Half-Life Counter Strike

Weapons and Tactics Guide v.09

by Mochan <mosquiton@crosswinds.net>

last modified 3-27-2001

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Best viewed on a text processor with a fixed size font, width of 79 characters.

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MISSION STATEMENT

This file is meant specifically for the Counter Strike player who is getting

trounced all the time from lack of experience and/or knowledge of tactics.

I am sharing in this guide all the tricks to help you even out the playing

field.

You can try out all the other guides floating around, but I will be a big

rat bastard and tell you that mine is the best to pick up. ^_^

But that's just me talking. Go see for yourself.

This FAQ is also designed to make my name a household name and to

promote the [gulay] way of life everywhere. By reading this FAQ you

have condemned yourself to become a vegetable. Have a nice day.

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E-MAIL POLICY

******* IMPORTANT! READ THIS BEFORE E-MAILING ME ANYTHING *******

Whenever possible, use the Mailing List instead of my e-mail address.

My e-mail address is <mosquiton@crosswinds.net> but PLEASE add a tag to

the subject header [CS FAQ] Make sure to use that tag exactly as I type it,

all caps!

[CS FAQ]

Don't forget.

[CS FAQ]

This will help me sort out all CS-related e-mail. Anyone who does

not follow this rule might not receive an answer. >_<

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ANNOUNCEMENTS

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Since the last version (v.08) I have:

- Added a Weapons Damage Table (4.i)

New Techniques:

- Defensive Technique: Thrift Technique (5.b12)

- AK-47: Aerial Strike

- AK-47: Close Combat

- AK-47: Sniping

- AK-47: How to Defeat

Revised:

- Damage: Armor and Location (3.e)

- The Weapons: Glock 18

- The Weapons: Five Seven

- The Weapons: P90

- The Weapons: 550 Commando

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MAILING LIST

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The Half Life: Counter Strike Weapons and Tactics Guide now has a mailing

list. This is primarily for people who wanted me to send them updates as soon

as I finished writing. Whenever I upload a new version to GameFAQs or to my

website (www.crosswinds.net/~mosquiton) I will post a notice to the maliling

list.

To subscribe to the list, send mail to <CSFAQML-subscribe@yahoogroups.com>

To post to the list, send mail to <CSFAQML@yahoogroups.com>

The homepage of the list is at -- http://groups.yahoo.com/group/CSFAQML

Any other info about the list, such as unsubscribing, should be found there.

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TABLE OF CONTENTS

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MISSION STATEMENT

E-MAIL POLICY

ANNOUNCEMENTS

MAILING LIST

TABLE OF CONTENTS

I. INTRODUCTION

1.a -- How to Use this Guide

II. BASIC FIGHTING ATTITUDE

III. BASIC COMBAT TRAINING

3.a -- Camping or Assaulting

3.b -- Aiming: Accuracy and Recoil

3.b1 - The Rule of Aiming

3.c -- Basic Shooting Styles

3.d -- Range

3.e -- Damage: Armor and Location

3.e1 - Location

3.e2 - Armor

3.f -- Stopping Power

IV. THE WEAPONS

4.a -- Pistols

4.b -- Shotguns

4.c -- Submachine Guns

4.d -- Rifles

4.f -- Machine Guns

4.g -- Other Equipment

4.h -- Weapon Movement Speeds

4.i -- Weapon Damage Table

V. COUNTER-STRIKE TECHNIQUES

5.a -- General Techniques

5.a1 - Listening

5.a2 - Weapon Switching

5.a2a - Super Weapon Switching

5.a3 - Radar

5.a3a -- Cheap Night Vision

5.a4 - Miscellaneous Console Commands

5.a4a -- Sensitivity

5.a4b -- Crosshair

5.a4c -- Quick Weapon Switching

5.a4d -- Mouse Filter

5.a4e -- Binding Technique

5.a4f -- On the Fly Config Switch

5.a5 - Speed Buying Technique

5.a6 - End Reloading Technique

5.a7 - Bunny Hopping

5.b -- Defensive Techniques

5.b1 - Side Stepping

5.b2 - Ducking

5.b3 - Jumping

5.b4 - Shadow Technique

5.b5 - Hit and Run Technique

5.b6 - Crowd Defense

5.b6a -- Hostage Defense

5.b7 - Smart Reloading

5.b8 - Continuous Movement Defense

5.b9 - Flee from Fire Technique

5.b10 - Backstabbing Technique (Uragiri)

5.b10a -- Letting the Shadow Pass (Kage Yurutou)

5.b10a -- Baiting the Enemy

5.b11 - Hiding the Ghost (Yurei o Kakushite)

5.b12 - Thrift Technique

5.c -- Offensive Techniques

5.c1 - Stationary Aiming

5.c2 - Hot and Cold Firing Technique

5.c2a -- Jump Aiming

5.c3 - Figure Eight Sidestep Technique

5.c3a -- Anti-Arctic Technique

5.c4 - Assault Weapon Sniping Technique

5.c5 - Perpetual Motion Agressiveness Technique

5.c6 - Find the Weakpoint

5.c6a -- Finding the Blind Spot

5.c7 - Money Flash Awareness Technique (Kane Kae Sen)

5.c8 - Stealth Technique

5.c9 - Team First, You Last

5.d -- Dirty Tricks

5.d1 - Adjusting Light Gamma

5.d2 - X-Ray Vision

5.d3 - Super Figure Eight Sidestepping

5.d4 - Team Jumps

5.d4a -- Hostage Jumps

5.d5 - Sound Binds

5.d6 - Auto Aim

5.d7 - Smoke no More Technique (Kemuri Muyougiri)

5.d8 - Paralyzing Smoke Technique

5.d9 - Mimic Technique

VI. COUNTER STRIKE ETIQUETTE

VII. WEAPON SPECIFIC TECHNIQUES

7.i -- Weapon Archetype Guide

7A. Arctic Warfare Magnum

7B. H&K MP5-Navy

7C. Kalashnikov AK-47

APPENDIX A -- USEFUL LINKS

APPENDIX B -- BOT TRAINING GUIDE (still under construction)

APPENDIX C -- FREQUENTLY ASKED QUESTIONS (FAQ)

i. DISCLAIMER

ii. CREDITS

iii. ADDENDUM

 

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I. INTRODUCTION

===============================================================================

This guide was written for the Half Life mod Counter Strike. CS needs

no introduction, I believe it is currently the most popular

multiplayer FPS game in the world. So popular that this unofficial

MOD is now an official Half Life product.

Now that Counter Strike is no longer a beta and has been officially

released, I feel the time is ripe to release a new guide to help the

new CS player on the way to fight the veterans on equal terms. Because

of its new-found fame, more and more new players are coming out of

the wood work. Sadly, these new players are woefully underclassed. Veterans

have the advantage of knowledge and experience over the newbie. They're

just too serious and take the fun away from the newbie. So, in the words

of Mega Man X, it's "Time to get serious!" I got serious enough to

write this guide to impart to the newbie one of the two things they need

to get even: knowledge.

Take note that just knowledge of these tricks will not make you an

expert killer overnight! I am sure these techniques, tried, tested

and proven over the years, will increase your playing skill tremendously,

but in the end only practice and experience will make you a truly

formidable CS killing machine. But these teachings, which I have learned

from personal experience and from speaking with those better than me,

are a good foundation to provide you the basic skills that will evolve

into lethal killing techniques.

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1.a -- How to Use this Guide

Although in theory I believe that clarity and conciseness is more important

than volume, I am very poor in practice. Thus my ramblings are often very

long. Much of what I wish to impart is contained in these long paragraphs,

and should all be read to understand all that I am trying to say.

However, for those with less patience, I have enclosed in "boxes" important

tips that you should pay close attention to. Even for those reading

everything, these enclosed boxes contain the most important points of the

entire passage.

----------------------------------------

| READ THE ENCLOSED TEXT SUCH AS THIS! |

----------------------------------------

After reading through the guide, don't be worried if you didn't understand

some things. You can't be expected to learn everything in one sitting. Most

importantly, you should get some practical experience, preferably right

after a reading. Always remember, practice makes perfect. Also, repetition

is the key to learning. Once you've read this guide, practice. Then read it

again, and practice some more. You will gain more understanding with each

reading and each practice session, in time leading to an eventual culmination

of all the lessons. And with the many excellent CS Bots coming out (like

Count Floyd's POD Bot), there's no excuse for not finding any punching bags

to practice on.

I also include cheesy quotes like this to spice the guide up. Ignore them

as you wish, they're just there for decoration:

"If the student does not wish to gain strength,

he cannot become truly strong."

-- Hiko Seijuro, Rurouni Kenshin

If the guidelines I stated above seem too demanding, all I can say is that

I'm doing this for your own good. I'm trying to mold you into the best

player you can be. This isn't some overnight miracle guide. You have to

work for it. The desire to be strong must be present, overpowering, enough

for you to overcome all these hardships and strive to reach the goal. If

you are going to be half-hearted about the process, not practicing or

taking the time to understand all the tricks in this treatise, then you

will not become strong.

But in the end, keep in mind that Counter Strike is only a game, and

anyone taking a game too seriously needs to be dragged out and roughed up.

Anyway, to help get the info you need, be sure to check the Table of

Contents and see what looks useful to you. Copy the section of interest and

use your text viewer's find function to skip to the relevant part. I regret

the need to resort to this technique, but my organizational and layout

skills are horrible, as you can see.

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II. BASIC FIGHTING ATTITUDE

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"A sword is a deadly weapon. Fighting techniques are what perfect killers."

-- Himura Kenshin, Rurouni Kenshin (Hecto version)

"A gun is a killing weapon. Fighting techniques are killing techniques.

This will always be true."

-- Me, paraphrasing the Hitokiri Battousai

Remember that at all times a gun is a deadly weapon. Point it at

someone only if you have the intention to shoot, and potentially

kill. This is moral bullshit which I think people all people should

remember. But also keep in mind that Counter Strike is just a game,

and pointing a gun at someone in this game is done all in the spirit

of fun. No hard feelings! But when you do point that gun at someone,

be sure that you are whole-heartedly focused on aiming at him, and

shooting to kill. Otherwise you will die and you'll be stuck as a

ghost until the round ends.

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| Mental Focus and Determination are the most important traits of a killer |

----------------------------------------------------------------------------

Keeping your mind focused allows you to react faster, and thus kill

faster. That is why having the right attitude to killing is very

important. You must be whole-heartedly devoted to the act of pointing

your gun at your opponent, and squeezing the trigger. Hesitation will

end up with you dead.

"There is a world of difference in our resolve. Unlike you, I am

staking my life on this!"

-- Rouge, Soreyuke! Uchuusenkan Yamamoto Youko

As a PC game player, I'm sure you are familiar with the concept of

savegames. However, savegames do gamers a disservice by making them

bad players. Why? Because with a save game, you don't value your

life. You are not "staking your life" on the outcome, because if you

die you can instantly reload. However, consider a game with no save

game, or limited save point functions (like Hitman or Resident Evil).

Because you can't save anywhere, you do your best not to die at any

given point (especially if you're far from a save point). Most people

don't notice this, but this is a crucial factor in forming your

mental condition.

In Counter Strike, you should adopt a more advanced version of this

philosophy. You should play as if your life were depending on it, as

if there were no tomorrow. This will put you in a far better mental

state. You must be determined to win. Although I reiterate that this

is just a game, sometimes you need to adopt a deadly serious attitude

to go beyond your limits. I don't recommend this for friendly play,

but if you really must win, you might have to take the game far more

seriously than you normally would.

In real life, I think this is what they mean by "living life to its

fullest."

"Live your life, Kenshin."

-- Hiko Seijuro, Rurouni Kenshin.

Regardless, you must always keep your mind running, even while just

standing in one spot. If you slack off even for one second, your reflexes

will drop, and you will be a dead man. I cannot emphasize this enough. A

casual player will probably just take a passing interest while fighting,

may even snooze a bit while camping. These players often end up dead. But

if you seriously want to improve, keep your mind focused. That is the true

key to victory; physical skills like aiming and shooting are secondary

to this basic truth.

"You can win a thousand battles, but you can only lose one!"

-- Zaknafein, Homeland

I firmly believe that the best fighter is the one who is ALWAYS on

alert; never to let his mind slip at any point. I must confess that I

myself have not achieved this level. Ever wonder why sometimes you

have "hot streaks," or times when you seemingly manage to kill wave

after wave of enemies without taking a hit, but sometimes you can't

kill for the life of you? My theory is that it is a case of mental

control. You achieve a hot streak when your mental focus is at its

highest, and a losing streak when your mind is at a low. While I have

not managed to achieve that highest level of perpetual mental focus,

nor do I know anyone who has, I am sure it is possible. I like to look

at historic warriors who are said never to have lost a single battle --

Miyamoto Musashi, Yagyu Jubei, and so on -- to prove my point.

It might help if you learn to meditate or do some other training to

concentrate and focus your mind. Just a suggestion. Try taking up Zen,

Yoga or some really intense sport if you really want to master Counter

Strike, heheh. ^_^;

 

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III. BASIC COMBAT TRAINING

Now that you're hyped to kill your enemy, you need to learn some

basic concepts regarding player movement in counterstrike.

===============================================================================

3.a -- Camping or Assaulting

Now, in CS, each side, the terrorist and counter terrorists, have

goals to achieve. Depending on the map, one side will usually be

defensive or offensive. Indeed, some maps were meant to be very

defensible for certain sides. Because of this, there are two main

kinds of playing mindsets in CS: camping or assaulting.

A camper is someone who sits tight in a very defensible position.

People often despise campers because they are cowards who know

nothing of honor and would rather hide behind a crate in a dark

corner rather than fight head-on. Well, campers shouldn't let such

taunts bother them; they do what they do to win, and camping is

the way they know best to do this. Campers rely on patience, and

often work in teams because no single person can cover all the

critical points effectively. They wait for the enemy to take the

battle to them. The team taking the defensive position, such as

terrorists in a CS map, often makes use of camping techniques.

An assaulter is someone who charges right into the fray. Whether

the enemies choose to meet him in the same way, or whether they

hide behind a rock is of no consequence; he will charge right in

and make mince meat of his opponent as soon as he comes across him.

They take the battle to the enemy. The team taking the offensive,

like terrorists in a DE map, often go the way of assault.

 

Now, each mindset has its advantages and disadvantages, but most

people often fall somewhere in between -- they camp when they

must, but they attack when the need arises. However, I've found

that the truly great players who rack up lots of kills are often

true bred in one of either of the two disciplines: the shameless

camper who waits at the end of long corridors with his AWP, or

the relentless attacker blaring away with his MP5.

Campers have the advantage of position, and can stage ambushes.

Defense is always stronger, they say, and campers can pick the

most defensible position and stay there, waiting for the hapless

assaulter to walk by, conveniently exposing their back to the

camper. The drawback is that campers need lots of patience, and

have to hone their reaction time greatly. Camping condones

laziness, which dulls your reflexes. On average, a camper will

develop slower reflexes than an assaulter. The worst part of

camping is that they have little control over the flow of the

game: they lend their destinies to fate, or more appropriately,

to the actions of the assaulters.

Assaulters, on the other hand, have the advantage of proactivity. By

taking matters into their own hands, they call the shots: they do what

they do, when they want to. They can stick together and attack in masse,

while campers tend to spread out for defense. In other words, assaulters

do what suits them best at any particular time. Because of inertia, a car

in motion will accelerate faster than a car at rest. The same principle

applies to people's brains from a physiological standpoint.

------------------------------------------------------------------------

| An assaulter will have a better reaction time than a camper: because |

| they are always on the move, their minds are "in motion," not "at |

| rest" like a camper. |

------------------------------------------------------------------------

In theory an assaulter will often shoot first if he and a camper detect

each other at the same time. This has been proven to me time and time

again over the years.

It is up to you to choose what path you really want to take. You

have the potential to rack up the kills no matter what you are,

but keep in mind that the key to racking up those kills and

staying alive depends greatly on how other people behave. The

real secret to CS tactical behavior is anticipating everyone else's

moves, whether they are going to camp or not, and bring the

appropriate tactic to bear.

For instance, if you're planning to camp but all your team mates

are going to assault, you probably won't be getting too many kills.

Likewise, if you go assault, but all your team mates are going to

camp, you'll die in seconds from lack of cover fire. I cannot stress

the importance of team behavior: in a friendly game this is not so

important, but in serious fights like tournaments, or if you're

playing to win, having team tactics is vitally important. But I'll

discuss that some other time, that's an advanced tactic. For now,

just remember that teamplay is crucial in CS.

Knowing your team is not the only thing you need to do; you also

need to know your opponents. If they plan to camp, do you go in

and assault, guns blaring, and hope to succeed? Or do you have to

use the appropriate tactic to breach their defense? Just keep these

things in mind for now, for I will not discuss them at this point.

