used as support for team movement, much like the Para, but with better accuracy and cheaper cost.
Ingram Mac-10 [Terrorist Weapon]
Price: $1400
Country of Origin: United States of America
Caliber: .45 ACP
Clip Capacity: 30 Rounds
Rate of Fire: 857 RPM
Weight (Loaded): 3.82 kg
Projectile Weight: 15.2 grams
Muzzle Velocity: 919 Feet/ Second
Muzzle Energy: 584 Joules
Review: Like the H&K UMP, the Mac-10 uses .45 ACP ammunition much like the USP pistol. If you look at the Mac-10 you?ll see that it is basically a one-handed weapon. Therefore, its recoil will cause the gun to jump wildly and the bullet spray will be wide, with little chance to hit much. Other than the Para, I?d say that this weapon is the most inaccurate. Unless you?re firing in a hallway you won?t hit anything. Don?t even think you?ll hit anything long-range with the Mac-10, you?re better off using your pistol.
Rifles:
FAMAS [Counter-Terrorist Weapon]
Price: $2250
Country of Origin: France
Caliber: 5.56 NATO
Clip Capacity: 25 Rounds
Rate of Fire: 1100 RPM
Weight (Loaded): 3.40 kg
Projectile Weight: 4 grams
Muzzle Velocity: 2212 Feet/ Second
Muzzle Energy: 1712 Joules
Review: The Counter-Terrorist?s version of a cheap, accurate weapon, much like the Terrorist?s Galil. If you?re down on money, the FAMAS is an excellent choice, if you?re shooting long-range use the weapon?s 3-round burst. One or two bursts on this setting will kill an opponent with extreme accuracy. When fighting close combat use the full automatic setting which has SMG accuracy with rifle power. One major drawback of this weapon is the slightly smaller than average 25-round clips. If you want to have accuracy with each shot long range, this is definitely your weapon. Using the three-round burst you will be pin-point with each fire.
Steyr Scout
Price: $2750
Country of Origin: Austria
Caliber: 7.62 NATO
Clip Capacity: 10 Rounds
Rate of Fire: N/A
Weight (Loaded): 3.3 kg
Projectile Weight: 8 grams
Muzzle Velocity: 2800 Feet/ Second
Muzzle Energy: 2200 Joules
Review: A real sniper?s choice of a rifle. Unlike the AWP or any of the auto sniper rifles, the scout actually takes skill. A well-place chest or head shot will kill someone, but anywhere else two shots are required. If you run into someone with this weapon out, it is useless without zoom. Therefore, be ready to switch to your pistol for close encounters. With the Scout being so lightweight, you are able to run as fast as when your knife is equipped.
Colt M4A1 [Counter-Terrorist Weapon]
Price: $3100
Country of Origin: United States of America
Caliber: 5.56 NATO
Clip Capacity: 30 Rounds
Rate of Fire: 685 RPM
Weight (Loaded): 3.22 kg
Projectile Weight: 4 grams
Muzzle Velocity: 2900 Feet/ Second
Muzzle Energy: 1570 Joules
Review: In the opinion of most the M4A1 is the best all-around weapon in CS. Some prefer the Colt with a silencer attached, and some prefer no silencer. Either way, I don?t think that there?s much difference in the weapon?s performance. Long range with a well aimed single shot, one can take out an opponent easily. While it can be inaccurate spraying down a hallway, you can easily kill an opponent using full auto. My personal favorite, this weapon is proficient in every area and therefore will be the weapon most seen while playing.
Steyr AUG [Counter-Terrorist Weapon]
Price: $3500
Country of Origin: Austria
Caliber: 5.56 NATO
Clip Capacity: 30 Rounds
Rate of Fire: 727 RPM
Weight (Loaded): 4.09 kg
Projectile Weight: 4 grams
Muzzle Velocity: 2900 Feet/ Second
Muzzle Energy: 1570 Joules
Review: A favorite weapon of mine for those maps with wide open areas.
Its damage is equivalent to a anti tank shell covered in anthrax and gasoline. With its zoom feature, the AUG can be deadly accurate, and will rival any sniper rifle. If you use single shot while zoomed, you?re shots shouldn?t spray too wildly, and are likely to hit your target. However, I don?t recommend holding down your mouse button while zoomed. Despite its long range pluses, the AUG fairs well in close combat and thus should be used in each. Close range, you?ll likely receive results that match the Colt M4A1, with the AUG using the same caliber ammunition, and having the same muzzle velocity and recoil.
Sig 550 [Counter-Terrorist Weapon] [Not allowed on eGO servers]
Price: $4200
Country of Origin: Switzerland
Caliber: 5.56 NATO
Clip Capacity: 30 Rounds
Rate of Fire: N/A
Weight (Loaded): 7.02 kg
Projectile Weight: 4 grams
Muzzle Velocity: 3100 Feet/ Second
Muzzle Energy: 1650 Joules
AWP [Not allowed on eGO servers]
Price: $4750
Country of Origin: United Kingdom
Caliber: .338 Lapua Magnum
Clip Capacity: 10 Rounds
Rate of Fire: N/A
Weight (Loaded): 6 kg
Projectile Weight: 16.2 grams
Muzzle Velocity: 3000 Feet/ Second
Muzzle Energy: 7000 Joules
Galil [Terrorist Weapon]
Price: $2000
Country of Origin: Israel
Caliber: .223
Clip Capacity: 35 Rounds
Rate of Fire: 675 RPM
Weight (Loaded): 4.35 kg
Projectile Weight: 4 grams
Muzzle Velocity: 2013 Feet/ Second
Muzzle Energy: 1712 Joules
Review: The cheapest rifle in the game, the Galil also has the largest capacity of ammunition; 35 rounds. Although the Galil doesn?t have an actual burst-round setting, clicking the fire button will shoot a few shots that rival the FAMAS? accuracy. If you don?t shoot full-auto and merely hold fire for a few moments you will spray in a small area, must like that of an SMG. For price, you can?t beat the Galil for its power and accuracy.
AK-47 [Terrorist Weapon]
Price: $2500
Country of Origin: Russia
Caliber: 7.62 NATO
Clip Capacity: 30 Rounds
Rate of Fire: 600 RPM
Weight (Loaded): 4.79 kg
Projectile Weight: 7.9 grams
Muzzle Velocity: 2329 Feet/ Second
Muzzle Energy: 1992 Joules
Review: Terrorist mainstay weapon, much like the Colt of the Counter-Terrorists. However, the AK is also the most inaccurate rifle. Long-range you?ll receive more power than a Colt, but you?d better hit the other person with the first two single shots. Medium-to-short range to hit an opponent you must basically ?pray and spray.? Sometimes you?ll be a few feet away from a person and not hit them at all, and other times you?ll receive lucky headshots.
Remember to closely pay attention to your spray, with AK you want a 2 shot burst, if it's close just spray at Headshot level...
Sig 552 [Terrorist Weapon]
Price: $3500
Country of Origin: Switzerland
Caliber: 5.56 NATO
Clip Capacity: 30 Rounds
Rate of Fire: 727 RPM
Weight (Loaded): 3.1 kg
Projectile Weight: 4 grams
Muzzle Velocity: 2900 Feet/ Second
Muzzle Energy: 1570 Joules
Review: x
H&K G3 [Terrorist Weapon] [Not allowed on eGO servers]
Price: $5000
Country of Origin: Germany
Caliber: 7.62 NATO
Clip Capacity: 20 Rounds
Rate of Fire: N/A
Weight (Loaded): 4.41 kg
Projectile Weight: 8 grams
Muzzle Velocity: 2800 Feet/ Second
Muzzle Energy: 2200 Joules
Heavy Weapons:
M249 Para
Price: $5750
Country of Origin: Belgium
Caliber: 5.56 Parabellum
Clip Capacity: 100 Rounds
Rate of Fire: 600 RPM
Weight (Loaded): 6 kg
Projectile Weight: 4 grams
Muzzle Velocity: 3000 Feet/ Second
Muzzle Energy: 1600 Joules
Review: The ultimate support weapon for that rush to the bombsite or down a crowded corridor. With a massive 100 round magazine, the Para can go for quite so time without being reloaded. However, when you need to reload, you?ll notice that it?ll take many venerable seconds. Overall, this gun is not worth the most expensive price tag in the game. You may be able to hit someone long range with your first, well-placed shot but after that, good luck. Even at close range, shooting at full-auto you?re not likely to hit anything. However when there?s a group of the enemy the Para will damage each one equally.
When all else fails you can always cry BS! Remember it lets everyone else know you are really serious about CS:S
Lyrics for "I will survive" theme song!
First I was afraid
I was petrified,
thought I couldn't get a frag
without you by my side,
and then I spent so many rounds
just camping out all on my own,
and I grew strong
and now i'm defusing the bomb...
And now i'm back,
so shut your face
you cannot play as good as me
you're such a fat disgrace
weren't you the one who left me
playing on my own
all up to me, the VIP.
No chance not I,
I will survive,
as long as I have bomber
then I know I'll stay alive
and now you're back and expect
weapons thrown for free
but I'm saving all my money for an AWP.
CT's arrive, you won't survive
because the second I see
with my colt you're gonna die
You just TK and keep the frags off of your own
but hey get ready man for planitudes of crap
now that you're on.
You say it's dark and that
you cannot tell the teams apart,
but that line's old and not as fresh
as pepper chili farts.
You just want kills
you do not care about your team
you beam them 37 times but keep
on coming back in clean.
He's in the pipes,
out on the lawn,
you're cheating
tell me why the hell FORCECHASECAM isn't on,
we can't do crap by simply banning your IP,
someone bring on down the console,
and you ban his WON ID.
Oh no not I,
I will survive,
no matter how much you are cheating,
well I know I'll stay alive.
You might have speed cheats on,
or wallhacks on to see,
by I've got the same ones running,
so just try and mess with me.
Nothing left to do,
I blew your team away,
the scores are 29 to 3
and your team cannot play.
The final round is coming in,
and you have not one ounce of class,
so you can take your stupid AK
shove it right up in your a**.
Now time is running out,
five minutes on the clock,
you lost your gun, you lost your style,
your playing shuttle #^#@
It's you and me,
it's one on one,
so one must die,
now I'm zooming in my reticle,
so baby it's goodbye.
Oh no not I,
I will survive,
can you remember when you fragged me
and I lost my life.
So many months ago,
that match was far away,
but now so sudden when I beat you
you've got nothing left to say.
I. Getting Started
Purchasing Weapons and Supplies:
?You Get What You Paid For?
If you?ve just started playing CS then I suggest that you spend time orienting yourself with each of the many various weapons. Everyone has their particular favorite(s) weapons. Since you?ll undoubtedly not always have enough money to buy the gun you desire, it is best that you are proficient with one from each category: Pistols - Shotguns - Sub Machine Guns - Rifles - Para. If you ask me, not buying a gun and saving for another round is a waste. With only a pistol, one does not stand a chance against an automatic rifle. If you continue to do this, your deaths will pile up and you kills will be few and far between. Say for instance you wait two rounds for money to purchase a Para and only produce one frag. For these three rounds your K
[Kill-to-Death] Ratio would be around 1:3 which is not good. As a result, buy what you can, when you can and fight with what you have. Ex = a SMG round + a SMG round + a SMG round > a Pistol round + a Pistol round + a Para Round. While the expensive weapons are fun, I don?t believe dying constantly and having bad statistics is enjoyable.?The Biggest Stick Is Not Always the Best?
As stated before, practice with all the weapons in a LAN game and find one of each category that suits your skills. Each of the guns has a different recoil and damage, and playing with an assortment will confuse a player?s aim. Personally I use the USP or Glock as my Pistol, MP-5 as my SMG, and either a M4A1 or AK-47 as my rifle. Depending on the map, I buy one over the other. If a map contains open spaces I?ll likely go with a Rifle over a SMG because of its long range power and accuracy. Although it will take many shots for a kill, the MP5?s low recoil makes it accurate in close quarters. Once you?ve chosen your favorite(s): practice, practice, practice. Knowing a gun?s accuracy and tendencies will help you in combat.
?Bare Essentials?
At the buy screen my number one priority is to first purchase my suit of Kevlar with helmet. Although you might question the effectiveness of the armor at times, it does provide protection. If for nothing else, Kevlar helps your self-confidence. Going into a round without armor, one has to feel less comfortable. My second selection at the buy screen is my weapon and its matching ammo. From here you?re ready for combat; that is unless you have a few bucks left for the ?extras.? Grenades are a topic I will discuss later on, and when used properly can bail you out of sticky situations. Unless you?re a CT facing a T team who make?s a priority of planting the bomb, a defusal kit it unnecessary. You can defuse the bomb without one if you clear the bombsite of hostiles quickly enough. Also, a fallen comrade may have a defuse kit on their corpse which you can ?borrow? after they?re gone. Nightvision = a complete waste of funds, thus you should not buy.
Movement:
The ability to transgress every obstacle will help you evade death. Ex = A Terrorist has you pinned you down with automatic fire and you need to retreat. Choice A: you can stumble over the file cabinets and be a sitting duck, or Choice B: execute a crouch-jump over the objects and around the next corner. As with weapon efficiency, practicing these maneuvers will help in -game. In CS:S most of the moveable objects can be hurdled if your timing and tactic of jumping is correct. Below are tips and explanations of the various jumps.
1. Normal Jump [Space Bar]
* This jump is self-explanatory and basic. With this command you can jump over objects or boundaries of heights no greater than, let?s say two feet. If you so chose, one can use this to ?hop? around a firefight in order to be a harder target. A negative side of jumping while shooting is that your accuracy will be lower than walking. Also if you?re hit in mid-air you are stopped dead and will be a much easier kill.
2. Crouch-Jump [Combination of Ctrl and Space Bar]
* In order to climb those boxes and crates you?ll need this jump. To execute, approach the desired climb and hit the space bar. At the apex, or the top of your jump, hit the crouch button [Ctrl]. Often times it might take a few attempts, but once you?ve had practice you should be able to crouch-jump smoothly and with ease. So next time you see a guy in a hiding spot and state ?how the heck did he get there,? you?ll know that he used a combination of normal and crouch jumps to do so. [Hint: your teammates can be used as stepping stones do reach otherwise unreachable heights.]
3. Running-Jump w/Knife
* If an area of length is your target jump, the running-jump will be needed. There is really no difference between this and the normal jump except that you need momentum and your knife equipped.
?Run, Forest, Run?
If you?re wondering why others on your team are moving faster than you, it?s due to them equipping their knife instead of their primary weapon. You may not choose to run with a knife due to the fact that you?re vulnerable to an attack without a weapon out. However, in order to reach that bombsite before the Terrorists do, you?ll need to run faster.
?Shhhhh?Be Quiet?
Sound is the most important factor in CS. By listening to footsteps, you can know when to start walking silently (default - shift) or to crouch and hide in a dark area. Then when your enemy walks out into the open.... Boom headshot! Also pay attention to the type of footstep sound, there are different sounds for gravel, wood, cement, and steel. Knowing which sound was made can pinpoint an enemy and make him very easy to shoot through a wall. These sounds are especially useful in detecting the elevation of a player, a good example would be de_nuke. Avoid hiding in obvious places, often times it's more of a surprise to an enemy to find you in the open than behind a paper-thin box.
If you're loud, the enemy will know where you are and likely put a bullet in your head.Walking or sneaking around is most often necessary when you?re outnumbered by the other team and the only one on your team alive.
By holding down Shift or Ctrl, you will hear footsteps approaching while silencing your own. However, if the other team is walking around it can provide quite a fright suddenly seeing a hostile. If you see one of your teammates sneaking around, please be courteous and do so as well. When he?s trying to hear the enemy, he doesn?t need your footsteps interfering. [Hint: If you?re a CT and in a silent mode, it is best to use a silenced weapon: either the H&K USP or Colt M4A1 can be equipped with a silencer by simply right-clicking. The Steyr TMP also comes with a fixed silencer. Using a silenced weapon against your opponent can allow you to remain hidden, while the other team cannot hear your shots.]
Teamwork
Teamwork is the basis of a successful Counter-strike match. Without an organized group of people you can?t possibly win. For instance, if everyone splits up and goes their separate ways, everyone will be eliminated one-by-one. However even if a team sticks together, it doesn?t necessarily mean that ?teamwork? exists. If someone is being shot at, don?t wait until they die to shoot the enemy, help them out. When playing online I have frequently been shot when I was surrounded by teammates. This should not happen if a true team atmosphere exists. Instead one should focus on covering their teams? back and hope that they?ll do likewise. An example for teamwork: going up the ladder from the sewers on Militia. In this situation, you should not let a teammate go up alone as they will be eliminated quickly. Flashbangs should be thrown up before the rush and the rest of the team should follow. Although some may die in this situation, at least it will not be the entire team.
?Don?t Irritate Your Teammates?