The important thing now is to recognize the different kind of players

in the game: campers or assaulters. Although I mentioned that pure,

true breds of each are often the better players, the best player will

likely be the wily, cunning player who knows when to be a camper, and

when to be an assaulter. Just keep in mind the basic strengths and

weaknesses of each style, especially with regard to map type.

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| CAMPERS: |

| Strength: positional advantage (i.e. - sniping points) |

| Weakness: no control over the flow of the battle, |

| slower reaction time |

| |

| ASSAULTERS: |

| Strength: control over the battle |

| faster reaction time |

| Weakness: prone to backstabbing and sniping |

----------------------------------------------------------

Learning to be either a good camper or a good assaulter is vital

in CS. If you're defending positions, like hostage areas for

terrorists or bomb sites for counter terrorists, good camping

skill will help. But keep in mind that a swift assault by the

defensive team is both unexpected and can neutralize the enemy's

advance just as effectively as a long camp-out. As a newbie, you

should master one style first. The choice in, the end, lies in

what kind of weapon you prefer: assault weapons or sniper weapons.

As we'll discuss later, what weapon you use greatly influences

your playing style. If you like weapons like the MP5, M4 and

Steyr Aug, then you should learn to be a good assaulter. But if

you prefer weapons like the Arctic, then camping skills will

suit you well.

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3.b -- Aiming: Accuracy and Recoil

Regardless of whether you camp or assault, the most important

skill you must learn in CS is how to aim. This is the most

crucial part of CS gameplay; if you aim well, your enemy is

toast. If your aim is lousy, you're toast. Simple. Aiming is

equally important no matter what weapon you use, it's just

that different weapons have different aiming nuances. This

will all be discussed in the individual weapon sections.

There are two very important factors to keep in mind when aiming:

accuracy and recoil. Weapons have different ratings for accuracy

and recoil.

ACCURACY

--------

Accuracy determines whether the bullet will go to the spot you're

pointing at. You can tell a gun's accuracy by the size of the

crosshair. The tighter the crosshair, the more accurate the gun.

Your bullet will tend to go in the middle radius of the crosshair's

lines. In addition, the more you shoot, the wider the crosshair

becomes, decreasing your accuracy.

RECOIL

------

Recoil is how much your gun will buck away from where you're pointing

each time you fire a shot. The stronger the recoil, the harder it is

to control the gun.

Recoil is always constant for each weapon, but accuracy is

affected by many things. Four things affect accuracy:

1.) Movement

2.) Jumping

3.) Swimming

4.) Ladders

-----------------------------------------

| While moving, your accuracy goes down |

-----------------------------------------

The amount by which it decreases depends on the weapon, but in general

if you want your bullets to go where you aim, you should shoot while

standing still. While you are jumping in the air, accuracy is virtually

non-existent.

------------------------------

| Do NOT jump while shooting |

------------------------------

Unless you are using a very accurate weapon and are right next to your

opponent, you will likely not hit your opponent. The same goes for

swimming and being on ladders.

-------------------------------

| Do NOT shoot while swimming |

-------------------------------

Swimming is not being in knee-deep water, swimming is when your feet are

no longer on the floor, and your 3D model is doing a breast stroke. Do

NOT shoot while swimming and expect to hit anything, unless you are right

next to the target.

-------------------------------

| Do NOT shoot while climbing |

-------------------------------

Finally, NEVER shoot while on a ladder unless there is an emergency.

You will most likely not hit your target. If you must shoot, try to get

off the ladder as soon as possible before shooting, or make sure your

target is at point-blank range.

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3.b1 - The Rule of Aiming

The general rule of thumb when aiming is simple.

-----------------------------------------

| Aim for the neck area of an opponent. |

-----------------------------------------

This gives you the greatest trade off of ease to hit and damage. The

mid-section of the body is the easiest target, but you do more damage

shooting the neck area. The most important reason to aim for this

part, though, is to increase your chances of doing a head shot. A single

shot to the head is lethal for almost all guns, except those using 9mm

ammo. You could try aiming for the head, but this is harder and is

something you should focus on only after you have gained a lot of

experience. Head shot techniques will be elaborated on later.

For now, keep in mind the effect of recoil. Because of it your first bullet

may hit its target, but the next ones won't. This is very important in CS,

as one shot is often not enough to kill a fully-armored opponent. Another

bonus to shooting the neck area is that recoil tends to push assault rifles

and submachine guns upward. Thus, your first shot may hit the neck area, but

the next shots might be head shots.

Just keep in mind the effects of accuracy and recoil, and you will

be on the road to mastering aiming.

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3.c -- Basic Shooting Styles

The next consideration to learning the basic skill of aiming is that

there are two basic methods of shooting: auto-fire and single-fire.

People usually adopt one of these two methods due to their weapons;

someone using an MP5 will more likely use auto-fire, while someone

using an Arctic is forced to go single-fire.

Auto-fire pertains to shooting at a target repeatedly as long as the

ammo holds out. Single-fire is shooting single shots to hit the

opponent, often done while sniping. Someone going assault usually

utilizes auto-fire.

I've noticed that most people prefer either auto-fire or single-fire.

Those that prefer auto usually go assault and master the MP5, Carbine,

Steyr Aug, or Commando. Those that go single-fire become masters of the

lethal Arctic Sniper Rifle. Each style has its strengths, and you would

do well to specialize in one style. Once you've gained familiarity with

one style, you can experiment with the other.

--------------------------------------------------------------

| At first, pick your style, auto or single, and stick to it |

--------------------------------------------------------------

AUTO-FIRE

Auto-fire gives you a higher chance of hitting the opponent, but this

is due to quantity and not quality. The more shots you fire, the more

chances you have of hitting. But each individual bullet has less

chance of hitting because of recoil. Most of the bigger guns let you

engage in auto-fire just by holding the fire button down. Pistols,

which have no automatic trigger, must be fired with rapid-succession

presses to achieve an auto-fire effect.

Auto-fire is useful in the the thick of the battle, speed is often of

the essence, he who pulls the trigger first will hit the enemy first.

However, do not be trigger happy! Because of recoil, many of your

succeeding shots will be less likely to hit the target. ALWAYS aim

carefully before pulling the trigger. Most beginners will aim in the

general direction of the target, and even before the crosshair is at

the target, will pull the trigger and never let go. This is, frankly,

a waste of ammo and a good way to get killed.

------------------------------------------------------------------

| Always put the target in the sights BEFORE pulling the trigger |

------------------------------------------------------------------

This way, you won't waste the most crucial shot -- the first one,

which has the highest likelihood of hitting. Succeeding shots

have less chance of hitting due to recoil, and it is not uncommon

for newbies to miss their target completely by just spraying their

entire clip in a haphazard manner.

 

SINGLE-FIRE

Single-fire is used by the more skilled as a means of precision

sniping. It is the intelligent way to get head shots. It is very

useful to keep recoil under control, making sure your shots keep

themselves on target.

Because of recoil, some veterans prefer shooting in single-fire

mode, especially when using high-recoil guns like the AK-47 and

the Para machine gun. By shooting just single bullets instead of

sprays, one can minimize the effects of recoil.

------------------------------------------------------

| Shooting single-fire reduces the effects of recoil |

------------------------------------------------------

All guns can be fired in single-fire, some harder than most. Pistols,

the combat shotgun and sniper rifles are easy to fire in single shots.

The assault rifles and SMGs, though need practice and a light tap on

the fire button to shoot in single-fire.

Also, single fire generally fires as fast as you can click. Of course,

the gun will still limit how fast you can fire, but in some cases you

can fire faster than the normal auto-fire trigger would allow. A good

example would be the Sig 550 Commando. The trade-off, of course, is

that you will spend some concentration on clicking the button furiously,

rather than on whatever else you're doing (like aiming at the enemy or

moving).

BURST-FIRE

Aside from the two basic styles of firing, there is a third, which

is a sort of hybrid of the two: burst-fire. Shooting in bursts of

around 3 bullets is a favored method for sniping by some, because

it allows them a better chance of hitting a target, without

sacrificing much accuracy from recoil. To achieve burst fire, use

a touch similar to single-fire, only hold the fire button slightly

longer. Of course, pistols and sniper rifles can't achieve this,

except for the Glock which has a special burst-fire option.

-------------------------------------------------------------------------------

3.d -- Range

After learning to aim, you need to apply your aiming skills to four

basic divisions of range: point blank, close, medium, and long. Unit

of measurement for distance is hard to define, so I will talk in terms

of landmarks on a map. Since DE_DUST is perhaps the most well-known

map, I will use it to approximate the distances. These aren't the

exact distances I prescribe for range, but are close enough.

From the primary bomb-site (the one that isn't the CT terrorist base),

imagine yourself at the edge of the map across the double doors. The

bombsite is between you and the double doors.

From this point to the bombsite is basically CLOSE range.

From the bombsite to the double doors is MEDIUM range.

Anything beyond the doubledoors is LONG range.

POINT BLANK is right next to you, close enough to use a knife.

---------------------------------------------------

| Remember that range affects your accuracy a lot |

---------------------------------------------------

At point blank, you will always hit your target as long as he is in front

of you, so accuracy and recoil is not a problem. Shotguns are lethal at

this range.

At close range, only the sniper rifles will have any real trouble

hitting the mark under conditions of low accuracy (moving or being

on a ladder). This is the maximum effective range of shotguns.

Medium range is basically the maximum range for pistols and sub

machine guns to fire accurately and still have a good chance of

being on target. Shotguns will still do minimal damage due to the

spreading of ammo.

Long range is the domain of rifles and machine guns only. While it

is still possible to hit using pistols and SMGs, it is far less

likely.

 

It is important to note that auto-fire works well from point-blank

to close range, but from medium to long range single-fire will more

likely net you a kill. Also, using single-fire in close range is

best left only to the highly-skilled, because otherwise the faster

trigger finger of auto-fire will likely cut you to ribbons first.

-------------------------------------------------------------------------------

3.e -- Damage: Armor and Location

The final important basic consideration is with the amount of

damage you deal out. The damage you do to an opponent depends

largely on which gun you are using, but regardless you can do

more or less damage depending on two factors: armor and location.

Shooting an opponent wearing armor will greatly reduce damage

done, while hitting him in specific areas can cause more damage.

-------------------------------------------------------------------------------

3.e1 - Location

Now, where you hit your opponent is also important. There are

four basic damage regions in the Counter Strike body, in order

of damage:

Head (greatest damage)

Body

Arms

Legs (least damage)

HEAD AREA - this is the smallest, hardest to hit area, but also

takes the most damage. Most guns kill an unarmored, healthy head

in one blow.

BODY AREA - this refers to the entire torso, from the neck to the

groin. It is the easiest to hit, and damage is moderate.

ARMS AREA - this refers to both arms, from the shoulder to the hand.

Damage is slight.

LEGS AREA - any part below the groin, up to the tip of the toe.

Damage is almost non-existent here, and you do not slow the enemy

in anyway (unlike in Action Quake). Avoid aiming for this part.

-------------------------------------------------------------------------------

3.e2 - Armor

Armor helps absorb damage. Depending on the integrity of your

armor, the damage absorption will decrease. From experience,

some ammo types seem to penetrate armor better than others.

I am not entirely sure how each ammo type does against armor,

but in general the rifle ammos (5.56 and 7.62) penetrate armor

far better than the pistol and SMG ammo (9mm, .45, etc.).

Apparently, the 9mm and the 12 ga. buckshot have the worst

penetration among all ammo types. The .50 Action Express

(used in the Desert Eagle) is very good against armor.

Armor comes in two varieties: a vest which protects the body

area only, and a helmet which protects both body and head.

However, when you shoot at the neck area of an opponent, you

are more likely to hit his head. Headshots are most feared;

always buy full armor if you can afford it! It's the only

real defense aside from cowering behind a rock.

--------------------------------------------------

| Never skimp on armor. Buy the vest and helmet. |

--------------------------------------------------

Many novice and even some intermediate players don't buy

armor, thinking it's a waste of money. They often complain

that they die almost instantly anyway with or without it.

Believe me, armor makes a HUGE difference. When your dodging

skills have increased and you are fighting on more or less

equal terms, you will notice how much armor keeps your health

up. And when fighting very accurate shooters who aim for you

head, that helmet is pure gold in determining who will win

the battle.

-------------------------------------------------------------------------------

3.f -- Stopping Power

Another important consideration which I forgot to mention earlier

(thanks Paul for reminding me) is stopping power. Have you ever

noticed how, during a gunfight you thought you had your enemy

dead in your sights, but suddenly you get hit and your gun shoots

up, ruining your aim? Or how, while trying to run for cover, you

are suddenly hit and you stop dead in your tracks, unable to dodge,

and thus a sitting duck?

These effects are attributed to something called Stopping Power.

It is a very important tactical tool which makes killing an opponent

without taking casualties easier. In this case, who gets the first draw,

has a better chance of winning.

All guns have some level of stopping power. Some, though, have

better stopping power than others. The stronger the stopping power,

the longer the opponent takes to recover, and the more off his aim

will be. It's hard to pinpoint the exact levels of stopping power

are for each gun. The stopping power seems to depend on the ammo

type. Unfortunatley, it is very difficult to measure the stopping

power of each gun, so I will refrain from giving estimates.

Just remember this:

---------------------------------------------------------------

| Stopping power can disrupt the aim and movement of an enemy |

---------------------------------------------------------------

Because of this, it cannot be understated that hitting the opponent

first can win you the duel entirely, for his shots will likely be

thrown off target. He will also be momentarily stunned, making him

an easier target.

===============================================================================

IV. THE WEAPONS

===============================================================================

Now that you have a basic concept of recoil and accuracy, you are ready

to learn about the weapons. There are six basic kinds of weapons in CS:

pistols, shotguns, submachine guns, assault rifles, sniper rifles, and

machine guns. Each have different ratings for recoil, accuracy,

encumbrance, as well as different ammo types.

As a player, you can have two guns with you at most: one primary weapon,

and one secondary weapon. Only pistols are allowed for secondary weapons,

everything else is a primary.

Each gun is detailed as follows:

NAME: The name of the gun (alternative v1.0 name) [Quick Buy Number]

COST: How much the gun plus a full clip costs

AMMO: The kind of ammo the gun uses

CLIP/MAX: The size of the clip/maximum ammo you can carry

CLIP COST: How much one clip costs (number of bullets per clip)

ACCURACY: High, medium or low, high means very accurate

MOVE ACC: High, medium or low, how accurate the gun is while moving.

RECOIL: High, medium, or low, high means strong recoil

RATE OF FIRE: Fast, medium, or slow. The speed between shots.

AUTOFIRE: Yes or no, whether the gun can engage autofire or not

SPECIAL OPTION: What happens when you press the special weapon function.

NOTES: Other things you about the weapon, and my tips and advice.

SPECIAL OPTIONS:

1.) Sniper Scope

Sniper scopes let you zoom in on a far away target. There are two

zoom sizes: 2x or 4x. I just call them that; I don't know if they

really make your vision twice or four times as close. It's something

I carried over from my Action Quake days.

Activating the scope increases movement accuracy, virtually removing

any inaccuracies from moving and sidestepping. However, it also tends

to decrease rate of fire. Further, using the scope warps your

perception, making movement and aiming slightly tricky.

2.) Silencer

Silencers remove muzzle flash and suppress the noise from firing a

shot. This makes them good for ambushing in dark conditions. There

is a drawback, though. I am not 100% sure what the drawback is, but

it has something to do with decreasing your accuracy or damage, or

maybe both.

Realistically speaking, a silencer is supposed to reduce the velocity

of your bullet. I am not sure how this is reflected in CS, but my

tests show that your accuracy, especially at long ranges, is

significantly lowered. I do not know for sure if it weakens the gun's

attack power, but it is possible. I just haven't been able to test it.

Take note that in v1.0 of CS Sierra, for some stupid reason, decided to

rename the guns with some weird, unknown, bogus names. I include them

here for those of you who only joined from v1.0 up, to clear any confusion

as to nomenclature. I am told you can edit the TITLES.TXT file in your CS

directory which corresponds to the weapon names, allowing you to

change them back to what they're supposed to be. Did someone actually

buy the rights to the names of these guns? How come the Ingram was

left out? Heeeee.....

-------------------------------------------------------------------------------

4.a -- Pistols

These are your choices available for your secondary weapon. It is crucial for

your survival when you run out of ammo and do not have time to reload. Pistols

have often have poor accuracy at range but are very accurate while moving.

When using a pistol, in close range, be sure to side step a lot. Pistols also

reload very quickly and are very light, allowing you to move very fast. The

main disadvantage of the pistol is that, except for the Glock, they all have

single-fire triggers. This means that you have to press furiously to

achieve an auto-fire effect.

When choosing your secondary, be sure to select a weapon that complements

your primary. Determine this by weapon fighting-style. Primaries that

mostly use auto-fire shooting should have a pistol with a large clip

size and fast rate of fire (like the Glock or Five Seven). Those that rely

on single-fire shooting should get strong ammo pistols that follow suit

(like the USP or Desert Eagle).

NAME: H&K USP .45 Tactical (K&M .45) [1-1]

COST: $500

AMMO: .45 ACP

CLIP/MAX: 12/48

CLIP COST: $25 (12)

ACCURACY: Medium

MOVE ACC: High

RECOIL: Low

RATE OF FIRE: Fast

AUTOFIRE: No

SPECIAL OPTION: Silencer

NOTES: This is the standard issue CT gun. Counter Terrorists have the weapon

advantage at the start because of this gun. With the .45 round, it is very

strong, and is pretty good at medium range for sniping. A few shots is

enough to kill anyone, even in full-armor. Using the silencer suppresses

shot and muzzle fire, making you almost undetectable in low-visibility areas,

but the trade-off is that you lose some accuracy. It's a trade-off you have

to weigh for yourself. I personally prefer going without the silencer. Anyway,

the USP is the average handgun to which all the other pistols are compared.

NAME: Glock 18 Select Fire (9x19mm) [1-2]

COST: $400

AMMO: 9mm Parabellum

CLIP/MAX: 20/100

CLIP COST: $20 (20)

ACCURACY: Low

MOVE ACC: High

RECOIL: Low

RATE OF FIRE: Fast

AUTOFIRE: No

SPECIAL OPTION: Burst-Fire Mode

NOTES: The default weapon of terrorists. Unfortunately, most people will tell

you the Counter Terrorists got the better end of the deal. The Glock is weaker

and shares ammo with the MP5. The gun has two saving graces: it has a useful

burst-fire mode and a clip-size of 20. The burst-mode gives you a shotgun-like

attack at close ranging, firing three shots instead of one. However, it forces

you to aim carefully as your firing rate suddenly drops. At close range, burst

fire is very difficult to use unless you have the accurate aiming usually

reserved for shotgun experts. The biggest advantage of the Glock, though is

its large clip size, which should appeal to people who prefer auto-fire

attacks.

NAME: Desert Eagle .50 AE (Nighthawk) [1-3]

COST: $650

AMMO: .50 Action Express

CLIP/MAX: 7/35

CLIP COST: $40 (7)

ACCURACY: Low

MOVE ACC: High

RECOIL: Medium

RATE OF FIRE: Medium

AUTOFIRE: No

SPECIAL OPTION: None

NOTES: This is my personal handgun of choice. With the .50 ammo, it is the

most powerful handgun in the game, heck is more powerful than most of the

primary weapons. Its biggest downside is that it has a clip size of seven, so

make those shots count. Fortunately, it reloads fast so as long as you are

going one on one, you can usually reload after killing one opponent. The

Desert Eagle is also surprisingly accurate at medium to long range, probably

due to the strong caliber of the ammo. It is capable of making headshots with

surprising ease even at such a distance. To top it off, this is the only pistol

capable of punching through thin walls, like the rifles. Most people who have

mastered the single-fire firing technique often prefer this handgun. The only

other problem aside from the small clip is the slow rate of fire; the slowest

among all the pistols. But with its power, who cares?

NAME: SIG P228 (228) [1-4]

COST: $600

AMMO: .357 Sig

CLIP/MAX: 13/52

CLIP COST: $50 (13)

ACCURACY: Medium

MOVE ACC: High

RECOIL: Low

RATE OF FIRE: Fast

AUTOFIRE: No

SPECIAL OPTION: None

NOTES: This gun is similar to the USP pistol, but better in practically every

aspect. It is the second strongest handgun, second only to the Desert Eagle,

but with a bigger clip size. This gun is also more accurate than the USP at

short ranges. The only thing the USP has over this gun really is long range

sniping. At long range, this gun tends not to be as accurate as the USP.

Anyway, I don't find it worth the cost for a CT agent to purchase, as the

improvements are marginal at best. It would be a good gun for a terrorist

to buy in the first round, though. I actually had a long stint using this gun

as my main secondary weapon; but I missed the power of the Eagle in the end.

NAME: Dual Beretta 96G (.40 Dual Elites) [1-5]

COST: $1000

AMMO: 9mm Parabellum

CLIP/MAX: 30/120

CLIP COST: $20 (30)

ACCURACY: High

MOVE ACC: High

RECOIL: Medium

RATE OF FIRE: Fast

AUTOFIRE: No

SPECIAL OPTION: None

NOTES: This is actually two handguns, one in each hand. This option really

reminds me of a cheap alternative to the MP5. They are practically the same,

except that they fire slightly slower, have no autofire option, and are VERY

SLOW to reload. However, considering that they are only $1000 and are a

secondary weapon, they are a top-choice for many as secondary weapons, as they

can serve as primaries, like an MP5. If you belong to the auto-fire rather than

the single-fire school, this will likely be your secondary weapon of choice.

One weird thing about this weapon, though. It's supposed to be very accurate,

I think as accurate as the Carbine. But the shots don't go where they're

supposed to. The two-hand option affects the aim a bit; the left gun shoots

slightly to the left, the right to the right. Its main drawback, though, is the

horrendous reload time. Also, only terrorists can purchase it. All in all, the

Beretta is basically just a more accurate Glock.

NAME: Five Seven [1-6]

COST: $750

AMMO: 5.7x28mm

CLIP/MAX: 20/100

CLIP COST: $50 (50)

ACCURACY: High

MOVE ACC: High

RECOIL: Low

RATE OF FIRE: Fast

AUTOFIRE: No

SPECIAL OPTION: None

NOTES: This is the weakest gun in the game, but also the most accurate.

It is also singly the most expensive, and can only be bought by CTs.

The large clip size and attack power will remind you of the Glock, but

instead of burst fire this gun has pin-point accuracy. It is the best

pistol for sniping, but is weak in close-combat situations. Overall,

this gun doesn't get a good grade because of its weak attack power and

high price. While it does the least damage of all the pistols on

unarmored targets, I am theorizing that it has better armor-piercing

capability than its closest competitor, the Glock. This would explain

why I can still kill better at close range with this as opposed to the

Glock. Realistically speaking, the 5.7 ammo type should was supposed to

be an AP round, as opposed to the 9mm.

TRIVIA: This gun is so new that, as of this writing, it has not had any

real combat experience! Gun experts have no definitive data on its actual

combat capabilities.

-------------------------------------------------------------------------------

4.b -- Shotguns

Shotguns are a very distinc weapon-type which only specialists should use.

These are not the same shotguns in Action Quake; these are very specific in

use: close combat. They are very light, and encumber you only about a bit

more than a pistol. They are lethal in close combat, but next to useless at

medium or greater range. One of the nifty features of the shotguns is the

ability to fire immediately after reloading just one shell. This split-

second difference could mean the difference between life and death in certain

situations where you run out of ammo but suddenly need to fire again.

NAME: Benneli M3 Super90 (Leone 12 Gauge Super) [2-1]

COST: $1700

AMMO: 12 gauge

CLIP/MAX: 8/32

CLIP COST: $65 (8)

ACCURACY: Medium

MOVE ACC: High

RECOIL: High

RATE OF FIRE: Slow

AUTOFIRE: No

SPECIAL OPTION: None

NOTES: This is a true specialist weapon, intended for those who have mastered

the art of single-fire headshots. At close range or closer, one shot is enough

to kill, provided you aimed for the general neck area. Unfortunately, the slow

rate of fire means that, in most instances, you get only one chance to kill

your opponent, if you miss the first shot, your enemy with an MP5 or other

auto-fire gun will likely mow you down before you get a second chance. Aside

from the one-shot kill potential at close range, this weapon has no other use.

The buck shot scatters too much even at medium range, making it useless as a

sniping tool, and it only really works against one opponent because of the

slow rate of fire.

NAME: Benneli XM1014 (Leone YG1265 Auto Shotgun) [2-2]

COST: $3000

AMMO: 12 gauge

CLIP/MAX: 7/32

CLIP COST: $65 (8)

ACCURACY: Medium

MOVE ACC: High

RECOIL: Medium

RATE OF FIRE: Fast

AUTOFIRE: Yes

SPECIAL OPTION: None

NOTES: This works almost like M3, except that it has a slightly smaller clip

and has auto-fire ability! Because of the auto-fire capability, it is possible

to take on multiple opponents at close range with this gun. It also means you

have more leeway for missing the first shot, as it is fast enough to fire

again before you get plastered. However, the XM1014 is weaker than the M3,

to compensate for its auto-fire ability.

-------------------------------------------------------------------------------

4.c -- Submachine Gun

Submachine guns (SMGs) are great close range weapons. They are fairly light,

heavier than a shotgun but lighter than most rifles, and are usually very

accurate at close to medium range, even while moving. They are also relatively

cheap. Their only real drawback is that they often do not have as much

penetrating power as the real rifles, meaning armor does a good job of

stopping them. Also, they tend to lose accuracy at long range because of

shorter barrels and weaker ammo rounds designed for fast emptying up-close.

NAME: H&K MP5-Navy (SMG) [3-1]

COST: $1500

AMMO: 9mm Parabellum

CLIP/MAX: 30/120

CLIP COST: $20 (30)

ACCURACY: Medium

MOVE ACC: High

RECOIL: Low

RATE OF FIRE: Fast

AUTOFIRE: Yes

SPECIAL OPTION: None

NOTES: H&K's MP5 is the weapon of choice of most counter-terrorist agents both

in CS and in the real world. Why? It's cheap, is remarkably accurate, handles

perfectly, has a killer rate of fire, and reloads like a dream. Its only real

drawback is the poor penetration power of its 9mm round. Other than that,

it's perfect for assaults, and is also pretty good for sniping at medium range.

In fact, recoil and accuracy are good enough that you can snipe in large bursts

with this gun. Most people train getting headshots with the MP5 by simply

aiming in the general head area and letting go. And they get results, too. This

is the weapon of choice of most players proficient in the auto-fire technique.

This gun is the biggest reason why you should always buy a full suit of kevlar

every round: most of your opponents are likely to be using it. This is widely

held by many in the CS community as the best gun for close combat. It is the

standard from which I compare all other guns.

NAME: Steyr Tactical Machine Pistol (Schmidt MP) [3-2]

COST: $1250

AMMO: 9mm Parabellum

CLIP/MAX: 30/120

CLIP COST: $20 (30)

ACCURACY: Medium

MOVE ACC: High

RECOIL: Low

RATE OF FIRE: Fast

AUTOFIRE: Yes

SPECIAL OPTION: None

NOTES: This is a CT only gun which is basically a cheaper alternative to the

MP5. It works almost exactly the same as the MP5, and is cheaper to boot.

People who love the MP5 will feel right at home using this gun. There are a

few minor differences. First, the MP5 is more accurate at range, while the TMP

sprays better up close. Second, the Steyr TMP has a slightly faster rate of

fire (I think it has the fastest rate of fire in the game). Lastly, and most

importantly, the Steyr does less damage than an MP5. Still overall, it's a

great bargain at only $1250, and if you're a CT and love using the MP5, you

might consider changing to this to save money.

NAME: FN P90 (ES C90) [3-3]

COST: $2350

AMMO: .338 Lapua Magnum

CLIP/MAX: 50/100

CLIP COST: 50$ (50)

ACCURACY: Medium

MOVE ACC: HIGH

RECOIL: Medium

RATE OF FIRE: Fast

AUTOFIRE: Yes

SPECIAL OPTION: None

NOTES: The FN P90 is one of the most advanced SMGs in the world. This gun can

shred opponents in seconds, at close range anyway. Although it does the least

damage among all the SMGs, it makes up for it with its armor-piercing ability

and its very fast rate of fire (fastest in the game). The P90, with its 5.7

ammo, is supposed to be good against armor in real life, so I think that this

is the one SMG in CS that does reasonably well against armor, compared to the

other SMGs. Its main drawback is its poor damage. Also, it is quite inaccurate

while moving compared to the other SMGs, and does not have the range of the

true assault rifles. And of course, it's quite expensive for an SMG. Sniping

with this gun at long range is difficult, but possible, provided you use

single-fire shots. However, this gun was not made for sniping, and shooting

auto-fire at medium range will already give you a very poor hit ratio. All in

all, not as good as the MP5 for close range assaults. The biggest selling point

of this gun is the 50 round clip, making reloads less of a concern.

TRIVIA: CS v1.0 calls its ammo ".338 Lapua Magnum," but you buy it at the

same price, with the same increment, as the 5.7 round. That's because this

gun does use the 5.7 round. Sloppy, Sierra, sloppy.

NAME: Ingram MAC-10 [3-4]

COST: $1400

AMMO: .45 ACP

CLIP/MAX: 30/96

CLIP COST: $25 (12)

ACCURACY: Low

MOVE ACC: Medium

RECOIL: High

RATE OF FIRE: Fast

AUTOFIRE: Yes

SPECIAL OPTION: None

NOTES: The Mac-10 is a very volatile, uncontrollable weapon that can only be

bought by terrorists. It is stronger than the MP5, but the recoil is also much

stronger. Now, since I finished up with the MP5 recently, I've been playing

with the Ingram more. I'm learning a lot of new stuff about this weapon! First

off, I realized that this gun has a much faster firing rate than I previously

realized. This ups its rating in my book tremendously. Still, the lack of

accuracy and control still reduce its usefulness. It's still a weapon which

you should buy when you're on a budget but need stopping power. Perhaps the

worst aspect of this weapon is that you need to buy a whole lot of ammo, as

each purchase of ammo gives you only 12 shots for $25 bucks. Not a good deal.

When you consider how much ammo you have to buy, the MP5 is still cheaper.

I like to think of this gun as a mini-AK, except that it doesn't have the

accuracy and power that make the AK-47 a great gun. All in all, this is the

stronger alternative to the MP5, minus the controllability.

NAME: H&K UMP45 (K&M UMP45) [3-5]

COST: $1700

AMMO: .45 ACP

CLIP/MAX: 25/100

CLIP COST: $25 (12)

ACCURACY: High

MOVE ACC: Medium

RECOIL: Low

RATE OF FIRE: Medium

AUTOFIRE: Yes

SPECIAL OPTION: None

NOTES: This recent addition in v1.0 is a pretty interesting gun. It is like an

MP5, except that its rate of fire is slow and it has a smaller clip. The boon,

though, is that it has better ammo (.45) and is more accurate, making it easier

to snipe at medium range. However, the gun still stops short of being truly

effective at long range, as is the case with all SMGs. All in all, it is quite

worth its price tag, although it is not as good as the MP5 for close-range

combat. Its slow rate of fire makes it hard to use at close-range. Its real

use is for mid to long range sniping, while doubling as a decent alternative

for close combat. This is easily the slowest among all the SMGs for rate of

fire. Perhaps my biggest beef with this gun is that, like the Mac10, it only

buys ammo in increments of 12, making initial setup harder. In conclusion, I

like to compare this to the AK-47: it's a mini-AK with better close combat

handling, but weaker attack power.

-------------------------------------------------------------------------------

4.d -- Rifles

Rifles are the real weapons in this game. They are expensive, but worth the

price. They are very powerful, capable of tearing through opponents in just

a few shots, can punch through walls and armor, and are very accurate for

long-range fire. They usually pay for this in recoil, but all in all these

guns are the lifeblood of many terrorists and counter terrorists. All rifles

can pierce through walls and other obstacles to some extent.

NAME: AK-47 (CV-47) [4-1]

COST: $2500

AMMO: 7.62 NATO

CLIP/MAX: 30/90

CLIP COST: $80 (30)

ACCURACY: High

MOVE ACC: Medium

RECOIL: High

RATE OF FIRE: Medium

AUTOFIRE: Yes

SPECIAL OPTION: None

NOTES: There are two big reasons why people like playing terrorist: the AK-47

and the Sig Commando. This is my personal terrorist-only gun of choice. The

cheap price tag of the AK, combined with its incredible power and accuracy,

made it the bad-ass assault gun back in the early days. Unfortunately, since

beta 7 this gun was toned down by making extremely heavy, slowing your movement

considerably. Still, the AK is a great gun. It is very accurate, making long

range sniping a breeze. Its 7.62 round is so powerful, you will be killing

many enemies with just a few shots. This is also one of the best guns to get

headshots. The only real drawback of this gun, aside from its weight, is its

powerful recoil. You cannot afford to use auto-fire with this gun; most of your

shots will miss. That is why this gun is not really suited for assault, it is

more of a mid-range sniping assault gun. Used in conjunction with single-fire

sniping techniques, this is a very lethal specialist's gun, suitable for

almost all combat conditions.