You see it in every Counterstrike server, a person whose sole purpose is to annoy. These few people choose to cause disruption and don?t care about what happens to you or them. They choose to constantly swear or verbally abuse both people on their team and their opponents. Because you need your teammates in order to succeed, I don? recommend that you take to such actions. However, if you choose to annoy then you be aware that your teammates might not come to your rescue when you press the ?Need Backup? message. I suggest that you remain polite and courteous, answering everyone?s questions and helping those who are inexperienced.
?Blinded by the Light?
Although you may not mean to do so, flashing a teammate can be almost as bad as killing them. If you throw a flashbang into a room when a teammate is nearby, he?ll be a sitting duck until the blinding affect wears off. In order to prevent this from occurring be sure to check before throwing flashbangs and to work on your grenade tossing. There is an art to throwing grenades, involving distance, ricochet, and trajectory. Distance: you can throw a grenade a great distance by moving forward and releasing while running. If you pull this tactic off, you?ll launch the grenade like Michael Vick does a football. Ricochet: although you may not be able to see the enemy around that corner, you are able to bounce a grenade off a wall and towards its destination. Be careful when throwing off walls, as the grenade can come back to bite you, literally. Trajectory: in order to throw a great distance you?ll have the correct level of launch. If you aim too low you?ll cause the grenade to hit the ground before reaching the opponent. Despite the ability to reach vast distances with a HE grenade, the weapon itself will detonate after a certain time. The most common cause of a miss-thrown grenade is not the player?s inexperience, but an ill-fated ?bump.? For example, you?re moving to throw a grenade and a teammate runs into you, causing your throw to be offline and unsuccessful.
?Don?t Put to Sleep Those Who Watch Your Back?
If you?re the last person alive and are not likely to take out the remaining enemy you shouldn?t do one thing; camp. Choosing to camp will only accomplish a waste of time and the growing disloyalty of your teammates. One does not play Counterstrike to sit around waiting to start the next round; they want to be in the action. As a result, when people have to wait over 3 minutes they start to become annoyed. If this happens once, alright but if it happens multiple times you?ve lost your team. When your own team wants you dead, they won?t bother covering your back in a firefight. They?d rather see you die then have to wait more wasted minutes. The one exception to this is if the surviving teammate is a player of many skills, someone like me. In this situation, these types of players can take out multiple enemies before dying and therefore will provide a show for those watching.
?Keep Your Friends Close? and Your Enemy Dead?
You're less likely to die if you stick together with your team. It's easier to take on a threat when you've got people watching your back. Just make sure you're going with the right group. You can't count on a squad of n00bs to watch your back, make sure to stick with the more experienced players.Having good teamwork is good, having a close-knit group of friends? priceless. In my opinion a small group of three or four team members moving together can accomplish much. In order to have this success you must befriend those who are both skillful and show teamwork. Basically, you are working in a clan-like manner without actually being in a clan.
?Are You Deaf? I Said Hold This Position?
In Counterstrike, the three groups of radio messages are important to the game. If one does not have a microphone at their disposal to voice commands with, then these can be used instead of typing. Typing messages can make you venerable to attack and stop your movement completely. Instead uses the keys [Z, X, C] and the corresponding numbers for radio commands. I use these messages numerous times during each round, and without them my team wouldn?t know of the situation at my position. Using the commands is one aspect of radioing, the other is more important: listening. When a teammate plants the bomb and wants assistance covering it, they?ll radio ?hold this position.? A team can work fluently to plant the bomb, but if everyone ignores this message and goes their separate ways, a Counter-Terrorist can easily defuse.
Camping
?Difference Between a Camper and a Retarded Sloth?Nothing?
I don?t recommend making a habit of camping in Counterstrike. As I have stated above, your teammates will grow to dislike you on their side and hope you die quickly each round. There are both advantages and disadvantages of camping. One positive is that you might be able to kill a few opponents before they recognize were you?re hiding. However, proficient players know almost all camping sites and routinely check them as they pass the area. A major disadvantage is that when camping you are sitting still and thus you are easier to hit. Also, when shooting at an enemy from a camping position you will have to hit a moving target, a much more difficult task. If you?re not successful with your first few shots, you?re likely to be spotted. Reaction time is generally longer when you?re camping making your shots more important than those of your target.
?To Camp, or Not To Camp, That is the Question?
There is only two times in which you can camp without being ridiculed. If you?re a Terrorist and the bomb has been planted, you?re safe to camp and guard the area. [Hint: when covering the bomb, I suggest that you don?t sit directly on the bomb. Instead remain hidden until you hear the sound of the defuse beginning. When a Counter-Terrorist is defusing, they are a ?sitting-duck.? Even if they stop their defusing, it will take a second or two in order to fire.] The second time in which camping is allowed is when Terrorists are guarding hostages. However, I suggest that one waited until the Counter-Terrorists are approaching to start camping. I don?t think any situation calls for a Counter-Terrorist is called upon to camp, unless he is guarding the bombsite.
Game Preparation
1. Brightness: Adjust your settings to fit every map. Because each map has its own characteristics, different settings will be need to optimize gameplay. A map such as Havana is very dark in much of the areas and thus your monitor?s brightness should be higher than normal. On the lighter, Dust maps a much lower brightness level can be used without affecting your game. I don?t however recommend that one play Counterstrike with their brightness set very low. If you play like this, it?s unlikely that you?ll see anyone.
2. Rest: Do not play when you?re too tired or just awakening. If you wake up and want to play Counterstrike, I?d suggest taking a shower and refreshing yourself before playing. A nice warm shower will open your eyes and heighten your senses. On the other hand, playing Counterstrike for a lengthy period of time and growing tired will decrease your playing ability. If you care about your statistics and reputation don?t play if you need sleep. Likewise, if you notice your skills declining stop playing for a while and re-gather yourself.
3. Temperature: I have found that most people are affected by the temperature of their surroundings. Almost daily you?ll see someone state how their hands are freezing. Cold hands are probably the biggest threat to a person?s gameplay. One?s body loses warmth constantly and the first to lose heat is the extremities. Using freezing hands to play Counterstrike is similar to playing with your feet. Reaction time will be far, far slower when your hands are this way. Too much heat, on the other hand, isn?t good either. Becoming irritable and starting to sweat causes stress and a ?slip? in performance [See below for more information on ?slip?]
4. Food: Eating during play is up to the gamer, but I don?t suggest eating some foods. Greasy food such as pizza will cause both a slick mouse and a dirty keyboard. Nobody wants an unclean computer, but the damage will must likely be in gameplay. Trying to click your mouse when your fingers are either greasy or sweaty is a difficult task. You will not maintain solid contact with the fire button and thus you will often misfire. To prevent from having a slick system I recommend either not eating or constantly washing you hands. Cleaning with soap and water will dry your hands and improve your accuracy. Despite foods? influence to gameplay, one must eat if playing for a lengthy time. If one does not eat they will grow physically weak and their body will tire. As I stated, it?s all up to the gamer, but if you want to eat while playing choose something with little crumbs and little grease.
5. Exercise: Before starting to play, I generally begin with a tapping regiment. Sure this may sound a bit strange, but drumming your fingers in different patterns helps out profoundly. Try rolling all your digits up and down, back and forth until they feel loose and ready to rock-and-roll. Stiff fingers will cause a drop in reaction time and fire effectiveness. In order to play Counterstrike you will need to use each hand simultaneously and with great precision. Because looking down at your keyboard will result in your demise, one must memorize the keys. This will come to a player after hours of playing CS. I?ve been often commented to have incredible movement skills. I accept this compliment because I am able to fly around the keyboard and multi-task. If you have heightened hand-eye coordination you will probably succeed at Counterstrike, much like me.
6. Watch: After you die in Counterstrike, you?ll go to a spectator mode in which you can watch those left alive. Use this time to study your opponent?s every move. If a particular enemy player is fairing well, observe where they go and how they act. Not only can you learn how a certain person behaves, but an entire team. If you?re wondering how your team is being annihilated, ascertain the other team?s strategies and tactics.