NAME: Sig SG-552 Commando (Krieg 552 Commando) [4-2]

COST: $3500

AMMO: 5.56mm NATO

CLIP/MAX: 30/90

CLIP COST: $60 (30)

ACCURACY: Medium

MOVE ACC: High

RECOIL: Medium

RATE OF FIRE: Medium

AUTOFIRE: Yes

SPECIAL OPTION: 2x Sniper Scope

NOTES: The Commando is a terrorist-only gun, and is arguably one of the best

in the game. It combines accuracy and power with a 2x sniper scope, allowing

you to pick off targets who haven't even seen you yet. It is the counterpart

of the CT's Steyr Aug, over which it has the advantage of faster reload time,

less recoil and better handling. Its drawback is that it is expensive, and

rate of fire is slightly slower than that of a Steyr Aug. Still, overall,

this gun is worth its price easily.

NAME: Colt M4A1 Carbine (Maverick M4A1 Carbine) [4-3]

COST: $3100

AMMO: 5.56mm NATO

CLIP/MAX: 30/90

CLIP COST: $60 (30)

ACCURACY: High

MOVE ACC: High

RECOIL: Low

RATE OF FIRE: Medium

AUTOFIRE: Yes

SPECIAL OPTION: Silencer

NOTES: This is a counter-terrorist only gun, the direct counterpart of the

AK-47. It is easily the best all-around gun in the game. It has all the

handling of the MP5, but is more accurate and powerful, making it easier to

kill opponents close up and afar. Its only drawback is that it is a bit more

expensive than most SMGs, but still is cheaper than most other rifles. It is

also slightly slower at firing than an MP5, and has slightly stronger kickback,

but not by much, still getting a low recoil rating. This gun basically combines

the sniping capability of the AK-47 with the assault handling ability of the

P5, in a very light, maneuverable package. My only qualm with this gun is that

it lost its 2x scope in favor of a silencer when the Steyr Aug came out around

Beta 6. It is my all-around weapon of choice.

NAME: Steyr AUG (Bullpup) [4-4]

COST: $3500

AMMO: 5.56mm NATO

CLIP/MAX: 30/90

CLIP COST: $60 (30)

ACCURACY: High

MOVE ACC: Medium

RECOIL: High

RATE OF FIRE: High

AUTOFIRE: Yes

SPECIAL OPTION: 2x Sniper Scope

NOTES: This counter-terrorist only gun is the direct equivalent of the

terrorist's Commando. Many people play CTs because of this gun. It is a great

gun, although I personally find the Commando better. However, this gun has its

merits. It has the smallest crosshair for any gun, and coupled with its strong

ammo round and the sniper scope, suggests that it is the most accurate gun in

the game. Further, the rate of fire is one of the fastest in the game. Its

main drawback is its powerful recoil and very slow reloading time. It does not

handle as well as the MP5, or even the Commando in close range while moving.

However, it seems to have a slightly faster rate of fire. Overall, it is a

good gun which can kill many opponents at most ranges pretty fast, and its

sniper scope really helps out in those long range situations. If only recoil

wasn't such a problem, this might have been my favorite assault rifle.

NAME: Steyr Scout (Schmidt Scout) [4-5]

COST: $2750

AMMO: 7.62 NATO

CLIP/MAX: 10/60

CLIP COST: $80 (30)

ACCURACY: Medium

MOVE ACC: High

RECOIL: Medium

RATE OF FIRE: Slow

AUTOFIRE: No

SPECIAL OPTION: 4x Sniper Scope

NOTES: This gun is for the sniper on a budget. It is the cheapest of the sniper

guns, and is very limited in use. It is only really effective at long range,

because at close range you do not have enough time to fire two shots to kill

someone, unless you can hit their heads all the time. The 7.62 round is strong

enough that you can kill anyone, regardless of armor, in two hits, no matter

where you hit them. It is the poor man's arctic, and is only really useful in

the early game when people haven't saved enough to buy Arctics yet. Still, the

true specialist can use this weapon in the same way sniper rifles were used

in action quake: for radical assault sniping! If you can keep hitting their

heads all the time, you can go a long way with this weapon, because it is

very accurate, even while side-stepping (unlike the Actic). Otherwise, if

you're not good enough, I recommend you stick to the Arctic. The sniper scope

has two settings, letting you choose your sniping distance - 2x or 4x.

NAME: AI Arctic Warfare/Magnum (Magnum Sniper Rifle) [4-6]

COST: $4750

AMMO: .338 Magnum Lapua

CLIP/MAX: 10/30

CLIP COST: $125 (10)

ACCURACY: Low

MOVE ACC: Low

RECOIL: High

RATE OF FIRE: Slow

AUTOFIRE: No

SPECIAL OPTION: 4x Sniper Scope

NOTES: This is the most bad-ass gun in the game, and my personal weapon of

choice. The AWP is also known as the "one-shot" gun, because one shot is enough

to kill anyone, regardless of health or armor, regardless of where you hit

them. In fact, it is enough to kill three or maybe even more people standing

in a straight line. That's how bad this gun is. Although this was without a

doubt the best weapon in the early betas of the game, this gun has slowly been

downgraded because of its unbalanced power. It is now terribly inaccurate, and

the penetration of the ammo is not as strong as it used to be. Still, it is a

very lethal weapon in the hands of a specialist. Just be sure to use the 2x

sniper setting, or else your shot will go way off-target; a result of the

downgrading the gun went through. In the past, it was great for assaults, but

ever since accuracy was downgraded to the most inaccurate gun in the game, it

is now only useful for long-range combat. Still, master this weapon, and you

easily have the potential to make the most kills in the game. Another note:

this gun is heavy, and you will move very slowly while equipping this gun.

TRIVIA: This is the same sniper rifle used in Action Quake.

NAME: H&K G3/SG-1 (D3/AV-1 Semi-Automatic Sniper Rifle) [4-7]

COST: $5000

AMMO: 7.62mm NATO

CLIP/MAX: 20/60

CLIP COST: $80 (30)

ACCURACY: High

MOVE ACC: Medium

RECOIL: Medium

RATE OF FIRE: Slow

AUTOFIRE: Yes

SPECIAL OPTION: 4x Sniper Scope

NOTES: The G3 in CS is a weird gun. A normal G3 is supposed to be an assault

rifle, but here it has been converted into a sniper rifle. Anyway, this gun

has slightly less power than the Steyr Scout, but has a much faster rate of

fire. It was meant for long-range combat for trigger-happy people. However,

it is no match for an Arctic at such distances, and thus I don't find it very

useful. Still, it is good for long range and can pass off as a somewhat decent

assault weapon, if your aim is good. Otherwise, the rate of fire is still too

slow to compete with an MP5 at close quarters. I don't really recommend this

gun, because it is expensive and yet is not as effective as the Arctic. Still,

if you're playing against people who don't use Arctics and want to snipe while

using the auto-fire style, this is your gun. Oh, and as of v1.0, this is a

terrorist-only gun. It is also quite cumbersome and you will move quite slowly.

NAME: Sig 550 Commando (Krieg 550 Commando) [4-8]

COST: $4200

AMMO: 5.56mm NATO

CLIP/MAX: 30/90

CLIP COST: $60 (30)

ACCURACY: High

MOVE ACC: Medium

RECOIL: Medium

RATE OF FIRE: Slow

AUTOFIRE: Yes

SPECIAL OPTION: 4x Sniper Scope

NOTES: This is a CT-only gun that was introduced in v1.0. It is probably the

worst sniper gun in the game. It is not a good sniper/assault hybrid, because

the rate of fire still means you will be eaten up by MP5s and its cousin, the

Sig 552. Its damage, while stronger than most assault guns, is the weakest

in the sniper class. Its strengths are its relatively cheap price (for a

sniper gun), its large clip, and its fast rate of fire. It also has a 4x

sniper scope, which gives it a slight edge over the Aug and the 552 at long

range. This gun is best used when there are no "true" snipers on the field,

against SMGs at the edge of their effective range.

-------------------------------------------------------------------------------

4.f -- Machine Guns

There is only one machine gun in this game, the FN Para. It is good only in

the hands of a specialist, it is not the kind of gun a newbie should use.

And yet, for some reason, newbies love to buy this gun. I wonder why?

NAME: FN M249 Para (ES M249) [5-1]

COST: $5750

AMMO: 5.56mm NATO

CLIP/MAX: 100/200

CLIP COST: $60 (30)

ACCURACY: Medium

MOVE ACC: Low

RECOIL: High

RATE OF FIRE: Medium

AUTOFIRE: Yes

SPECIAL OPTION: None

NOTES: This full-sized machine gun is a modified version of the M249. The M249

was supposed to be the standard machine gun issue that would replace the M4 in

the US Army. This gun is NOWHERE as good as the M249 is supposed to be, though.

It is very, very heavy, easily the heaviest gun in the game. This gun is like

an over-souped version of the AK-47, slow, but very painful and quite accurate.

Still, I find this to be a rather pathetic gun, and the only reason I would

recommend you buy it is for its huge magazine clip -- 100 shots. You

practically

don't need to reload at all, unless you splurge your fire on the walls of the

opponent's encampment: the true use of this gun. The best use of the gun so far

by my estimate. Hope to score hits by spraying on the walls. Otherwise, it is

too slow for serious close combat use, is quite inaccurate except in small

bursts, has virtually no accuracy while moving, and is very, very expensive.

I'd pick it up if someone left it and I had no weapon, but I would never trade

my AK-47 or Carbine for it.

-------------------------------------------------------------------------------

4.g -- Other Equipment

Aside from guns, there are other things you can purchase to help you in

your life and death struggle. These can be bought through the use of your

buy equipment key. (Bind this as 'buyequip' -- see Binding Technique)

NAME: Kevlar Armor [1]

COST: $650

NOTES: This will provide your torso area with extra protection. For more

details, see the Damage section in Chapter III.

NAME: Kevlar Armor with Helmet [2]

COST: $1000

NOTES: Same as normal armor, except the helmet works wonders in stopping

those headshots. Buy this and not the first one whenever possible.

NAME: Flashbang [3]

COST: $200

NOTES: Also known as the concussion grenade, flashbangs do no damage

whatsoever, but blind anyone caught in its blast for an amount of time

dependent on the victim's proximity. Looking up or away doesn't matter;

you'll be blinded just the same. However, the blast does not go through

objects, so you can keep your vision by ducking behind an obstacle.

Most people frown on the flashbang, but those few seconds of blindness

can be far more damaging than an HE explosion. You can carry up to two

of these at a time.

NAME: HE Grenade [4]

COST: $300

NOTES: Most players prefer this grenade. It explodes in a small radius,

and anyone inside that radius is damaged a certain amount. This damage

is almost never enough to kill anyone from full health, but is good

enough to weaken enemies and damage their armor. Because of the blast

radius, this is a favorite item for clearing several enemies in one

fell swoop. You can carry only one of these at a time.

NAME: Smoke Grenade [5]

COST: $300

NOTES: Most people consider this a useless item. However, it is perhaps

the single most effective grenade to aid in breaching an enemy's well-

camped position. Once thrown, it does no damage, but it releases a

cloud of billowing smoke for a few long seconds. The smoke impairs

the visibility of everyone. Needless to say, this is the perfect

weapon to get past those sniper-prone areas.

NAME: Defuse Kit [6]

COST: $200

NOTES: In bomb maps, CTs can purchase this to drastically cut down bomb

defusal time. At $200, many CTs may find expensive, but it can mean the

difference between winning the round (and the $2750 bonus) or losing.

Most terrorists leave the bomb at a certain time to prevent getting

killed. If they wait to the last possible moment, a CT who comes in

after the terrorists have fled won't have enough time to disarm it

(provided the server didn't mess with the bomb explosion time). However,

with the defuse kit, the CT can make it just in the nick of time. Thus,

terrorists up against CTs with defuse kits must stay to the death, or

risk having the bomb defused.

NAME: Night Vision [7]

COST: $1250

NOTES: This is one worthless piece of equipment. Although being able to

see in the dark areas of the map is vital to CS, the Night Vision in

this game is so poorly done that it's more of a headache than of help.

It simply ups the gamma a bit and changes the palette to a greener

color, but the palette change is volatile and quite painful to the eye.

If you want night vision, there's a cheaper, better way: see the

Dirty Tricks section.

NAME: Knife

COST: Free!

SPECIAL FUNCTION: Sadistic Stab

AUTOFIRE: Yes!

NOTES: You don't actually buy this, you always have it. Since it is a

weapon, I might as well discuss it. The knife in the early beta days

was one dangerous weapon. Two or three slashes was more than enough

to kill a fully-armored agent. Now, however, knife damage has been

weakened drastically, making normal knife attacks less than half the

strength of what they used to be. The special weapon function is not

a setting change, but a secondary attack of the knife: the sadistic

stab. This does roughly as much damage as the old knife used to do

with a normal attack, but takes longer to execute. In the old days I

would recommend switching to the knife whenever you were at point

blank range. Nowadays, since it does so little damage, I hesitate

to do such. If you manage to get the jump on your enemey, sure. Then

again, maybe not.

-------------------------------------------------------------------------------

4.h -- Weapon Movement Speeds

Right, different weapon weights contribute to different weapon speeds.

Here is how movement speed is rated depending on what weapon you equip.

This is a rough guide, estimated from experience.

(Fastest)

Knife, Grenades

H&K USP, Glock, Desert Eagle, Sig P228, Five Seven

Benelli M3, Benelli XM1014, Dual Beretta, Steyr Tactical Machine

Ingram MAC-10, MP5, FN P90, Steyr Scout

Steyr AUG, Sig Commando, M4 Carbine

Krieg Commando

G3/SG-1 Sniper

AK-47

Artic Warfare Magnum

FN M249 PARA

(Slowest)

 

-------------------------------------------------------------------------------

3.e1 -- Ammo

These are the strengths of the different ammo types in Counter Strike,

from weakest to strongest. Take note that this is by no means definitive,

I did not check with the CS team or read a guide about them. Nor did I

interview gun experts. Instead I relied on a much simpler method:

I computed ammo to cost ratios! I honestly have no idea if this is

accurate, but it seems to fit with my experience.

Here is the order, from weakest to strongest:

Cost Ratio Ammo

--------------------------------------------

(0.66) 9mm Parabellum

(1.00) 5.7x28mm

(1.00) .338 Lapua Magnum (5.7 P90 Round)

(2.00) 5.56mm NATO

(2.08) .45 ACP

(2.67) 7.62mm NATO

(3.84) .357 Sig

(5.71) .50 Action Express

(8.13) *12 gauge

(12.5) .338 Lapua Magnum (Sniper Round)

--------------------------------------------

* - the 12 gauge buckshot used in shotguns is a special case.

Since it is basically an explosion of buckshot, it dissipates

the farther it goes. In close range, the highly concentrated

buckshot can do more damage than a .50 round, but from mid

range it only does about as much as a 9mm, and at long range

it does next to nothing (and usually won't even hit).

Anyway, stronger ammo means that it will do more damage and possibly

punch through armor better, but that also means its recoil is probably

stronger.

-------------------------------------------------------------------------------

4.i -- Weapon Damage Table

Here is a rough table to show the comparative strengths of each

gun. These values were obtained shooting hostages, not enemy

agents, however. These are NOT the actual damage values for

shooting an enemy! However, they are useful for gauging the

strength of each gun.

A few things to remember:

* Armor skews the damage values as well. Certain ammo types do better

against armor than others.

* Certain shots do more damage, mostly depending on your angle of

entry into the body. These provide "damage ranges." In the table,

a single number is average damage, with minimum and maximum damage

given if the damage range is very big. Damage range is usually

large when shooting the body, but more stable when shooting the

extremities.

* An X means a shot there killed the hostage in one shot.

* The groin apparently is a critical hit area of the Body. Shooting

there often gives the maximum Body damage.

* Headshots are always lethal (to hostages, anyway)

 

CS WEAPON DAMAGE ON HOSTAGES TABLE

------------------------------------------------------

Weapon | Body Leg Arm

------------------------------------------------------

USP | 70-90 15 25

Glock | 40-55 10 20

DEagle | X 20 40

P228 | 70-90 15 25

Berreta | 40-55 10 20

Five Seven | 40-60 10 10

M3 Shotgun | X 70-80 X

XM1014 | X 35-50 60-85

MP5 | 50-80 15 25

TMP | 40-60 10 15

P90 | 40-60 10 15

Mac-10 | 60-80 15 20

UMP | 70-80 15 20-25

AK-47 | 85-90 15 25

Sig 552 | 70-90 15 25

M4 | 70-90 15 25

Aug | 60-80 15 25

Scout | X 35 55

Arctic | X 90 X

G3 | X 30 55

Sig 550 | 80-100 20 30

Para | 60-90 15 25

Knife | 40-60 10 10

Knife 2 | X X 50

------------------------------------------------------

Grenades do variable amounts of damage, mostly depending on

proximity and facing from a target. I was unable to get specific

damage values, but here are some things to know:

* It is possible to kill a fully armored, 100% enemy agent with

a direct grenade blast right below or slightly behind the target.

* Grenades do more damage to an armored opponent with his back

turned to the blast.

 

That concludes weapon damage for now. Hopefully, I will be able to

make a damage table based on shooting real agents, armored or

unarmored. If anyone knows of a CS bot that has an option to stand

still, tell me so I can test it out on those things.

Keep in mind that these are damage values to hostages only! Again,

they are NOT the damage levels done to enemy agents!

For now, here are some things I have confirmed regarding damage to

enemy agents:

* It takes two headshots from a Glock, Beretta or TMP to kill

an unarmored, 100% enemy agent.

* Hitting team members when friendly fire is only does about 50%

damage.

 

===============================================================================

V. COUNTER-STRIKE TECHNIQUES

This is the meat of this FAQ, that which separates this from all the

other guides. While these techniques may not be all there is to it,

and certainly they may not be perfect, but these are the best techniques

I have learned. I hope it's enough to help you become a better player. I

eventually hope to put in every single tactic and technique I know, even

the ones I don't use, because part of defeating your opponent is knowing

how he operates.

Now that we've discussed the basics and are familiar with the weapons,

we can get to the nitty-gritty combat tactics. These are tactics which

you will be using most of the time you play CS, be sure to learn them,

and more importantly learn how to counter them!

===============================================================================

5.a -- General Techniques

These tricks are useful for general CS play. Be sure to learn them

and make them work for you.

-------------------------------------------------------------------------------

5.a1 - Listening

"If you want to defeat me, you must not make a sound."

-- Utsutsu Mujuro, Jubei Ninpucho

Although while playing on a LAN it may be very noisy, listening still

plays an important part in personal fighting tactics. The most important

thing about listening is to listen for your opponent's weapon. Each weapon

in CS sounds distinct, and by listening to the gun fire going on, you can

determine what weapon your opponent is using. If you know what his weapon

is, you can determine what kind of approach you can take to defeat him.

These different techniques will be discussed later in the individual

weapon strategies. In CS, it is imperative that you learn what each

weapon sounds like, so that you know what you are up against, and thus

can plan accordingly.

--------------------------------------------

| Listen for your opponent's weapon sounds |

--------------------------------------------

Another, more difficult skill to learn is listening for footsteps. If you

don't have a friendly dead team-mate coaching you as to the enemy's location,

your best recourse is to listen carefully for footfalls. Most people disregard

this ability, but it is often crucial in ambushing enemy players. When you

hear foot falls, keep quiet and sneak. You just might ambush an opponent.

-------------------------------------------------------------------------------

5.a2 - Weapon Switching

"That's why they call me Himura Battousai, because I learned all the

sword drawing techniques."

--- Himura Kenshin, Rurouni Kenshin

In CS, different weapons slow down your movement. The worst perpetrators are

the Arctic, the AK, and the Para. Still, even if you're not using these

weapons, weapon switching is important to get you where you want to go fast.

Weapon switching can mean the difference when you are diving for cover from

enemy fire.

--------------------------------------------------------------

| Switch weapons intelligently! It can save your life, or at |

| the very least get you to where you want to go faster |

--------------------------------------------------------------

At the start of the round, where it is crucial to get to the strategic

points of the map as quickly as possible, changing your weapon to your

knife or grenade is the single best tactic you can do, aside from buying

your equipment as fast as possible. While buying equipment fast takes

practice, anyone can switch to his knife. Most people laugh at those

who charge at the start of their rounds with their knive, but they

don't realize they are doing it to get to the key points as quickly as

possible. This is one of the foundations of good team strategy.

The other important use of weapon switching is to get out of enemy fire.

If you are outgunned and decide to strategically withdraw, you have two

options: shoot back while side-stepping to cover, or change to your knife

and make a mad dash for cover. Switching to your knife is the fastest way

to escape.

-------------------------------------------------------------------------------

5.a2a - Super Weapon Switching

This is an advanced technique which the advanced, mentally-developed

players use. A player who has refined his awareness and reflexes to a

razor's edge while assaulting will often be seen switching weapons

continuously while marching into enemy territory. Many inexperienced

people will think he is mad, but in truth he is doing so to speed up

movement as much as possible while the enemy is gone. This is a very

powerful technique; it enables one to move as if one were equipped

with nothing (knife speed), but the moment an enemy shows up, the

player immediately has his primary weapon ready -- an AK, a Para,

whatever, and has it aimed at his opponent's head. Because of his

lightning speed due to the weapon switching, lesser opponents have

trouble hitting his fast moving body, and as soon as he sees the

opponent, he opens fire. Dead enemy. Achieving the highest level of

this technique takes long practice, but the lower levels of it are

accessible to the intermediate player.

A lower level use of this technique is to eliminate recoil and reload

time. This is a favorite application of Arctic assault snipers. After

shooting a well-aimed AWP shot (and hopefuly killing someone) an

advanced Arctic fighter will quickly switch to knife and pistol, so

you can move and dodge while waiting for your chance to shoot again.

If you're fast enough, you can potentially switch back, ready to fire

again, shortening rechambering time. Good Benelli M3 fighters use a

variation of this technique, switching to their secondary to finish

the job in case they missed the opponent's head. More on these techniques

later.

The advanced weapon switching technique is easily done by assigning

a key to the "previous weapon" command, preferably one close to the

movement keys. This way, a person can switch weapons easily with one

button while moving. More skilled players do it the hard way: pressing

1, 2, and 3 to switch from knife, primary and secondary while moving

forward with the 'W' key. Practice whatever method you find best

suited to you. Note that you can only achieve the harder version of

the technique by turning "HUD_FASTSWITCH" on. (See console commands)

Take note that while running, using the "LASTINV" weapon switch button,

will switch almost instantaneously between weapons. This is very

important for some guns, like the Arctic.

-------------------------------------------------------------------------------

5.a3 - Radar

Most people wonder what that green thing at the top left of their

screen is. It's actually a radar which tells you the position of your

teammates! This is a minor concern, but keeping your eye on that HUD

will let you determine where your opponents are, in case an enemy

kills them. Just watch where the light blinks out. Don't overdo it,

though, especially if you are at the front of your team. You wouldn't

want to be caught looking at the radar when an opponent jumps in front

of you and riddles you to swiss cheese.

The best use of the radar HUD is to keep track of where the bomb or the

VIP is. That way, you can easily defend the VIP, or pick up the bomb if

someone kills the bomb-bearer.

You can also actually turn the HUD off, to give you more visibility.

The console command is "HIDERADAR". To get it back, type "DRAWRADAR 1"

-------------------------------------------------------------------------------

5.a3a -- Cheap Night Vision

Here's a funny technique someone sent in. Notice how the radar HUD is

a lightgreen color? If you are in a darkish area and look through that

little circle, you'll find that it actually lights up the darker areas,

as if it were a nightvision filter! Well, it's rather small and

inconvenient, but hey, it's free.

You can use this little quirk to scout out dark areas on the map.

However, I really don't recommend doing this while assaulting or

while walking since you have to look downwards to get the HUD at

center-viewing level. I only recommend doing this when you're

skulking around in a near pitch-black room.

Take note that, like regular Nightvision, if it is pitch-black and

there is really no light, this won't work at all (like in the hostage

room in CS_ALPIN).

-------------------------------------------------------------------------------

5.a4 - Miscellaneous Console Commands

This isn't really a technique, but you should know this anyway. Console

commands are command-prompt style commands (ala DOS) which give you a

lot of hands-on control over your environment. As much as possible, to

be a truly good CS player, you should familiarize yourself with the

console, and use it as much as possible over the GUI interface. It's

like computer users: Windows users are often technically inferior

compared to DOS or Linux users.

To enable your console, be sure to start Counter-Strike with the -console

switch. If you don't know what that means, follow these instructions:

1.) Right-click on your Counter Strike desktop shortcut.

2.) At the bottom of the menu is Properties. Click it.

3.) The properties window will pop up. There are two parts,

General, and Shortcut. You start in Shortcut by default,

stay there, this is what you're interested in.

4.) In the middle portion are three fields: Target Type,

Target Location, and Target. You're interested in the

third. It should read something like:

"C:\program files\Halflife\cstrike.exe"

5.) Add to this the switch "-console" The new command should

look something like this:

"C:\program files\Halflife\cstrike.exe -console"

6.) Click Apply, close the window with Ok, and you're set. Your

console is now enabled the next time you start Counter Strike

using this desktop shortcut. Congratulations! Now you can meddle

around with all the console commands.

Be sure to make good use of your console, you can type a lot of things

there to improve your game. You can bring out the console by default

by pressing the tilde key (`) beside 1, above TAB. Then you can type

in commands. You can type multiple commands in one line by separating

them with a semi-colon. (i.e. -- "ADJUST_CROSSHAIR";"SENSITIVITY 5")

I will only include here the commands that will directly influence

your gameplay. If you want a complete list of commands, go find

another guide. What's here is strictly limited to the useful

commands that affect your game. I will add other commands in the

"Dirty Tricks" section, the ones which are quite unfair.

-------------------------------------------------------------------------------

5.a4a -- Sensitivity

Be sure to adjust your mouse sensitivity to your needs. Type:

SENSITIVITY X

Where X is an integer from 1-20. Twenty is very sensitive, and a short

tug of your mouse will give you a 180 degree spin. This is useful for

assaulters who need to see a wide area as fast as possible. Twenty,

though is for the really skilled who have perfect mouse control. A

setting of 10 or so is more than adequate for an assaulter, any greater

may entail aiming difficulty. For snipers, a value of 2 to 8 is good,

giving great control needed for precision. The most hardcore snipers use 1.

-------------------------------------------------------------------------------

5.a4b -- Crosshair

Some maps have textures whose color blend with your green crosshair.

You can fix this and make aiming easier by changing the crosshair's

color. To do this, type

ADJUST_CROSSHAIR

at the console. This will cycle from the five different cursor colors:

light green, light red, light blue, cyan, and yellow. Be sure to select

the color that suits the map best. Even if no cursor fits the map

color, it still feels good to change the color to your favorite color.

-------------------------------------------------------------------------------

5.a4c -- Quick Weapon Switching

You need to use this command to achieve the "Quick Weapon Switch"

technique described earlier. When on, pressing your primary weapon

button will bring out your weapon immediately, without you needing

to press the fire button to select it from the weapon HUD.

To turn on, type:

HUD_FASTSWITCH 1

-------------------------------------------------------------------------------

5.a4d -- Mouse Filter

Sometimes, you might notice that the movement while looking around

with your mouse is not very fluid. This can be very detrimental to

your aim, and is feared by snipers everywhere. More often than not,

this is due to the mouse filter being switched off. You can switch

it on in the config screen, but that takes too much time. Here's

how to do it with the console:

M_FILTER 1

-------------------------------------------------------------------------------

5.a4e -- Binding Technique

Binding commands to a key is a trick which has carried over from Quake 2.

To bind a command to a key, type:

BIND "X" "COMMAND"

Where x is the key you want to bind the command to. For instance, to

bind the adjust_crosshair command to the letter c, type:

BIND "C" "ADJUST_CROSSHAIR"

There are applications to this command, but I will discuss them later

in the "dirty tricks" section. More mundane uses for this are easy

like using the console to change your name, or your controls. Refer

to other documents listing all the commands; I'm just enumerating all

the tricks that can improve your gameplay performance and killing skill.

The most powerful trick perhaps is the power to combine binds into a

powerful hotkey technique. By combining commands, you can bind two or

more commands into one key, for a variety of effects limited only by

your imagination. Simply separate the commands with a semi-colon:

BIND "X" "COMMAND1;COMMAND2"

The most obvious application of this is to power-up your buy menu

hotkeys. For instance, you could have a "quick ammo" button to buy

all the ammo you need in one stroke:

BIND "X" "BUYAMMO1;BUYAMMO1;BUYAMMO1;BUYAMMO2;BUYAMMO2;BUYAMMO2"

This would purchase three clips of primary and secondary ammo

each, at the bargain price of one keystroke!

Learn how to use the console and the binding commands! Old DOS-boys

should have no problem picking this up, it's the impoverished Windows

generation that doesn't get stuff like this. Shame on you Bill Gates,

for teaching a whole generation of computer users to be ILLITERATE!

(or its equivalent in the computer world)

I'm not a real expert on this stuff, and I'm just giving you

the cursory information to get your started. For more in-depth

descriptions of this, see the links section.

-------------------------------------------------------------------------------

5.a4f -- On the Fly Config Switch

This is a useful technique to get you up and running as soon as

possible in a LAN environment. In the CS directory is a file called

CONFIG.CFG. This contains all your controls for CS, and is loaded

when you start the game. What you do is rename that file as another

file, say MOCHAN.CFG. This is now your very own personal config

file, with all your binds and controls!

Load this file from the console with the command:

EXEC MOCHAN.CFG

This will load all your controls and binds on the fly! Be sure to

edit it manually to add the more esoteric commands (i.e. - the

ones detailed in this section).

Aside from use in LAN shops, this trick is also useful at home, for

instance if you are sharing one computer with someone else, and you

use different controls. This way, you can swap controls on the fly

with a few key strokes!

Also, certain commands do not get saved in the default config file,

like the CL_XSPEED codes. Loading your custom config file with all

these commands makes life so much more convenient.

-------------------------------------------------------------------------------

5.a5 - Speed Buying Technique

"In the words of my idol Bruce Lee, to win, you must be fast."

-- That guy on the Discovery Channel

This is a technique which all serious CS players should master. Often, it

is this technique which really separates the newbies from the veterans. At

the start of each round, most inexperienced players fumble around the menu

screens, pressing the "Buy Equipment Button" and looking at the gun

selections. Then they "Buy Primary Ammo" and look over the "Buy Equipment"

menu. Unfortunately for the Newbie, they were playing in AS_FOREST and the

grizzled vet had already come over and shot him full of holes.

To avoid this, you have to be very fast in the buy menu screen. You should

at the very least be capable of buying everything in less than three seconds,

faster if possible. The best players waste 0 seconds buying what they need.

---------------------------------------------------------

| Decide what you will buy before the next round starts |

---------------------------------------------------------

This is CRUCIAL. Read the text in the box above over and over and over until

you have nightmares about it. I cannot stress the importance of this enough.

Many people have quick fingers to buy the goods they want in record time, but

may people hesitate at the start of the round because they do not know what

they will buy. The trick is to decide what you will buy before the next

round starts.

Do not waste time looking at the pretty pictures and stats of the

the different guns in the menu screen. That's why I included a weapons section

in this guide; so that you can read the important stuff now, and not later

while you're playing.

The easy way to decide is to stick to a preferred weapon. This is a good

idea for newbies, because to gain skill quickly, you have to specialize in

one weapon type. The drawback here is that sometimes you might not have

enough money to buy the weapon you want. Specializing in the Arctic, for

instance, takes a while because you need two rounds on average -- three if

you just won the last fight but lost the next two -- to buy one. Thus, an

advanced mastery of this technique requires you keep track of your finances.

Don't worry if you can't compute it all precisely, but you should be able

to estimate how much you will spend.

Now, some newbies like to hoard their money up to the maximum, $16000. This

is a no-no. What good is all that money if you're not going to use it?

Spend as you need; don't be afraid to buy that expensive Arctic if it will

turn the tide to your favor! The only time you should be hoarding is when

you're saving up to buy an expensive gun you need, like the Arctic.

To help you manage your budget, here's the money table (taken from

the CS manual which is in your CStrike directory)

Action: You Get: Your Team Gets:

--------------------------------------------------------------------------

Kill a Hostage -$1500

'Use' a Hostage $150 $100

Kill Opponent $300

Kill Team Mate -$3300

*Terrorist Win by bombing $2750

*Win by Elimination Hostage map $2000 + Hostage Bonus

*Win by Elimination Bomb map $2500

*CTs Defuse Bomb $2750

*CTs Win by Rescuing Hostages $2000 + Hostage Bonus

HOSTAGE BONUSES:

Surviving Hostage Bonus $150 per hostage

Rescuing a Hostage $1000 $150

Hostages Rescued Bonus $250 per hostage

*Either Team Loses Round $1400

Either Team Loses 2 Rounds Straight $1400 + $500 per round

over 2 (to maximum $2900)

You should be able to get a good estimate of how much money you will

have in the next round using this table. Now, in most cases you will

not know the outcome of the battle, unless there is an overwhelming

reason for you to assume who will win (like the bomb is about to

explode with no CTs in sight, or a 1 on 5 situation). As such, to

properly estimate your balance in the next round, you must assume

you will be defeated, to ensure that you can purchase whatever you

had in mind.

"To prepare to defeat your opponent is to first prepare for

your own defeat."

-- The Ookina, Rurouni Kenshin

Of course you could get cocky and assume you will always win, but

such an optimistic view can tend to get you in budget trouble. The

best approach is the conservative approach, methinks.