Various Strategy Topics:
Shot Selection
There are three types of firing methods in Counterstrike: full auto, burst, and single shot. Each should be used in different situations. The advantage of fully automatic firing is that you?ll spray rounds in the enemy?s direction at maximum clip. However, your accuracy will be greatly diminished holding down the fire button. Example: you?re pointing at an opponent point-blank. Here, you?re likely to go full auto and hit them only a few times. [Hint: because of each gun?s recoil, aim slightly downward when firing fully automatic. Your shots will jump upwards and aiming low might give you a better chance of hitting your opponent.] There are two methods of burst fire; fixed and manual. Some weapons have built-in burst fire modes, such as the Glock and the FAMAS. These particular weapons will shoot 3 rounds at a time when on this setting, while maintaining good accuracy. However, any gun can be fired in burst, simply hold the fire button down for short periods of time. I recommend using this shot selection when fighting long-to-medium range. The final type of shot selection is single shot. While basically self-explanatory, single shot is probably the most successful way to kill an opponent. Although you won?t be able to shoot as many shots as full auto or burst, you won?t have to. Clicking then waiting for your crosshairs to tighten will result the greatest accuracy you gun can have. As a result, you?ll be wasting fewer rounds and hitting at a higher percentage. This final type of shot selection shouldn?t be used in close combat situations. [Hint: when you spot an enemy a distance away, don?t panic and start spraying bullets. Instead, crouch and aim your shots before you fire.]
One Man Army:
Often times in Counterstrike you?ll find it necessary to become a ?one man army.? When everyone else is dead and you?re left to face multiple enemies, one has to draw upon their skills. For a beginner, this task is daunting, but experienced players see this situation as a challenge. In original CS, I could take out an entire team of nine players by my lonesome. Unfortunately the aiming system in Source is a bit more complex and I?m only able to take on six at the most. However, I don?t expect most people to accomplish that task, not without much playing experience. As the last person on your team you have an advantage; any footsteps you hear will be the enemy. You should try separating the opposing force because if fought all at once, you?ll surely perish. Methodically eliminate one player then move onto the next. [Hint: once you kill an enemy, move to another spot. The others alive will see their teammate drop from radar and know where you?re located.]
Tactics
Predict the opponent... if a player is getting a lot of kills on the opposite team, he's probably working the same angle over and over and you'll easily be able to devise a plan to kill him.
When reloading and in a gunfight struggle, just pick up another gun asap.
Don't stay in one place during open long distance gunfights. Move from side to side, strafe around and fire short 1-3 shot bursts at the enemy's head when you stop shortly between moves. It's never a good idea to stay in one place for a long time during fights, it will make you an easy target.
When you surprise an enemy from the front and they start spraying at you, be mobile and try and get around them. Crouch, dance back and forth, jump on top of them, even switch to your pistol to increase your movement speed temporarily, do whatever it takes to avoid the gunfire.
Surprisingly, it's actually easier to outrun their spray when you're closer to them. It allows you the ability to run around them quicker. Why circle strafe 5 yards when you can strafe 1?
When your enemy is reloading, shoot, when your enemy is moving and and bursting, you move and shoot at them. Know how to counter their tactics. Consider utilising your knife when they are reloading, or even when they are shooting at you - a single "stab in the back" can take tens of points off their health.
When the opposite team starts rolling out the smokes and flashes, make sure you've got a retreat point you can maneuver to when you're blind. When they start kicking in the front door after they flash you, you don't want to be out where they can pick you off. Make sure your retreat point isn't too obvious either. When you can't find any retreat points to go to, it comes down to keeping mobile. Dodge back and forth, run and crouch when you stop, even bunny hopping will be of use sometimes.
Don't be a coward. It's okay to run away from certain situations, but if you run away from everything, it's going to come down to either you vs. the entire other team, or you vs. that grenade bouncing your way.
Give help to your team-mates. Your team will last longer this way, and hence keep you alive too as a benefit. Plus, if you cheap out on your team, there will likely be quite a few teamkills aimed at you in the coming rounds.
Know the maps that you play, and know the likely camping and sniping spots.
Be ready for anything. If you keep alert and think of the enemy's movements and tactics, you'll be less likely to be surprised by somebody jumping out at you with an ak spraying or a flash bouncing your way.
Flanking:
Flanking an opponent is another name for stealthily coming up from their behind. This strategy, if executed successfully will lead to many easy kills. Despite its rewards, flanking is very difficult and should only be attempted by those possessing adequate skills. In order to flank, you?ll have to guess which way the enemy team is going to travel and go the opposite. However, because teams split up and travel every way during a map you will meet some enemies on your way. If you can manage to eliminate these few, you?ll be able to shoot the others in the back. [Hint: in order to be successful flanking each map, you must know the other team?s strategy and guess your routes correctly.]
Timing:
Many kills are enabled by timing of movement and firing. If you?re in a firefight with an enemy and neither of you have killed the other, conserve your ammunition. Wait until your enemy is reloading and then use your remaining shots to finish them off. Timing is also important when throwing grenades. You don?t want to have a grenade in hand when an enemy comes into site. Once you?ve played many hours in Counterstrike, timing will be learned. Until then watch those who are performing the best, as they can show you what to do and when.
Throwing HE, Flash, Smoke Grenade and Tips:
Bounce flashes towards the ground for a short throw and quick peek around a corner, clip it right near the edge... that gives them less time to escape (like if you had bounced it off the inside wall.. they get too much warning).
Sometimes throw a smoke, bounce it and then jump out at the same time they'll think it's a flash and turn around.When you get flashed multiple times, it's an obvious rush, immediately pull out your nade and counter the flash... usually it'll land right in the middle of them.
Practice pitching a nade around a corner without even peeking it then right after the nade hits, pull your gun out immediately and start shooting. They'll most likely still be retreating your nade and you have an open shot.
Killing that pesky sniper:
When playing at long distances against snipers, make very SMALL strafing motions back and forth. There is a good reason why: when double scoped with a gun, strafing targets are really hard to hit. You're barely moving left or right, just moving a inch or so back and forth... people forget that when they have an AK out, and they move back and forth several inches, making them an easy target.
Don't always jump around corners, it makes you a easy shot for an sniper.
Sometimes come out of a corner halfway, not even enough to peek it, the awper will see your arm and try to shoot, then you can pop out on his recoil.
If you're out in the open, you're fair game for snipers and a lot of other things. Use cover during fights over long distance, move back and forth between cover and burst shooting. Just make sure to change up your pattern so they can't figure you out.
Map Reviews with a guide for a few.
Assault: Many versions of this map are played, but they are basically all the same map. The Counter-Terrorist team starts off outside the main warehouse containing the hostages. Being a Counter-Terrorist on this map is very difficult with the Terrorists camping the various entrances to the warehouse. The Terrorist team basically sits in their base and snipes at those trying to sneak inside. The front garage door is a ?turkey shoot? for Terrorists with long-range weaponry. Your second option for entrance is the back door. However, if its being watched one has to escape crossfire from both the front and back. The last entrance into the warehouse is the most commonly used, and if flooded with Counter-Terrorists can be easily accessed. The hostages are rarely rescued in this map because of the difficulty for entrance and then exit. In my opinion this is the hardest map for which to be a Counter-Terrorist. Therefore, I recommend being a Terrorist and work on picking of the enemy long-range.
Aztec: A map filled with earthy tones and textures, this map provides great cover with it dark areas and color scheme. However the characteristics of Aztec provide for a difficult time seeing and hitting your opponents. Of all the maps I believe this one is the hardest to hit long-range targets. There are basically three areas to this map; the water, the bridge and the double doors leading to Terrorist spawn. Covering these entrances thoroughly will likely result in a Counter-Terrorist victory. Those who possess sniping skills will enjoy covering the bridge and picking off their enemy while they bravely run across. This map is either hit-or-miss, either team has a chance if they choose the right strategies. The water area of the map is the darkest and enemies often lurk in the depths waiting to pounce. With a proficient team of players one can dominate this map and slaughter the other team, but this doesn?t happen often and scores are generally kept even.
Dust: A classic and still the most popular map in all of Counter-Strike. Based in the Middle-East, Dust is one of the brighter maps and therefore the darker colors of your uniform will stand out. There are two ways to the bombsite in Dust, the fewest of any of the maps. You can either go through the hallways or the underpass. However, there are drawbacks to each. If the Terrorist don?t rush hard to Bombsite A, the hallways become a ?bottle-neck? and a lengthy firefight. The only other way, the underpass is always guarded by snipers and is difficult to navigate. If the Terrorist team fails in their attempts to rush the bombsite they will likely start to camp outside the hallway entrance. When the T?s start to do this a Counter-Terrorist?s job becomes very difficult because the roles have been reversed and now they will have to rush.
Inferno: No official map has been released by Valve, but there is an excellent custom map version. Instead of the dusty older version, the new Inferno is more of a European town. The maps? layout is basically the same, except that new source models have been added and the overall brightness is lower. The two bombsites are on separate sides of the map, and each present many camping spots for the Terrorist to camp after planting the bomb. Because of the long, open corridors of fire, the Counter-Terrorists have the advantage of the Terrorists having to rush. If the Terrorist choose a slow approach to the bombsite, they?ll likely be flanked from behind.
Italy tips and review:
Why do I love Italy so much? At least I used to..
- High replay value. There are many routes between the CT spawn and the hostage safe-house, around 4 or 5 direct routes and then many possible permutations if you zig-zag your way around. So after the initial rush and firefights, you're never quite sure where your opponents could be hiding. The Ts may be passive or aggressive; they may stick together, or spread out; they may camp the safe-house, or the hostage rescue point.
- Z-axis action. The term refers to the 3rd axis (up-down) on the 3D grid; in Italy, you always have look up (or down, depending on where you are) for potential ambushes. You can also boost your teammates onto a tall crate (or roof...) for a tactical advantage.
- Stealth. Different surfaces give different footstep sounds, so you can anticipate your opponents' arrival by listening carefully. This map is not just about the rush; you can have a great deal of success if you walk quietly.
- All the weapons are useful in Italy. The shotgun is devastating in close quarters like the central building, the cellar, and the safe-house. There are some good lines of sight leading to the safe-house, for sniping. You can use inexpensive, rapid-fire weapons (MP5, Mac-10, TMP) for ambushes. Expensive rifles like the Steyr Aug ("bullpup") and Krieg 552 are always useful in any map, but the scope will help you take out the pesky snipers.
- This map separates the men from the boys. I consider Dust to be a good learning map for new players, because it's bright, it has a simple layout, and it's not that easy for an opponent to sneak up behind you. Italy, on the other hand, has lots of twists and turns, and when you go through a doorway or around a corner, you have to be prepared to face multiple opponents. Experienced players can survive longer.
Counter-Terrorists: beginning of round
When you spawn, you will be facing a wedge-shaped building. You can go to the left, or the right of that building. There are four general routes to get to the safe-house, but you can make detours so the actual number of routes is much higher. Use voice chat to coordinate with your teammates before the round begins.
The 4 routes are:
(1) Left, then to the cellar: go to the left of the wedge-shaped building, go up some stairs, inside the building, then down some stairs into the cellar. When you exit the cellar, you can turn left and go up some stairs to the safe-house, or turn right and head back toward the fruit market.
(2) Left, then under the overpass: same as 1, but instead of going up the stairs to the building with the cellar, you make a right-hand turn and go under the overpass. Then you can turn left toward the cellar's exit, or turn right and go toward the fruit market.
(3) Right, then jump over the logs and climb into the central building's window: it takes a little bit of practice, but you hop onto the pile of logs, then hop onto the window sill and climb in. There will be three small rooms that you have to pass through, and when you exit the central building you will see a long walkway ahead.
(4) Right, then turn right to go through the fruit market: you could consider this to be two routes - there are two alleys that lead out of the fruit market, the closer one will take you to the cellar's exit, and the farther one will take you to the tunnel that leads up to the safe-house. The alleys are connected to each other, so it doesn't matter which alley you take.
There are multiple variations of the above routes. For example, you could go through the fruit market, hear the booming sound of an AWP, change your mind, then double back to the logs at the central building.
The CT side will want to mix-and-match routes, to keep Ts guessing. Travel in groups, to increase your chances of survival.
Counter-Terrorists: mid-game
On a larger server, your team will have enough players to cover all 4 routes. If you do not cover all routes in your initial rush, there is a possibility that some Ts have come through the uncovered route(s) and will be trying to sneak up from behind. Once in a while, take a peek over your shoulder, or have a teammate watch your back.
If you survived the initial rush, now's your chance to upgrade your weapon. Take a quick look at the ground for any valuable weapons. Use the "drop" key to lose the weapon you're holding (default: G, I think) then walk over the new weapon. Reload, to make sure you have a full clip.
Use the radar (top-left corner of your screen) to locate your surviving teammates. Or use voice chat to get a quick head count.
Now you have to focus on rescuing the hostages. There are 4 hostages in the safe-house, 2 on the ground floor and 2 upstairs. There are two ways to enter the safe-house: climb up onto some crates and then jump onto the window sill, or go through the doorway on the ground floor. If you did not encounter much resistance during the initial rush phase, then you can expect to find more Ts camping inside the safe-house.
It is very likely that there will be one or two terrorists waiting for you inside the safe-house. Smoke grenades and flashbangs would be really useful, to disorient your opponents. Avoid using the HE grenade; if you hurt the hostages, you will lose some cash.
Although the tunnel appears to be the easiest exit route to take the hostages, it might not be the safest. It's a bit dark, and there are at least three ambush spots for Ts. Furthermore, Ts could be waiting in one of the corners of the fruit market. Depending on how much backup you have, you might consider taking the hostages to the central building and then out the window.
As you approach the hostage rescue point (same area as CT spawn), take a peek over your shoulder to make sure all the hostages are still there. Sometimes, one will get stuck and you have to go back to retrieve him.
Walk quietly, and prepare for a terrorist that might be hiding around the corner or behind a crate.
The cash you receive for rescuing the hostages is well worth the risk you took. Be proactive in this map; don't camp.
Counter-Terrorists: end-game
You'll need around a minute or more, to bring the hostages safely back to the rescue point. If time is running short, you can still win by eliminating all the Terrorists. Problem is, they could be anywhere.
Check the popular ambush spots around the CT spawn area, to the left and right of the wedge-shaped building. Another hiding spot is the south-east corner of the fruit-market (if you consider T spawn to be north, and CT spawn to be south). There could be a T hiding behind the crate inside the safe-house, on the ground floor next to the 2 hostages. I would also check the area next to the logs, under the window.
Terrorists:
First of all, read the section on Counter-Terrorists, to familiarize yourself with the 4 major routes.
Terrorists: beginning of round
Ts can be passive (hang around the safe-house with sniper rifles and wait for the CTs to arrive) or aggressive (rush to meet the CTs at the various choke points) or sneaky (hide in dark corners or behind crates, and ambush the CTs before / after they arrive at the safe-house). Or some combination of the three (what you'll find on a public server).
Take a look at the screenshot on the right:
1) You can jump down onto the lower level, turn right to go into the cellar, or go straight toward the mid area.
2) You can stay on the upper level, turn the corner and wait for CTs to come through the central building.
3A) After you turn the corner, you can go straight to the central building, or hop down onto the lower level.
3B) Instead of hopping down to the lower level, you can hop onto the crate and try to climb onto the roof. Or wait to see if any CTs are heading toward the cellar.
If you go to 3B, and there are no CTs going to the cellar, you can jump down and head to the CT spawn (hostage rescue point) and wait for CTs to arrive with the hostages.
4) (not shown in the screenshot) You can head down the tunnel that leads up to the safe-house, and rush to the fruit market. You will always meet a few CTs there at the beginning of the round.
Counter-Strike is a numbers game; at the beginning of the round, you want your side to survive the early firefights, so that you outnumber the surviving opponents in the mid game. If the Ts outnumber the CTs in the mid game, it will be very difficult for the CTs to enter the safe-house undetected, and rescue the hostages.
Terrorists: mid-game
Always communicate with your teammates (and I don't mean spam). Let them know that you've survived the early rush, where you are located, where you are going, and if your sector is clear. Use keybindings to save time: CS:S Radio scripter from CSBanana
When a teammate uses a radio command, you will see a blinking red dot on your radar screen. So you will know where he is located. If he is in visual range, you will see a green exclamation mark above his head.
In the mid-game, the surviving CTs will be heading toward the safe-house. So you can head back to the safe-house yourself, camp the CT spawn, or try to sneak up behind the CTs.
If you want to sneak up on the CTs, use the "walk" key (default: SHIFT) so they can't hear you approach. Nothing's more satisfying than a knife kill.

T snipers will want to cover (a) the tunnel leading up to the safe-house, (b) the path leading to the central building, (c) the path leading from the cellar exit, (d) the open area that is the T spawn. When you play Italy, you will always here the booming sound of the AWP in the vicinity of the safe-house.
Terrorists: end-game
Depending on where you are located, you might not have enough time to check the safe-house (to see if the hostages are still there). So head towards the CT spawn, and find a good ambush spot (there are plenty).
If you are near the safe-house, and the hostages are still there, you can camp inside or wait on the ledge (accessible from the upper level of the house) outside. Or you can find a dark corner in the tunnel.
Another good waiting spot, is the area to the left of the stairs that go up from the cellar exit. You can see an Italian flag on the wall.
If there's only one CT left, perhaps he's AFK. So check the CT spawn, just in case. Just stay alive, and your side will win the round.