Thus, you must particularly memorize the bonuses I marked with an

asterisk -- these are the bonuses which you cannot determine before

the round ends, and which are the most useful for estimating how

much income you will have next round. Other things, like killing

an opponent or hostage, you can check before the round ends in most

cases. Just keep in mind the ones marked with an asterisk. If you

have a good head for figures, you can also figure in the hostage

bonuses, but these are hard to keep track of, and doing so would

really detract from the fun of playing.

 

Next, make use of the prices I gave in the weapon guide. Also take careful

note of whether you will buy armor, and how much ammo you plan to take

along, and what peripherals (grenades, etc). Most people like fully loading

their ammo, so I have also included the maximum ammo you can carry. Keep

in mind that all weapons you buy come with a full clip, but no extra ammo,

unless you had some previously. For instance, as a terrorist, if you buy an

MP5 you will already have 40 rounds carried over from your default Glock.

Remember that CTs start with 24 .45 ACP rounds, terrorists with 40 9mm

rounds.

Carefully plan how much money you will spend each round. It helps to

remember how much you spend with the configurations you routinely buy. For

instance, I like buying an Arctic with 10 extra rounds and a full suit of

armor. That's $4750 + $125 + $1000, for a total of $5875. I also know how

much I will spend for a fully-loaded MP5: $1500 + $80 = $1580, plus armor

for $2580. Keep track how much money you expect to have, and compare it

with your standard configurations. That way you can have smooth sailing

while buying at the start of each round.

-----------------------------------------

| Use the Hot Keys and Quick Buy Numbers |

-----------------------------------------

Now that you've got a good grasp of the economics and the foresight to buy

what you want, let's get to the actual buying techniques. Many newbies rely

on the primary buy menu (defaults to F1, I think) to buy all their equipment,

even their ammunition. This is a big no-no, because it takes more key clicks

and wastes time. Instead, you should assign a key for the main buy menu only

to buy guns, and three more hotkeys for the three important submenus: primary

ammo, secondary ammo, and equipment.

With these four hotkeys and the "Quick Buy Numbers" I notated in the equipment

list, you can achieve godspeed in arming yourself. Quick numbers are the

corresponding menu slots of certain items. For instance, the MP5 is [3-1] in

the primary buy menu: assuming F1 is your hotkey for the buy menu, you would

press F1 to bring out the buy menu, then '3' for SMGs, then '1' for the MP5.

Check out the Quick Buy Numbers in the weapons list.

This is how you should buy:

Step 1: Before the round begins, know what to buy

Step 2: Buy your main and secondary guns with the primary buy menu

Step 3: Buy your ammo with the ammo hotkeys

Step 4: Buy your armor

Step 5: Buy other peripherals (grenades, bomb kit, etc)

My controls are configured this way: Bind Command

F1 - Buy Menu BUY

F2 - Buy Primary Ammo BUYAMMO1

F3 - Buy Secondary Ammo BUYAMMO2

F4 - Buy Equipment BUYEQUIP

In case you haven't configured your controls properly, you can quick

configure them using the binding technique. For instance, to bind

the buy equipment menu to F4, type at the console:

BIND "F4" "BUYEQUIP"

Using Quick Buy Numbers, I can buy whatever configuration I chose ahead

of time in a second or so. For instance, as a terrorist one of my favorite

setups is an AK-47 with 2 extra clips, full armor, and a flashbang. As

soon as the round starts, I very quickly press F1-4-1-F2-F2-F4-2-F4-3.

Nine simple keystrokes, all in a few seconds. I am ready for action

while most newbies are still deciding what weapon to buy.

-----------------------------------------

| Start moving the moment you buy items |

-----------------------------------------

Some servers have a few seconds at the start of the round to buy equipment,

but many more do not. Thus, it is imperative to learn how to apply the

buying technique above WHILE moving. It depends on your control setup, but

if you modify your controls be sure to do to keep all your buy keys right

next to your move keys, so you can achieve this technique. To ensure that

you don't waste time and thus lose strategic ground, be sure to master

buying while running. This is useful because most of the time you cannot

press all those keys in under a second. Further, sometimes you may have to do

twelve or more keystrokes, if you choose to buy a secondary weapon. This can

take up to three seconds or even more, and those three seconds are crucial,

best spent already running for your objective than standing at your base.

FINAL NOTE: I haven't explored this fully, but you can if you want.

You can use bind scripts to simplify this entire process. Imagine

assigning one key for your "MP5 Configuration," and having to just

press that one key to get fully suited up. Go see the links section

for sites going in-depth in the use of scripts.

-------------------------------------------------------------------------------

5.a6 - End Reloading Technique

This is a very simple technique that many people do not do. Most likely,

they will reload at the start of the next round, which is a big waste of

time. In order to achieve maximum speed, you should always start the

next round fully loaded. Doing this is simple:

---------------------------------------------

| Reload the moment the previous round ends |

---------------------------------------------

It's as easy as that! Make it a habit to press your reload button as

soon as your team wins the round. When the next round starts, your gun

will automatically be fully loaded, even if you hadn't finished reloading

yet (it happens with slow reload guns like the AWP, Steyr Aug, and FN Para).

If you reload at the end of the round, you will be free to utilize the

Speed Buying technique in the next round. Most importantly, you will

be able to switch to your knife immediately and run for whatever key

point you have to secure as soon as possible.

-------------------------------------------------------------------------------

5.a7 - Bunny Hopping

This is a funny technique which is very hard to master. Actually, I

haven't actually managed to pull it off yet, but Paul Kerr assures

me that it works. You just need lots of practice.

Remember in Thief Gold, where you could run, jump, and at the precise

moment that you land jump again, and so on? With each successive jump,

by spending as little time as possible on the ground, you increase your

velocity, as if you were falling down a long pit. It's a bug which is

present in almost all the older FPS games, Quake II included (and thus,

Counter Strike by default).

If you do this properly in CS, you can achieve inhuman speed while

travelling in a straight line. This is actually bordering on being

a cheat, but since its usefulness is limited and it is very, very

difficult to pull off, I don't consider it as such. You actually

have to work hard to pull this one off! Cheats are usually things

which give instant results without training, so this thing is still

valid in my book.

===============================================================================

5.b -- Defensive Techniques

These techniques are invaluable for keeping yourself alive. Defense is the

most important, more important than offense. Defense comes first. Most

advanced offensive techniques can only be learned after first mastering the

basic defensive movement techniques. To become a true fighting god, you must

master the basic defensive movement techniques.

-------------------------------------------------------------------------------

5.b1 - Side Stepping

Side-stepping is a very useful skill for staying alive. Even beginners

have little trouble hitting a stationary target, but a moving target is

far more difficult to hit. Especially when the target is moving from

side to side, directly perpendicular to you. To ensure that your opponents

have as much trouble as possible hitting you, the zig zag side stepping

technique is essential.

Basically, you just side step directly left and right when your opponents

start shooting you. Barring taking cover and not showing yourself, this

technique is the best defense against one-shot Arctic snipers. Assaulters

should master this technique first and foremost, because they are often

in the line of fire.

-------------------------------------------------------------

| Sidestepping decreases your accuracy, but keeps you alive |

-------------------------------------------------------------

The drawback to side-stepping is that your accuracy goes down dramatically.

A shot you might have made easily while standing, will often go wild while

side-stepping. Thus, you generally should only attempt side-stepping while

fighting at close to mid-range, especially while using pistols or the more

accurate assault weapons like the MP5 and M4 Carbine.

-------------------------------------------------------------------------------

5.b2 - Ducking

Ducking is an important defensive technique, and is also an offensive trick.

Ducking will help you take cover behind smaller obstacles, but it is also

equally effective at making you a smaller target when in plain sight. The

drawback to ducking, though, is that an opponent aiming for your body might

get a headshot when you duck. Still, that is a calculated risk you will have

to take, because ducking gives you the added advantage of increasing your

accuracy as you counterattack. That is why ducking is also an offensive tactic.

-----------------------------------

| Ducking increases your accuracy |

-----------------------------------

In general, you must choose from one of these two techniques when fighting

an opponent. You can either keep side-stepping while firing back in order

to make yourself a harder target, but you also sacrifice your own accuracy.

Ducking is less defensive, as you will be easier to hit than a side-stepping

maniac, but the trade-off is that you will have an easier time hitting your

opponent. It is your call, but you should adapt a tactic based on your

opponent's weapon. For instance, if your enemy is using an MP5, ducking can

be safe, but if he is using an Arctic, ducking is a stupid thing to do, and

side-stepping would be better.

-------------------------------------------------------------------------------

5.b3 - Jumping

Jumping is also a defensive technique which can save your skin. However, it

is not as important a technique as side-stepping or ducking. Jumping is more

the coward's technique: you will usually want to side-step and jump only when

you have no intention whatsoever of fighting back. Unlike side-stepping and

ducking which is meant as evasive techniques while counter-attacking, jumping

should only be used for purely evasive purposes. Why?

---------------------------------------

| Accuracy goes to shit while jumping |

---------------------------------------

Remember this basic truth, and you'll go a long way in Counter Strike. Lots of

newbies like jumping around while firing back at their enemies. Small wonder

most of their shots miss. If you're going to attack while dodging, stick to

side-stepping. Jumping while sidestepping is a purely defensive, escaping

tactic. However:

----------------------------------------------

| Be careful jumping around an Arctic player |

----------------------------------------------

A skilled sniper will calculate the end of your jump and aim their, tagging

you instantly as you land. Avoid jumping in plain sight of an arctic

wielding opponent; it is a quick way to die. If you must jump, begin the jump

where the opponent cannot see you, thus he will have trouble anticipating

your jump and your landing. Or, jump only when the end point of your jump is

concealed from the Arctic's deadly line of sight. Jumping also plays a role

in Arctic-to-Arctic duels. More on that later.

 

These are the basic movement-related defense skills. However, true defensive

skills are awareness-based and not movement based, and are more tactical in

nature. Most of these techniques I might eventually disclose in specific

map tactics, but for now I will just give a general overview of the general

advanced defense techniques, the mind-based techniques.

-------------------------------------------------------------------------------

5.b4 - Shadow Technique

Since CS uses the Half-life engine, which emphasized dark shadowy corners for

monsters to hide in, the CS environment is complete with dark places on the

map where you can hide and, in general, make yourself less visible. One can't

shoot what one can't detect, and making yourself hard to see is the key to

exploiting this weakness. This technique is especially useful for campers.

Be sure to find those spots on the map where you are given cover, whether by

obstacles, shadows, or both. Surprise is a lethal weapon that is worth more

than a hundred bullets. I may someday write specific map tactics to point out

all these good hiding places. For now, a good example of the shadow technique

is the CT-side of the sewers in DE_AZTEC. The back of the grate from the

bridge is pitch-dark, and a CT agent wearing a dark skin is practically

invisible from a terrorist coming from underneath the bridge.

-------------------------------------------------------------------------------

5.b5 - Hit and Run Technique

This is what is called the "Style of the Ages." There is no better way to keep

yourself alive than to shoot fast at the moment you see your enemy, and run

like hell away after that shot. That is, shoot your enemy once, hoping to

damage or kill him, but regardless run away and duck for cover as soon as the

shot is fired. This gives your opponent no chance to react to you and do you

harm, yet gives you the chance to kill him. This technique works best with an

Arctic, but can be adapted for any gun. These guerilla tactics will harass and

frustrate your enemy, if nothing else. And messing with your opponent's mind is

one of the most important tactics in winning a battle. Needless to say, to

succeed with this technique you must have pinpoint sniper accuracy in as quick

a time as possible.

Some people like to pop out again after hiding, but this is dangerous as your

opponent knows where you are likely to come from, and the advantage of surprise

is lost. The best course is to run away completely and flank the enemy to try

to get at them from another angle they don't expect. It's easier said than

done, but familiarity with the map and experience will help you achieve this.

-------------------------------------------------------------------------------

5.b6 - Crowd Defense

If you're a smart, unscrupulous player and are not playing for the good of the

team, one of the most effective defensive techniques is the crowd defense.

Stick with your team, and be with them all the time! This is the best way to

increase your chances of survival. Specifically, hide behind your teammates

whenever an opponent shows up. This way, your teammate will likely get fragged

before you, but he will hopefully have softened up your opponent, leaving you

to clean-up the mess.

This technique also works cooperatively while camping. Two heads is better

than one, so to speak. When camping, it is best to camp in crowds. You can

cover more area, and there is a good chance if the opposing team assaults,

they will kill your other teammates instead of you. So make sure to use the

shadow technique while camping and make yourself less visible than your

teammates, so they will be hit first while you finish off the attackers!

5.b6a -- Hostage Defense

This is a varation of the Crowd Defense technique. When teammates are scarce,

the next best alternative is to use hostages! By having hostages follow you

around, you can easily get some cover from fire, and if you're good enough at

dodging, your enemy might actually hit and kill the hostage, getting a

whopping cash deduction. In fact, one of the cheap tricks I do for fun is get

a hostage, hack it down to 7% life, and have it follow around. An enemy will

shoot me, miss, and hit the hostage, depleting his money. Even better, I often

get groups of the hostages and hack them down. Enemies love throwing grenades

all the time, and it only takes one well-placed grenade to kill all of them,

leaving the grenade thrower with no cash whatosoever.

One of my nastiest techniques involves the Hostage and Shadow Defense

techniques in the darkest corridor of CS_MANSION. Recall that corridor outside

the hostage room? Hide in the intersection of the corridor, where it's really

dark, and put a hostage to either side of you. CTs charging in will likely hit

the hostages, killing them, and leaving you to mop up the mess. It's a very

effective technique, though your enemies will probably curse you for the coward

you are. ^_^

 

-------------------------------------------------------------------------------

5.b7 - Smart Reloading

Reloading is an often ignored aspect of Counter Strike tactics. But knowing

when to reload and when not to is one of the most crucial aspects of CS

gameplay! Reloading tactics vary from weapon to weapon, and there are a lot

of specific circumstances which one can learn only through experience. But

I will try to give a basic theory of how to reload properly.

Basically, you want to balance your reloads such that you are not

reloading when an opponent is likely to show up, but you must also

reload whenever the rounds in your clip is below the amount you need

to make a kill.

In general, you must gauge how much ammunition you need to kill one

opponent. When you know this number, you should keep at least twice

that number in your clip at all times. If you have less than that, you

should consider reloading.

Reload sparingly, as much as possible don't reload at all. I see a lot

of newbies get killed because they see an enemy, fire a few shots, which

the enemy dodges easily as he ducks for cover. As the enemy disappears,

the newbie immediately begins reloading, "to keep his guns at top capacity."

Then as soon as they reload, the enemy pops out and shoots holes in them.

This is really sad. Many novice players reload their MP5s even while they

have 20 or more rounds in them. This is no good, the risk of getting caught

reloading is greater than that of running out of ammo. Learning to balance

when to reload when ammo is running low is crucial.

 

The opposite extreme is also true. The newer players -- particularly those

who have either not played an FPS before, or are used to Doom-style shooters

where there is no reloading -- often do not reload at all. In the middle of

a gunfight, they suddenly run out, and find themselves automatically reloading

as they are still pressing the trigger button tight, out of ammo. The enemy

will immediately smile at the clicking sound, and gun them down as they change

the clip.

The most important consideration, though, is enemy density and proximity.

If it's the start of the round and enemies are far away, you can reload

with no worry. But if it's late in the game and an enemy could be waiting

just around the corner, reloading is dangerous.

----------------------------------

| Do not attack while reloading! |

----------------------------------

Doing so is one of the most idiotic thing you can do, but sadly I see a

lot of people do it (I myself am guilty of this at times). If an opponent

suddenly shows up, you'll be dead before you even fire a single shot.

A few basic tips to reloading:

- When reloading, keep yourself covered. Reload either when you have a

buddy backing you up, or after ducking behind a crate or empty corridor.

- Do not move toward where an opponent could be hiding when reloading.

Only actually start to reload when you are safely hidden and you are

sure no enemy is hiding around you.

- Be prepared to bring out your secondary if an opponent does jump you

while reloading. This is your last-ditch effort to save yourself in

case an enemy catches you with your gun down.

In general, reloading also depends on your weapon. Weak weapons which require

lots of shots to kill, like the MP5, should be reloaded as much as possible,

whenever there is a lull in the battle. Stronger guns like the AK-47 and

especially the Arctic, should be reloaded sparingly. I usually don't reload

my AK until my ammo goes below 15, and I only reload my Arctic when I have

less than 5 shots left.

-------------------------------------------------------------------------------

5.b8 - Continuous Movement Defense

The final important mental technique is that of continous movement.

----------------------------------------

| Never stay in one place for too long |

----------------------------------------

Even a camper shouldn't stay in one place too long, for an enemy may

go around and flank him, sneaking up on him from behind. Also, the

use of continuous movement makes you as hard a target as possible at

all times. CS players, particularly Arctic snipers, love nothing more

than a stationary target. But someone who is constantly on the move

will foil this expectation, making you far more difficult to kill,

even if an opponent catches you by surprise.

But, the most important use of continously moving around, is to constantly

exercise your mind, keeping it from stagnating. This is an important

physiological consideration, as allowing your mind to stagnate will dull your

reflexes and make you easier to kill.

-------------------------------------------------------------------------------

5.b9 - Flee from Fire Technique

This is a very basic technique which all CS players should learn, but

surprisingly few put into action.

What do you do when you walk into a room or clearing and suddenly the

you hear gunshots, and if you're unlucky the screen might flash a bit

as you are hit by some unseen sniper? There are two basic responses to

this: first, the player looks around, trying to find the culprit, and

shoot back. Second, the player ducks back the way he came like a coward.

If you're the kind who does the first, then I commend you on your

bravery but I condemn you for stupidity. I admit I still do this

sometimes because my instinct is to kill kill! But chances are, this

course of action will get you killed. Why? Because of the simple fact

that you are already in your opponent's sights, while you have yet to

locate your opponent. This is NOT favorable at all, and unless your

opponent is using an underpowered gun or is stupid (or both), you will

die.

While under some circumstances it is to your benefit to quickly locate

the opponent and fireback, in general it is the more prudent approach

to back out quickly before you get your ass kicked. This is the

"Flee from Fire Technique." Trust me, it will keep you alive more

often than not.

When not to use this technique? There are some situations when you will

want to ignore this teaching. The first is when you are in an assault

squad trying to break into the enemy's defensive position. A good

example would be when playing CTs in CS_ASSAULT. In this case, death

is practically inevitable, you would best be served by having a

"I'll take as many of you down with me" mentality instead. But in

general, this technique is the rule if you want to survive.

Another instance you might want to ignore this rule is when you are

using an Arctic Sniper Rifle, and the opponent who took potshots at

you was using a Glock or something (you should be able to tell by

the sound of the gun). In this case, it is your call whether you

want to take the chance, but keep in mind your remaining health and,

of course, your confidence in your sniping skill.

-------------------------------------------------------------------------------

5.b10 - Backstabbing Technique (Uragiri)

When camping, it is best to camp with your other team members.

But in those instances when you are alone or don't want to camp

with team members, the usual camping tactics must be discarded

in favor of "uragiri" techniques.

If you are alone but choose to camp and hold a particular point,

chances are you won't survive against a wave of enemies unless

you are really good and/or using an Arctic. But if you don't have

an Arctic, you must resort to the less valorous backstab.

This should be discussed in detail in specific maps to point out

the good backstab points, but I will explain here the basic theory.

Backstabbing is done best with a good close-range weapon like

a shotgun, MP5, Desert Eagle, or Carbine. First find a secluded,

shadowy area where an opponent is likely to pass, but you are

not likely to be seen behind cover. Hide in your niche and

switch to your knife. This minimizes your visibility since the

knife is very short.

Now, when an enemy passes by, switch to your gun and riddle his

back with holes. Simple, no? It is easier said than done, but

with experience and knowledge of the best backstabbing points,

you can pull it off. When you've gained enough skill in this

technique, you will be able to spot the best backstabbing points

in a map immediately. In the future, I hope to give out specific

map strategies to point out these good backstab locations.

Just be sure not to do it all the time, because the next time you

do it your opponent may be ready. Never use the same backstab

location twice in a row. Move to other spots to outwit your

opponent. Teach him to fear the corners. When you've done that,

switch to the otherside so that when he checks the old corner,

he turns his back to you again. Happy backstabbing!

-------------------------------------------------------------------------------

5.b10a -- Letting the Shadow Pass (Kage Yurutou)

This is an advanced modification of the backstab technique. Use it

when you expect a lot of enemies, and when you are very confident

in your hidden niche and your enemy's ignorance.

Most players go for the backstab immediately as soon as an enemy

passes by. This is fine, especially if the enemy is alone and has

a good probability of spotting you. But what if he has friends?

When camping in an unlikely position where the enemy is not

likely to check, and when there are a lot of them (at least two of

them passing you by), then it is often prudent to "let the shadow

pass;" that is, let the second guy (or the last guy if there are

more than two) get past you. ONLY then should you start shooting

at their backs.

This way, they will all have their backs turned to you! It is less

likely for them to fire back at you under these conditions. If you

had fired on the first guy, you might have killed him, but then

the guy right behind him would likely make minced meat out of you.

Have patience; if you weren't detected, then waiting a few seconds

won't hurt you. Premature firing will. After you make sure no one

else is coming, that's the when you shoot them all in the backs.

Of course, if you are detected, then you have no recourse but to

fire back and try to kill them before they kill you. It's just

the risk that a backstabber takes.

-------------------------------------------------------------------------------

5.b10a -- Baiting the Enemy

This technique was sent in by avielh, and I actually find it pretty

funny yet very sound. Basically, before you go camp to do an ambush,

you drop your secondary weapon in plain sight where the enemy is

likely to pass, as "bait."

Judging where the enemy is likely to come from, he will stop over

the weapon to examine it, maybe even to pick it up. If this

happens, you have the advantage of surprise as you jump out of

your camping spot (out of sight from where you think he will come)

and grab a quick kill.

This seems to work best with certain guns. As a terrorist, the

Dual Berettas, though expensive, are great because they look

very distinct and are especially coveted by CTs, who can't buy

it themselves. As a CT, maybe you could use the 5/7, but that

gun isn't in demand as much. You could also try using a Desert

Eagle, it's shiny and catches attention a lot, and many players

(myself included) would rather have it than the default gun.

Of course, don't use this trick too often.

-------------------------------------------------------------------------------

5.b11 - Hiding the Ghost (Yurei o Kakushite)

This is a simple technique you should always keep in mind. In CS,

as with just about all First Person 3D games, clipping (parts of

character models passing through walls) is a big issue. What this

means is that, if you stand next to a thin wall or door, parts of

you might clip through it, making you visible from the other side.

Needless to say, this makes you a great target for snipers and

rifles on the other side.

This is especially true for big guns with long barrels, like the

AWP. No gun gives your position away like the Arctic sniper. But

then, no gun takes advantage of this more than the Arctic. Just

be sure not to point your gun over a thin door or wall -- it'll

reveal you to any enemies on the other side. Try not to stick to

walls too closely, either.

I don't need to say this, but use this knowledge well to find

enemies clipping through walls! And when you do, be sure to hit

them with an AWP, Para, AK-47, or some other weapon with wall-

punching ability.

-------------------------------------------------------------------------------

5.b12 - Thrift Technique

People tend to pick up the guns of dead opponents or comrades.

There's nothing wrong with this, especially when there's a good

gun on the ground and you're carrying squat.

However, be careful because some cunning players leave guns on

the ground on purpose. They may be waiting for you to pick up

the gun and ambush you as you drop your weapon. Or, you could

be totally unlucky and have an enemy randomly pass by just as

you go for the gun.

In general, stick to the weapon you bought at the start of the

round. If you can do well with it, why change? Keeping your

focus on the battle at hand, and not scavenging, can keep you

alive.

But there are certain instances when you will want to change

guns. For instance, you may have been low on cash and forced

to buy an MP5, but instead are a sniper, and an AWP was

conveniently left on the ground. Or maybe after a skirmish

you were brought down to 10% life, so you decide to pick up

that G3 or AWP so you can fight the rest of the round at

range, increasing your survivability.

Whatever the case, if you must pick up the gun then do it

quickly. But it is often the better idea to rely on the gun

you bought at the start, no ifs and buts about it.

 

===============================================================================

5.c -- Offensive Techniques

These techniques were designed to kill, or help you while killing. They

will reduce the chance of you dying while you are attacking, while increasing

the mortality rate of your opponents. Combined with the defensive techniques

earlier, these techniques will help shape you into the ultimate warrior.

-------------------------------------------------------------------------------

5.c1 - Stationary Aiming

The most basic offensive technique is aiming while not moving. Those who

like camping or otherwise not moving around should master this technique --

such to the point that they can find the opponent's head on average in half

a second. Since you aren't moving, you have to learn to kill quickly before

your moving opponent hits you. This requires long hours of training to

acquire a fast reaction time.

One of the tricks to improve your stationary training is to keep your

mind focused and busy. Never allow your mind to stagnate. An assaulter

does this easily by constantly moving, but a camper can often forget when

he stays glued to one spot. That is why campers need mental training even

more than assaulters.

-----------------------------------------------------------

| Keeping your mind sharp is the key to stationary aiming |

-----------------------------------------------------------

Do not just think of anything, though. You must concentrate on the attack.

Focus is necessary, keeping your mind busy is not just a matter of thinking

random thoughts. If you think of just anything, it might distract your

concentration away from your aim. One good mental exercise to do while

camping is to mentally visualize how your opponent will look and move when

he does show up at the point you are guarding.

Another, simpler but more difficult technique to master is to be totally

aware of everything you see and hear. This will keep your mind busy and

keep you totally aware of every detail, heightening your senses and your

reaction time. This is a difficult technique to master, but if you do it

will increase the effectiveness of your camping a hundred fold.

-------------------------------------------------------------------------------

5.c2 - Hot and Cold Firing Technique

This is an advanced form of the stationary firing technique, which is very

useful for weapons that have low accuracy while moving. It is a combination

of defensive movement techniques and stationary firing. Basically, you side

step as usual when confronted by enemy fire. While dodging, you take aim,

and when your aim is true, you suddenly brake, stopping your movement

altogether, and fire. As soon as you fire, you move again, making yourself

once again a hard target.

This is a difficult technique to master and execute effectively, but when

you do it will increase your offensive and defensive capabilities

tremendously, especially while using single-shot low movement-accuracy

weapons like the AK-47, the FN Para and the Arctic.

-------------------------------------------------------------------------------

5.c2a -- Jump Aiming

This is an advanced form of the Hot and Cold Firing technique. You jump

to avoid enemy fire, and while in the air you are already searching for

your opponent. As soon as you land, you jam the trigger and smash your

opponent with precision accuracy. This is important because accuracy is

non-existent while in the air, and jumping is a very effective means of

confusing enemy fire. This technique works best with the Arctic, but also

works well with all the other weapons which have low accuracy while moving.

-------------------------------------------------------------------------------

5.c3 - Figure Eight Sidestep Technique

While Hot and Cold firing was developed to increase the offensive/defensive

capability of using low movement-accuracy weapons, the Figure Eight Side

Step, often erroneously called "circle strafing," was developed to increase

the attack and defense power of high movement-accuracy weapons like the MP5

and M4 Carbine. This technique is perfect for literally running circles

around your opponent while shooting holes in them. Basically, upon seeing

your opponent, you sidestep either left or right. At the same time, you

keep your cursor pointed straight at him, moving your mouse in the opposite

direction of your sidestep. In this way, you make a curving movement around

him, making yourself hard to hit while keeping him in your sights.

As with all techniques, this is easier said than done, and only practice

will make you a master of this technique. To complicate the matter, your

opponent may have the same bright idea. This technique is the main reason

why just standing or ducking in one place to shoot an opponent is so

dangerous. It is by far the most effective side-step technique in all the

FPS games because you also flank your opponent, as opposed to a simple

left-right sidestep. This technique is especially useful against snipers,

who often have low mouse sensitivity settings, making it harder for them

to turn all the way to follow your movement.

-----------------------------------------------------------------------

| While sidestepping, your shots tend to go in the opposite direction |

-----------------------------------------------------------------------

Because of this, you should adjust your aim slightly to the left

or right of your target, depending on which way you are moving.

If you sidestep left, aim a bit to the left, because your shot

will go a bit to the right, especially at longer distances.

Take note that when you stop sidestepping, your shots will still

be off to the left or right, if you were using auto-fire. It will

eventually correct itself, the rate varies on each weapon. Usually,

guns with lower movement accuracy correct slower. If you stop

shooting, it will correct almost instantaneously (so Burst Fire is

recommended).

Remember that those few precious moments while the aim is correcting

could mean the difference between life or death. Keep this in mind

while aiming with the Figure Eight technique.

-------------------------------------------------------------------------------

5.c3a -- Anti-Arctic Technique

The Arctic is the most dreaded weapon at range. All it takes is one hit, and

you're history. That is why many people have developed many anti-arctic

techniques to combat the feared AWP. While the most basic technique is to

just keep moving eratically, and close in on the sniper, where his Arctic

is not very useful, the best players have developed techniques to allow them

to fight the Arctic sniper on equal terms, even at range.

Fighting, duking it out with an arctic at range? Ridiculous! The way to go is

to zigzag towards them, steadily closing the distance, right? Wrong! While

this technique does work, it is very dangerous.

-----------------------------------------------------------------

| Moving forward decreases your sidewards velocity, thus making |

| it far easier for the arctic sniper to pick you off |

-----------------------------------------------------------------

The alternative anti-arctic technique is to stay at range, and instead

devote all your movement ability to sidestepping directly left or right.

This way, no movement is wasted going forward or backward. Arguably, this

makes you a far more difficult target than someone zig-zagging forward,

trying to close the distance. While side-stepping, you must engage in

figure-eight sytle shooting, only you are not flanking towards the opponent.

Fire in short bursts of 3 or so bullets, and one of them should hit your

opponent and chip away at his life. As long as you keep moving left and

right erratically and in no set pattern, you have a chance of surviving as

your opponent's inaccurate Arctic will keep missing. This is by far the best

technique developed for combating those annoying snipers, but is very

difficult to master. Indeed, it is also very dangerous! Just remember that,

if your sniper opponent is very good, you'll probably die no matter what

technique you do. Thus, the best defense is often to just get out of sight

and stay out of sight!

There are other more advanced techniques to get around the problem,

and it involves using smoke grenades and flashbangs. But those are

advanced tactics which will be discussed later.

-------------------------------------------------------------------------------

5.c4 - Assault Weapon Sniping Technique

Most people like to think that sniper rifles are good for sniping, and

assault weapons are good for close combat. Period. No overlapping of

roles. However, the best assault players are also those who can use

their assault weapons for sniping at medium to long range when necessary.

In fact, some of the best assault players I know started off as snipers

to hone their aiming, and then went assault to showcase their skill.

At any rate, as an assault player you will be more effective if you can

fight at medium to long range with your weapon, and not just close range.

This is the reason why the shotgun should be left to the specialist who

only wants to fight at point-blank to close range. All the assault rifles,

and many of the SMGs, do well at medium to long range. Learning to use

them here is the key to becoming a good, well-rounded CS player.

-----------------------------------------------------------------------------

| Sniping with assault guns requires skill in burst or single-fire shooting |

-----------------------------------------------------------------------------

You cannot expect to use auto-fire when fighting at range. You will simply

be wasting ammo. Instead learn to aim at your opponent and shoot in small

bursts. You will eventually wear out his armor and life and kill him, if he

doesn't kill you first.

If your opponent is not using a sniper rifle, you are better off being

stationary and ducking while doing this technique. If your opponent insists

on side-stepping while trying to hit you, you will be at the advantage at

this range, because his shots will hit you far less often, whereas you will

be shooting aiming for his neck area, and your shots are far more accurate.

---------------------------------------------------------------------------

| When fighting at close range, the Figure Eight style is more effective. |

| When fighting at mid to long range, ducking and sniping is better. |

---------------------------------------------------------------------------

===============================================================================

The previous offensive techniques were based on the defensive movement

techniques discussed earlier. However, like defense, the most potent

offensive techniques are the ones which mold your state of mind. They

are mind-based, mental techniques. Getting that agressive, killer instinct

is the fundamental skill needed that is more effective than all the

physical techniques metioned earlier.

-------------------------------------------------------------------------------

5.c5 - Perpetual Motion Agressiveness Technique

This is the offensive counterpoint of the Continuous Movement Defense

technique. The ultimate goal here is to stay in constant motion, in order

to keep the mind perpetually sharp. Assaulters practice this technique

almost unconsciously, as it goes hand-in-hand with their practice of

assault. However, whereas the defensive movement technique's main

purpose is to avoid getting flanked by the enemy and prevent making yourself

an easy target, the Perpetual Motion Agression is focused to keeping your

mind sharp while hunting out every single enemy you see.

You want to get into a mindset where you are like a hunter, continously

sniffing the air for the opponent. At the smallest sign of a target, you

fire immediately, quickly and precisly, with lethal results. Many players

achieve this mindset unconsciously, as a result of die-hard assaulting.

But if you're not a true-bred assaulter, this mindset will not come to

you naturally, and you must make an effort to slip into this kind of

mindset. Again, your mental condition is the most important component of

fighting; be sure to slip into this mindset whenever you are attacking,

and you will surely increase your fighting level significantly.

---------------------------------

| Weed out hesitation and doubt |

---------------------------------

"To be human is to know the fear of death, yet keep on fighting."

-- Gau Ban, Shadow Skill.