Office: Basis of all close combat maps. With the lack of large open areas, Office is basically a map consisting of small rooms and hallways. The Counter-Terrorists are usually the ones who rush the hostages and the Terrorist sit back and camp. You can either find the Terrorists hiding in the dark, hostage room or flanking the Counter-Terrorists through the garage door. This is one of the few maps that the teams are generally on a level playing field. Along with the Dust maps this is one of the most played, due to its fast, intense firefights.
The best things to do here is to make it difficult for the CTs to come rescue the hostages, blowing up cabinets, shooting the chairs into doorways are very effective.
Dust2 tips and review:
OK, you're ready to join a populated Dust2 server and get your ass kicked.
Terrorists: beginning of round
There are two areas of Terrorist spawns. One area is a bit closer to Bomb site B, and the other is a bit closer to site A. Before the round begins, have a look around to see where your teammates are facing.
The 5 routes are:
(1) Long A: go down the ramp on the right side, through the sets of double-doors, then up the long, straight walkway to bomb site A.
(2) Short A: instead of going through the double-doors, you take a left turn and go around, on the catwalk, to site A.
(3) What I'll call Short B: The shortest path to 'B' is to go straight from T spawn to the main building, go inside, take a left, then out. You will be at site B.
(4) A longer path to 'B' is to go straight through what I call "Sniper Alley", then through the double-doors, make a left, go uphill, through another set of double-doors, thus avoiding the main building altogether.
(5) The longest path to 'B' is to go into the main building, then turn right, down the curved stairwell, exit the building, turn left, go through the double doors, make a left, go uphill, through another set of double-doors. Phew!
Keep in mind that there are multiple variations on the 5 routes. For example, you might be heading Short A, but then change your mind, drop down to the mid, then head to Bomb site B. If you're playing T, and you want the fast rush, Short B is your best bet.
The T side will want to mix-and-match routes, to keep CTs guessing. Most servers enable voice chat, this is very useful if you use it for coordinating rushes.
Terrorists: mid-game
If you didn't go for the fast rush, and you haven't planted the bomb yet, things get really interesting. You still have time to get to a bomb site and plant the bomb, but you can bet there will be CTs camping the two sites.
Bomb site B is easier to protect (for either side that controls it first), there are many crates and an elevated platform that looks right into the main building. If you're inside the main building, walk don't run. You don't want your footsteps to give away your location.
The other entrance to B is a set of double-doors, you can expect the enemy to be parked behind the door, around the abandoned car.
The third entrance to B is a bit sneaky, you start from "Mid", go uphill, and climb up some rocks, then crawl through a hole in the wall. Newbie players might not know of its existence, but experienced players will be watching it.
Site A is not as easy to defend as site B, as it is more open and there are three paths to get there.
Depending on how many CTs survived, you can expect at least 2 CTs defending A: one CT sniper looking down Long A, and the other CT roving around, keeping an eye on the catwalk while listening for footsteps underneath. You might even find an AFK (away from keyboard) under the catwalk, since thaTs the CT spawn.
If you can plant the bomb in mid-game, and you're not the last T still alive, you should be able to defend your area and win. You need to kill your opponents quickly, and not take too much damage from return fire.
Terrorists: end-game
If you haven't planted the bomb yet, all is not lost. You can still hunt down all remaining CTs to get the victory. Start with the bomb site that is closest to you, then check the CT spawn area for any AFK's, then check the other site.
Counter-Terrorists:
First of all, read the section on Terrorists, so you know what to expect from the T side. Since the Ts have so many options, CTs have to be able to read-and-react well. Communicate (meaningful) information to your teammates, so they can rush back to an undefended bomb site.
Counter-Terrorists: beginning of round
Unlike Dust, Dust2 has a lot more variety of game situations as the round progresses. Like Dust, Dust2 forces CTs to be coordinated in their early rush so that they can prevent the Ts from getting an easy score.
Complete containment of Ts (possible in Dust) is not a viable option, in a public clanless server (in my opinion). At the beginning of the round, CTs have to rush to certain choke points, and try to win the firefights:
- the double-doors through which the Ts will pass, to get to Long A. Two CTs would be preferable, and they can communicate to their teammates if they sense a mass rush.
- right up the middle, and then veer left to see if Ts are trying to go Short A. In the later rounds, Ts can afford scouts, so bring smoke grenades.
- a mad rush to Bomb site B, where Ts are likely to exit the main building. Depending on your foot speed, you should be able to throw a flashbang into the corridor before the Ts come out. Two or three CTs should do the trick. If it turns out that no one is inside, then you can recover by taking the curved staircase back down to "Mid".
Counter-Terrorists: mid-game
If the bomb was not planted right away, CTs can settle in to protect both bomb sites. Ideally, you want to have 3 CTs at each site, but realistically you won't.
At site A, you'll want a sniper covering long A, another CT covering the catwalk (Short A), and a third CT could be camping in the dark area under the catwalk.
At site B, you'll need three CTs, one to cover each possible entrance.
Of course, in real life, players are too restless to stay in one spot. So what normally happens is that CTs wander around, looking for Ts. It's better to wander around in pairs than solo, if you must.
Counter-Terrorists: end-game
As the round nears its end, Ts have to locate all CTs and eliminate them to get the win. Hopefully you've still got enough ammo for that final firefight. If not, look around for corpses, chuck your weapon and pick up theirs. Who knows, you might get someone's AWP or machine-gun. Note that spray-and-pray firing doesn't work well in medium to long-distance fighting. If you're going to pick up someone's weapon, go for a scoped weapon and/or a Desert Eagle.
If there's only one Terrorist left, perhaps he's AFK. So check the T spawn, just in case.
Weapon Reviews and Equipment review
Kevlar
*Price: $650
Review:Increases the time of you dying from .02 miliseconds to .09 miliseconds.
HE Grenade
*Price: $300
*Special traits: You can only carry one of them
Review
ower equivalent to 100 snap pops going off, useful when primary weapon is empty you have chucked your pistol at a squirrel and your knife is stuck in the wall where you have stabbed your teammates spray.Flashbang grenade
* Price: $200
* Special traits: You can only carry two of them
Review
isappears in a puff of white smoke blinding everyone for 10 seconds within its blast radius, useful for blinding your teammates then using them as a shield. Also used for great affect on the enemy in stopping you in your tracks and gunning you down like sitting ducks in front of a .50 cal.Pistols:
Glock
Price: $400
Country of Origin: Austria
Caliber: 9mm Parabellum
Clip Capacity: 20 Rounds
Rate of Fire: N/A
Weight (Loaded): 0.9 kg
Projectile Weight: 8 grams
Muzzle Velocity: 1132 Feet/ Second
Muzzle Energy: 475 Joules
Review: Standard issue pistol, you will spawn with this weapon every round you are on the Terrorist team. Equipped with two modes of fire, this weapon is versatile, but not powerful. While in a firefight against other pistols, the Glock may have 20 rounds, but it needs every one. Even with an accurately placed three-round burst, many body shots are needed for a kill. One of the better long-range pistols, the Glock is accurate but not powerful.
H&K USP
Price: $500
Country of Origin: Germany
Caliber: .45 ACP
Clip Capacity: 12 Rounds
Rate of Fire: N/A
Weight (Loaded): 1 kg
Projectile Weight: 15.2 grams
Muzzle Velocity: 866 Feet/ Second
Muzzle Energy: 553 Joules
Review: Standard issue pistol, you will spawn with this weapon every round you are on the Counter-Terrorist team. Of all the pistols, the USP has the only silencer for those situations that require stealth. The USP is also the 2 nd largest caliber round pistol, behind only the Desert Eagle. While the USP is slight less accurate than the Glock, it can kill with less rounds. If you empty your primary weapon?s clip in a firefight, a USP is a worthy weapon to finish off your opponent. [Hint: Often times, it is better to switch to your secondary weapon instead of reloading your primary. Reloading may take time that you cannot spare, while a pistol can provide cover while you can retreat or kill your opponent.]
Sig Sauer
Price: $600
Country of Origin: Switzerland/Germany
Caliber: .357 SIG
Clip Capacity: 13 Rounds
Rate of Fire:> N/A
Weight (Loaded): 1.03 kg
Projectile Weight: 8.1 grams
Muzzle Velocity: 1400 Feet/ Second
Muzzle Energy: 600 Joules
Review: Rarely used pistol that has pluses and minuses. A positive is that it has one more bullet than the USP, however it is not as accurate and that extra bullet will be needed. Many body hits will be needed to kill, with the .357 SIG ammunition slightly more powerful than that of the 9mm of the Glock.
Desert Eagle
Price: $650
Country of Origin: Israel
Caliber: .50 Action Express
Clip Capacity: 7 Rounds
Rate of Fire: N/A
Weight (Loaded): 1.8 kg
Projectile Weight: 19.4 grams
Muzzle Velocity: 1380 Feet/ Second
Muzzle Energy: 1650 Joules
Review: Contrary to poular belief this is NOT the only pistol available it may however take you years to see a Sig Sauer or FN Five-Seven being used. It has a major flaw of only 7 rounds, each one of those could be fatal. Taking a point-blank hit by a .50 Desert Eagle will cause severe damage if not kill you. In a firefight, you will need to use extreme awareness of your ammunition. You can take more time to fire using a Desert Eagle because it will cause more damage than most other weapons, including automatic. While other weapons require you to pull the trigger for 15 seconds to kill anyone. Despite its close combat advantages, the Eagle is a very accurate long-range weapon. [Hint: If you should stumble upon an unaware sniper, be careful. I?d say 99% of all snipers buy a Desert Eagle to use close range.]
FN Five-Seven [Counter-Terrorist Weapon]
Price: $750
Country of Origin: Belgium
Caliber: 5.7 x 28mm
Clip Capacity: 20 Rounds
Rate of Fire: N/A
Weight (Loaded): 0.61 kg
Projectile Weight: 2 grams
Muzzle Velocity: 2345 Feet/ Second
Muzzle Energy: 465 Joules
Review: Although a favorite of mine, this gun really has no use in the game. Long range, no pistol can beat the 5-7?s aim. However, to kill someone you?ll need almost half of the guns?, large 20 round clips. Overall, this pistol has the most accuracy while having the least power.
Dual Beretta Elites [Terrorist Weapon]
Price: $800
Country of Origin: Italy
Caliber: 9mm Parabellum
Clip Capacity: 15 Rounds [Each]
Rate of Fire: N/A
Weight (Loaded): 1.15 kg [Each]
Projectile Weight: 8 grams
Muzzle Velocity: 1280 Feet/ Second
Muzzle Energy: 606 Joules
Review: Perhaps the weapon that yields the most ?fun,? but these Berettas are highly inaccurate. If your luck your aim will only slightly suck and youll hit every other bullet, because every shot with the left pistol goes slightly left, every shot with the right pistol goes slightly right.
Fifteen rounds in each gun, these pistols have the largest capacity by far and will win in any lengthy pistol fight. Despite using the same caliber rounds, the Beretta will yield more damage with a body shot than a Glock. Firing rapidly into a crowd will likely cause damage to everyone. [Hint: As with all non-automatic weapons, pistols only fire as fast as you can click. Most important with the Berettas, the fastest you can fire lead, the more of a chance you can damage your opponent.]
Shotguns:
Benelli M3 Super 90
Price: $1700
Country of Origin: Italy
Caliber: 12 Gauge
Clip Capacity: 8 Rounds
Rate of Fire: N/A
Weight (Loaded): 3.5 kg
Projectile Weight: 3.8 grams
Muzzle Velocity: 1250 Feet/ Second
Muzzle Energy: 2429 Joules
Review: Much improved in CS:S than in previous versions. Not only is the M3 effective close range, but now it can be used in long range combat. Point blank, an M3 round will cause severe damage, including kill you in a single shot. I?d recommend using shotguns only when the map is close-combat orientated. [Hint: If you?re in a firefight with a shotgun you?d better kill the user quickly, because his shells will last longer than your automatic weapon clip.]
Benelli SPAS Shotgun
Price: $3000
Country of Origin: Italy
Caliber: 12 Gauge
Clip Capacity: 7 Rounds
Rate of Fire: N/A
Weight (Loaded): 4 kg
Projectile Weight: 3.8 grams
Muzzle Velocity: 1250 Feet/ Second
Muzzle Energy: 2429 Joules
Review: The so-called ?nOOb tube? has many downfalls. First, the 7 shells will fire so quickly that if you don?t hit your target the first time, you?ll likely not receive a second-chance. Second, unless you?re firing point-blank, you?re not going to deal much damage to anyone. As a result, this weapon is relatively useless in most situations.
Sub-Machine Guns [SMGs]:
Steyr TMP [Counter-Terrorist Weapon]
Price: $1250
Country of Origin: Austria
Caliber: 9mm Parabellum
Clip Capacity: 30 Rounds
Rate of Fire: 857 RPM
Weight (Loaded): 1.3 kg
Projectile Weight: 8 grams
Muzzle Velocity: 1280 Feet/ Second
Muzzle Energy: 606 Joules
Review: The Steyr TMP is rarely used in CS because many of the other, more expensive weapons provide more ?pop.? However, if you need a silenced weapon, or just an accurate weapon, the TMP works well. While the TMP has a fairly accurate spray, you will need a few body hits before someone is killed.
H&K MP5
Price: $1500
Country of Origin: Germany
Caliber: 9mm Parabellum
Clip Capacity: 30 Rounds
Rate of Fire: 800 RPM
Weight (Loaded): 3.42 kg
Projectile Weight: 8 grams
Muzzle Velocity: 1132 Feet/ Second
Muzzle Energy: 637 Joules
Review: Of all the Sub-Machine Guns the H&K MP5 is the most widely used, and for good reasons. Unlike most other guns, when you point this weapon at an opponent and spray, you will notice that its accuracy will provide more body hits. However, it will take five or six hits to kill the other person. With the mp5 you just want to tap on their head 1 shot at a time at a distance,
H&K UMP
Price: $1700
Country of Origin: Germany
Caliber: .45 ACP
Clip Capacity: 25 Rounds
Rate of Fire: 600 RPM
Weight (Loaded): 2.27kg
Projectile Weight: 15.2 grams
Muzzle Velocity: 1002 Feet/ Second
Muzzle Energy: 625 Joules
Review: Probably the least used weapon in the game. This gun is more of a pistol with 25 rounds, with its high caliber rounds. If used like a pistol with single shots, the UMP can be deadly long-range. However, in close combat the UMP?s slow rate of fire doesn?t help its performance.
FN P90
Price: $2350
Country of Origin: Belgium
Caliber: .338 Lapua Magnum
Clip Capacity: 50 Rounds
Rate of Fire: 900 RPM
Weight (Loaded): 3 kg
Projectile Weight: 2 grams
Muzzle Velocity: 2345 Feet/ Second
Muzzle Energy: 465 Joules
Review: Relatively small accuracy grouping for a gun with such a high rounds per minute. For those who feel they run out of bullets too quickly in a firefight, this weapon is for you. This miniature Para has about twenty more rounds than the average gun, thus you will still be firing when the other is reloading. The P90 can also be used as support for team movement, much like the Para, but with better accuracy and cheaper cost.
Ingram Mac-10 [Terrorist Weapon]
Price: $1400
Country of Origin: United States of America
Caliber: .45 ACP
Clip Capacity: 30 Rounds
Rate of Fire: 857 RPM
Weight (Loaded): 3.82 kg
Projectile Weight: 15.2 grams
Muzzle Velocity: 919 Feet/ Second
Muzzle Energy: 584 Joules
Review: Like the H&K UMP, the Mac-10 uses .45 ACP ammunition much like the USP pistol. If you look at the Mac-10 you?ll see that it is basically a one-handed weapon. Therefore, its recoil will cause the gun to jump wildly and the bullet spray will be wide, with little chance to hit much. Other than the Para, I?d say that this weapon is the most inaccurate. Unless you?re firing in a hallway you won?t hit anything. Don?t even think you?ll hit anything long-range with the Mac-10, you?re better off using your pistol.
Rifles:
FAMAS [Counter-Terrorist Weapon]
Price: $2250
Country of Origin: France
Caliber: 5.56 NATO
Clip Capacity: 25 Rounds
Rate of Fire: 1100 RPM
Weight (Loaded): 3.40 kg
Projectile Weight: 4 grams
Muzzle Velocity: 2212 Feet/ Second
Muzzle Energy: 1712 Joules
Review: The Counter-Terrorist?s version of a cheap, accurate weapon, much like the Terrorist?s Galil. If you?re down on money, the FAMAS is an excellent choice, if you?re shooting long-range use the weapon?s 3-round burst. One or two bursts on this setting will kill an opponent with extreme accuracy. When fighting close combat use the full automatic setting which has SMG accuracy with rifle power. One major drawback of this weapon is the slightly smaller than average 25-round clips. If you want to have accuracy with each shot long range, this is definitely your weapon. Using the three-round burst you will be pin-point with each fire.
Steyr Scout
Price: $2750
Country of Origin: Austria
Caliber: 7.62 NATO
Clip Capacity: 10 Rounds
Rate of Fire: N/A
Weight (Loaded): 3.3 kg
Projectile Weight: 8 grams
Muzzle Velocity: 2800 Feet/ Second
Muzzle Energy: 2200 Joules
Review: A real sniper?s choice of a rifle. Unlike the AWP or any of the auto sniper rifles, the scout actually takes skill. A well-place chest or head shot will kill someone, but anywhere else two shots are required. If you run into someone with this weapon out, it is useless without zoom. Therefore, be ready to switch to your pistol for close encounters. With the Scout being so lightweight, you are able to run as fast as when your knife is equipped.
Colt M4A1 [Counter-Terrorist Weapon]
Price: $3100
Country of Origin: United States of America
Caliber: 5.56 NATO
Clip Capacity: 30 Rounds
Rate of Fire: 685 RPM
Weight (Loaded): 3.22 kg
Projectile Weight: 4 grams
Muzzle Velocity: 2900 Feet/ Second
Muzzle Energy: 1570 Joules
Review: In the opinion of most the M4A1 is the best all-around weapon in CS. Some prefer the Colt with a silencer attached, and some prefer no silencer. Either way, I don?t think that there?s much difference in the weapon?s performance. Long range with a well aimed single shot, one can take out an opponent easily. While it can be inaccurate spraying down a hallway, you can easily kill an opponent using full auto. My personal favorite, this weapon is proficient in every area and therefore will be the weapon most seen while playing.
Steyr AUG [Counter-Terrorist Weapon]
Price: $3500
Country of Origin: Austria
Caliber: 5.56 NATO
Clip Capacity: 30 Rounds
Rate of Fire: 727 RPM
Weight (Loaded): 4.09 kg
Projectile Weight: 4 grams
Muzzle Velocity: 2900 Feet/ Second
Muzzle Energy: 1570 Joules
Review: A favorite weapon of mine for those maps with wide open areas.
Its damage is equivalent to a anti tank shell covered in anthrax and gasoline. With its zoom feature, the AUG can be deadly accurate, and will rival any sniper rifle. If you use single shot while zoomed, you?re shots shouldn?t spray too wildly, and are likely to hit your target. However, I don?t recommend holding down your mouse button while zoomed. Despite its long range pluses, the AUG fairs well in close combat and thus should be used in each. Close range, you?ll likely receive results that match the Colt M4A1, with the AUG using the same caliber ammunition, and having the same muzzle velocity and recoil.
Sig 550 [Counter-Terrorist Weapon] [Not allowed on eGO servers]
Price: $4200
Country of Origin: Switzerland
Caliber: 5.56 NATO
Clip Capacity: 30 Rounds
Rate of Fire: N/A
Weight (Loaded): 7.02 kg
Projectile Weight: 4 grams
Muzzle Velocity: 3100 Feet/ Second
Muzzle Energy: 1650 Joules
AWP [Not allowed on eGO servers]
Price: $4750
Country of Origin: United Kingdom
Caliber: .338 Lapua Magnum
Clip Capacity: 10 Rounds
Rate of Fire: N/A
Weight (Loaded): 6 kg
Projectile Weight: 16.2 grams
Muzzle Velocity: 3000 Feet/ Second
Muzzle Energy: 7000 Joules
Galil [Terrorist Weapon]
Price: $2000
Country of Origin: Israel
Caliber: .223
Clip Capacity: 35 Rounds
Rate of Fire: 675 RPM
Weight (Loaded): 4.35 kg
Projectile Weight: 4 grams
Muzzle Velocity: 2013 Feet/ Second
Muzzle Energy: 1712 Joules
Review: The cheapest rifle in the game, the Galil also has the largest capacity of ammunition; 35 rounds. Although the Galil doesn?t have an actual burst-round setting, clicking the fire button will shoot a few shots that rival the FAMAS? accuracy. If you don?t shoot full-auto and merely hold fire for a few moments you will spray in a small area, must like that of an SMG. For price, you can?t beat the Galil for its power and accuracy.
AK-47 [Terrorist Weapon]
Price: $2500
Country of Origin: Russia
Caliber: 7.62 NATO
Clip Capacity: 30 Rounds
Rate of Fire: 600 RPM
Weight (Loaded): 4.79 kg
Projectile Weight: 7.9 grams
Muzzle Velocity: 2329 Feet/ Second
Muzzle Energy: 1992 Joules
Review: Terrorist mainstay weapon, much like the Colt of the Counter-Terrorists. However, the AK is also the most inaccurate rifle. Long-range you?ll receive more power than a Colt, but you?d better hit the other person with the first two single shots. Medium-to-short range to hit an opponent you must basically ?pray and spray.? Sometimes you?ll be a few feet away from a person and not hit them at all, and other times you?ll receive lucky headshots.
Remember to closely pay attention to your spray, with AK you want a 2 shot burst, if it's close just spray at Headshot level...
Sig 552 [Terrorist Weapon]
Price: $3500
Country of Origin: Switzerland
Caliber: 5.56 NATO
Clip Capacity: 30 Rounds
Rate of Fire: 727 RPM
Weight (Loaded): 3.1 kg
Projectile Weight: 4 grams
Muzzle Velocity: 2900 Feet/ Second
Muzzle Energy: 1570 Joules
Review: x
H&K G3 [Terrorist Weapon] [Not allowed on eGO servers]
Price: $5000
Country of Origin: Germany
Caliber: 7.62 NATO
Clip Capacity: 20 Rounds
Rate of Fire: N/A
Weight (Loaded): 4.41 kg
Projectile Weight: 8 grams
Muzzle Velocity: 2800 Feet/ Second
Muzzle Energy: 2200 Joules
Heavy Weapons:
M249 Para
Price: $5750
Country of Origin: Belgium
Caliber: 5.56 Parabellum
Clip Capacity: 100 Rounds
Rate of Fire: 600 RPM
Weight (Loaded): 6 kg
Projectile Weight: 4 grams
Muzzle Velocity: 3000 Feet/ Second
Muzzle Energy: 1600 Joules
Review: The ultimate support weapon for that rush to the bombsite or down a crowded corridor. With a massive 100 round magazine, the Para can go for quite so time without being reloaded. However, when you need to reload, you?ll notice that it?ll take many venerable seconds. Overall, this gun is not worth the most expensive price tag in the game. You may be able to hit someone long range with your first, well-placed shot but after that, good luck. Even at close range, shooting at full-auto you?re not likely to hit anything. However when there?s a group of the enemy the Para will damage each one equally.
When all else fails you can always cry BS! Remember it lets everyone else know you are really serious about CS:S
Lyrics for "I will survive" theme song!
First I was afraid
I was petrified,
thought I couldn't get a frag
without you by my side,
and then I spent so many rounds
just camping out all on my own,
and I grew strong
and now i'm defusing the bomb...
And now i'm back,
so shut your face
you cannot play as good as me
you're such a fat disgrace
weren't you the one who left me
playing on my own
all up to me, the VIP.
No chance not I,
I will survive,
as long as I have bomber
then I know I'll stay alive
and now you're back and expect
weapons thrown for free
but I'm saving all my money for an AWP.
CT's arrive, you won't survive
because the second I see
with my colt you're gonna die
You just TK and keep the frags off of your own
but hey get ready man for planitudes of crap
now that you're on.
You say it's dark and that
you cannot tell the teams apart,
but that line's old and not as fresh
as pepper chili farts.
You just want kills
you do not care about your team
you beam them 37 times but keep
on coming back in clean.
He's in the pipes,
out on the lawn,
you're cheating
tell me why the hell FORCECHASECAM isn't on,
we can't do crap by simply banning your IP,
someone bring on down the console,
and you ban his WON ID.
Oh no not I,
I will survive,
no matter how much you are cheating,
well I know I'll stay alive.
You might have speed cheats on,
or wallhacks on to see,
by I've got the same ones running,
so just try and mess with me.
Nothing left to do,
I blew your team away,
the scores are 29 to 3
and your team cannot play.
The final round is coming in,
and you have not one ounce of class,
so you can take your stupid AK
shove it right up in your a**.
Now time is running out,
five minutes on the clock,
you lost your gun, you lost your style,
your playing shuttle #^#@
It's you and me,
it's one on one,
so one must die,
now I'm zooming in my reticle,
so baby it's goodbye.
Oh no not I,
I will survive,
can you remember when you fragged me
and I lost my life.
So many months ago,
that match was far away,
but now so sudden when I beat you
you've got nothing left to say.








my brain hurts after reading that. hahaha! xD