There is no room in your mind for hesitation and doubt. These two will

poison your resolve and drastically weaken your fighting skill. Don't

dwell on the fact that you might be at the bottom of the kills score,

or that you're about to face the high scorer, or that you only have

5 life left. You must commit everything to the attack, and believe in

yourself. That way, you will perform much better.

While adopting a more defensive technique is prudent when your life is

low, you must never allow yourself to succumb to the fear of death. As

long as you are alive, you must continue to strive to fight and kill

your opponent.

"The Kuruda Mercenary who is still standing, cannot be defeated."

-- Vow of the Kuruda Mercenary, Shadow Skill

-------------------------------------------------------------------------------

5.c6 - Find the Weakpoint

"There is nothing cowardly about my technique at all. To win a fight,

you must attack your opponent's weak point."

-- Saitou Hajime, Rurouni Kenshin

This mental offense technique is very difficult to master. You need to

get a feel for your enemy's fighint habits and tendencies. You have to

be able to strike when they are most vulnerable. It is very hard to

determine this in a computer game like CS, but it is possible.

The easiest weakpoint for you to target is your opponent's reloading

habit. Catching your opponent while he is reloading or out of ammo is

the ultimate coup de grace which allows for a no-risk, easy kill. By

watching out for when your opponent tends to reload, and by intently

listening to the amount of fire he shoots out with his weapons, you

can determine when he is vulnerable for an out and out charge. It is

indeed difficult to be right all the time, but even if you just get it

right half the time, you are already proficient in this skill.

-------------------------------------------------------------------------------

5.c6a -- Finding the Blind Spot

"I have found her weakness! She is still unused to the lovely

eye-patch, which obstructs her view from the left!"

-- Koinosuke, Jubei-chan

Another use of this technique is determining the right time when your

opponent plans to strike, and charging before him. The benefit of this

is simple. If your opponent plans to move forward, his attention is

diverted straight ahead, and he is less likely to be able to respond

to threats to his sides. The trick here is to immediately charge forward

and flank your opponent as he is about to charge forward. Thus, you

can make use of a Figure Eight flanking technique to get to his side,

his "blind spot." Another way to do it aside from the Figure Eight is

to do a Jump Aim technique and leap to his side. On average, opponents

are less likely to hit you while you are jumping to his side at close

range, and while you are on the way you must face him immediately, and

upong landing (or even before then if you are close enough) let loose

your bullets.

One of the best ways to execute this is at the intersection of two

corridors. The Figure Eight variation works well with the high move

accuracy weapons like the M4 and MP5, while the jumping variation of

technique works exceptionally well with close range weapons like the

shotguns and also the M4. Upon spotting each other in a corridor, you

quickly dodge to cover after firing some shots. As you have hidden,

listen closely whether your opponent has decided to pursue you or not.

If he is pursuing, you simply time your move as he is about to round

the corridor or obstacle, and you can easily jump or sidestep to his

blind side, finishing him off.

-------------------------------------------------------------------------------

5.c7 - Money Flash Awareness Technique (Kane Kae Sen)

One of the largest problems of many players is that they keep on firing

even after their enemy is dead. This accomplishes nothing but waste ammo

and keep you unprepared for your next opponent. There are three ways to

determine whether you have killed your opponent: the old-fashioned look

at him and if blood spurts out he's dead way, looking at the who killed

who text at the upper right, and looking at your money.

Among these three ways, the last, your money, is the best option. Why?

The graphical approach is hard because players can bleed a whole lot

and still live, and it takes a while for their death animation to kick

in. The who-killed-who text is instantaneous, but not very reliable

because it displays anyone who's been killed; it is not necessarily

your enemy.

------------------------------------------------------

| Watch your money at the lower right of the screen. |

| If it flashes green, your enemy is toast. |

------------------------------------------------------

The most reliable measure is your money, which pops up a bright green

the moment you kill your opponent -- by far the best indicator to

determine whether you've killed an enemy or not. The only drawback is

that if your money is at $16000, it won't register. But that's a minor

quibble, and if your money is at $16000 that means you must be having

a winning streak anyway, no? This just serves as more incentive not to

hoard up that money and spend it on worthwhile guns.

-------------------------------------------------------------------------------

5.c8 - Stealth Technique

One important thing to remember in CS is that your footfalls can give you

away. This only happens while running, which most people do all the time.

However, if you simply walk, you will not make a sound. This means you

can conceal your presence from enemies!

The applications are varied, but when walking, it is easier to sneak up

on people and knife them in the back for bonus points. You can keep

your presence unknown while hidden behind a crate, waiting for your

opponent to pass by. Regardless, keeping silent has its uses.

To stay silent, use the "walk" button. You can configure this in your

controls. If you want to bind it, the console command is "+SPEED".

Take note that you must hold the button down; commands with "+" at

the start usually remain active only while you press the button.

To be even more silent, crouch. But this makes you move far too

slowly; you may have trouble catching your quarry.

-----------------------------------------------------------------

| Be sure to crouch while climbing ladders. This will eliminate |

| any noise, without slowling you down at all. |

-----------------------------------------------------------------

This is assuming autorun is turned on. If autorun is off, using the

speed command will make you run instead. I forget the command to

turn autorun on and off at this moment. However, the default is on,

and unless some weirdo messed with it (I hope not you!), there is no

reason for it to be off. You will be doing far more running in this

game than walking, after all.

-------------------------------------------------------------------------------

5.c9 - Team First, You Last

This is another technique for unscrupulous people who believe in

"better you than me." When assaulting, it is often the case that

the first person spotted is the first one shot. Well, since this

is the case 90% of the time, you would be a fool to go in, guns

blaring, right?

This is the sad truth of team assaults into enemy defensive

territory. Unless you are all very good and lucky, and your

opponents are lousy shots, some of you will die whenever you

force your way through a position.

The trick, of course, is to hang back and wait for a teammate

to take the first step. Then follow in behind him. This should

increase your survivability. Take care not to follow directly

behind him in a line; if your opponent is using an arctic, the

shot will kill both of you. Even if he isn't, an opponent

waiting in ambush will tend to shoot with a little reaction

delay, meaning he will hit YOU behind your teammate even if he

intended to hit your teammate.

Hmm, maybe I shouldn't have published this technique; maybe now

no one will want to charge in first, hehehe. Still, not to

worry. It never ceases to amaze me how many people are willing

to be the sacrificial lamb and go first. And don't think only

the newbies do this! The best players are also willing to charge

in first: the reason is because this means they get first dibs

in killing the enemy. And they have the skill to back it up.

In the end, it's a trade-off between survivability and kills.

You'll find that the best players have no qualms walking straight

in with their MP5s, and they can kill one or two opponents easily

without themselves dying. You decide what kind of player you are:

the craven coward or the valiant vanguard.

 

 

===============================================================================

5.d -- Dirty Tricks

"How far are you willing to go for $1,000,000?"

-- Sales Pitch, Survivor

A win is a win, no matter how you achieved it. Machiavellian tactics

will get you far in CS, although you might have to face social

repercussions afterwards! ^_^ I will list here the basic concept of

all the dirty tactics I know. If I were to write a specific map guide,

I would be able to add more dirty techniques, but for now you will have

to content yourself with the general, all-purpose tricks that work on

most maps. Just remember that the end justifies the means, and that

this is just a game! How far are you willing to go to win? With these

techniques you can win, but you may be called an asshole for doing so.

These "cheats" are "legal cheats," that is, they do not require the

server to have sv_cheats enabled, or any kind of special software.

You can use them on almost all servers, provided the console is enabled,

the desktop isn't locked and most importantly the server did not disable

the command. Most of the things I write here, though, are considered

"unfair" by most players who know about them.

I will not enumerate the "true cheats," the ones that require

sv_cheats to be on. If you even want to use these cheats, you are

either bored and want to have fun in a non-serious environment, or are

a total loser. In either case, go somewhere else.

-------------------------------------------------------------------------------

5.d1 - Adjusting Light Gamma

The Half Life engine has a lot of naturally dark spots, and the best way

to get around this is by adjusting the light gamma! While CS is supposed

to have some internal control over its light gamma, I've never gotten it

to work. Thus, the alternative is to change your Windows video card

settings manually! Of course this varies from computer to computer, but

in general you simply need to left click on the Windows desktop, click

on the properties, and click on the videocard display settings. Find the

light gamma, pump it up, and you'll be seeing into those dark shadows in

no time! The only drawback is that the game looks uglier from the excessive

brightness. And of course, snow-tile maps like Tundra are an eyesore.

-------------------------------------------------------------------------------

5.d2 - X-Ray Vision

Well, not exactly. However, you will be able to turn off immaterial objects

like trees, bridges, vines, and so on. This trick is especially useful in

DE_AZTEC, where the bridge can obstruct your view of the enemy, if you are

below it and they above it, and vice versa. In CS_ESTATE, it will turn off

the trees and let you see right through them.

Simply type in your console:

GL_ALPHAMIN 1

I like to bind this command to a key, as well as a command to undo it.

"GL_ALPHAMIN 0" will undo it, or you can opt to do the "sparse" approach;

the bigger the number, the less dense the obstacle will be, as long as you

set the limit to 1 and do not actually reach it. That is, "GL_ALPHAMIN .999"

will make the object less visible than "GL_ALPHAMIN 0" but still keep it

visible unlike "GL_ALPHAMIN 1" which turns it off completely.

Take note that you WILL still feel the object. It is still there, you simply

cannot see it. Thus, you can still cross the bridge, even if you do not see

it. That's why I like the .999 option, because it lets you see the object

and thus not forget that it's there, but it will be quite ghostly, such that

you can easily see beyond it.

Consideration: Take note that while most people I know are okay with trick,

there are many who aren't. Since it gives a big advantage in some places

(like in DE_AZTEC), this is a trick which you should use only if you know

others are okay with it.

-------------------------------------------------------------------------------

5.d3 - Super Figure Eight Sidestepping

Ever wonder how your opponents can sidestep around you so easily? Well, the

reason why is because they are using the speed-modification commands. This

is a bit of a misnomer: they don't actually make you faster, as the server

often locks the rate at which you can move. Their real use is to allow you

to move diagonally. This means side stepping your opponent is a lot easier.

By default, you can either move forward and backwards or sideways, but not

both at the same time. But with these three commands, you are allowed to

move diagonally. Simply type in these lines:

CL_BACKSPEED 9999

CL_FORWARDSPEED 9999

CL_SIDESPEED 9999

And you will suddenly be zipping diagonally, you'll wonder how you used to

do without it! This is the most "legal" cheat and is used by most people.

The number I used is arbitrary; it need not be 9999. The point is to make

them all equal so that your sidespeed works at the same rate as your

forward and back speeds. The number should also be big enough to match with

the normal movement rate.

-------------------------------------------------------------------------------

5.d4 - Team Jumps

This is easily the most abused team-technique method to gain an advantage.

Most Counter Strike maps have a spot or perch that is excellent for sniping

or otherwise gaining a tactical advantage. These spots, however, are often

out of the reach of a normal crouch-jump. The good part is, if a player is

crouching down, you can actually jump on top of him, and use him as a

stepping stone to get to higher places. With enough concerted effort, it is

actually possible to jump on someone who jumped on someone to get onto even

higher places. The potential to get to tactical places is practically

unlimited; get a friend to crouch for you whenever you want to get to a

high place and you'll immediately get a tactical advantage.

This technique is often blantanly used in many maps. The CTs do it a lot in

CS_ITALY to get to the roofs, the CTs also did it in CS_MANSION to get on

top of the TVs. The scariest technique is in CS_ARABSTREETS, to get to the

roof. Terrorists do it in DE_DUST to plant the bomb, in DE_AZTEC to get on

top of the sneaky crate, in CS_ARABSTREETS to snipe from the building top,

and so on. The potential is limited only to your imagination.

-------------------------------------------------------------------------------

5.d4a -- Hostage Jumps

While most players know about the Team Crouch jumps, less people know about

the Hostage Jump. This is the one dirty trick that gives terrorists a

supreme advantage in CS maps. It lets a terrorist get to impossible tactical

positions by himself, and with the help of a team mate, he can get to

practically any high ledge on the map.

It's simple. First use a hostage to get him to follow you. Position him

underneath, next to the ledge you want to get up to. Then, from an elevated

position (like the head of a crouching team mate), jump onto the head of

the hostage. Be careful! This is the tricky part. You have to get on his

head, and keep your balance to stay there. It's harder than it sounds, but

once you've mastered the trick you should be able to do it easily. Once

on top of the hostage, keep jumping repeatedly. As you jump, the hostage

will "follow" you up, giving you a surface from your elevated position to

jump again! As you do, the hostage goes up again, and so on and so forth.

You can keep going up indefinitely with this technique, thus allowing you to

scale any wall. Once you're on a position higher than the wall you want to

get over, just jump forward and you're there! The best part is that you have

a hostage with you, making it terribly difficult for the CTs to win by

rescuing the hostage. Worse comes to worst, you can just cop-out and win

the cheesy way by hiding out at your inaccessible spot with your hostage and

waiting for the time to run out.

This trick may give the terrorist a strong surprise advantage, but it is not

an earth-shattering one, and certainly you need some skill to pull it off.

As such, I don't mind using this cheat, and a good opponent can pick you off

no matter what. So do what you must, and it's fun doing this to hear the

curse of your opponent as you kill them from the most absurd places. One of

my favorite places to use this technique is in the central building next to

the bridge in CS_ITALY. Hardly anyone expects you to get up there.

-------------------------------------------------------------------------------

5.d5 - Sound Binds

This is another cheap trick that only works on a LAN, or where your opponent

can otherwise hear the sound coming from your computer. The point is to

mislead an opponent who listens carefully to sound in order to derive his

strategy. What you do is order your computer to play a specific sound when

it's not supposed to, thus misleading your acutely-eared opponent.

For instance, in CS_ITALY, there is radio which plays the tenor opera sound.

A CT hearing a terrorist's computer with that sound will logically assume

that the terrorist is in their base, when in actuality he could be somewhere

else, waiting for the CT to turn his back to him as he enters the house.

Or you could play the sound of an Arctic shooting. As you supposedly "shoot,"

your opponent would expect that you are rechambering your gun, and thus he

will jump out to attack you, only to be shot as you fire your real shot.

The possibilities are varied, but the point is to mislead your opponent by

making him think that you are doing something you are not. To do this, bind

a specific sound to a key, so that whenever you press that key, the sound

comes out.

For instance, to bind the opera sound, you would type:

BIND "G" "PLAY AMBIENCE\OPERA"

Each time you press g, your computer will play the opera.

To bind the sound of the arctic, type:

BIND "B" "PLAY WEAPONS\AWP1"

You can check out all the sound files available in the CStrike directory

under SOUND. Of course, these tricks don't always work, and depend largely

on how much your opponent relies on his sense of hearing. And of course,

it won't work over the Internet.

-------------------------------------------------------------------------------

5.d6 - Autoaim

No, I do not use autoaim, and neither should you. In my opinion, using

autoaim takes away a lot of the spirit and purpose of playing CS. Further,

it seriously damages community spirit because legit none-autoaim players

often feel really bad about someone who's killing them easily without

exerting much effort. Autoaim is simply a cheap option which has no place

in a world where the main point is to aim and shoot at people.

Turn auto-aim off. You'll feel much better for it. Just turn it off in

the config panel. There's also a command to turn it off, "SV_AIM 0".

But if you must use auto-aim, you can turn it on with "SV_AIM 1". Take

note, though, that many servers disable auto-aim on purpose, so typing

that a million times won't do a thing.

-------------------------------------------------------------------------------

5.d7 - Smoke no More Technique (Kemuri Muyougiri)

"Smoke is the single most powerful barrier in anime. When smoke

is present, nothing, bar nothing, not even a kamehameha from

Super Saiyan 4 Gokou, will do even the most infinetisimal amount

of damage to the enshrouded target."

-- Me, paraphrasing my friend who watches too much Dragon Ball

Nothing is more annoying to a camping AWP sniper than a smoke

grenade tossed right in his face. Well, okay, there are some

things, but that is near the top of the list.

There is a way around it, though. This doesn't actually get rid

of smoke, but it reduces the effect of smoke, making it easier

for you to see through it.

Simply type:

MAX_SMOKEPUFFS 0

FASTSPRITES 1

Actually, the first command I am not sure how it works, but it

seems to decrease the amount of smoke marginally. The more important

command is the second, which changes the appearance of smoke

entirely. The default, fastsprites 0, is the kind of smoke you

are probably used to: the grey, billowing smoke which obstructs

vision.

Set to 1, the smoke will appear as a white colored mass which is

more transparent and easier to see through. More importantly, it

speeds up your machine because it is easier to render!

Some people like to set fastsprites to 2; the smoke appears as a

very ugly, low-res dark opaque sprite which totally obscures

your view. However, because it is so low-res, the edges do not

overlap well, providing PERFECT visibility within the cracks. I

don't find this too helpful for the precision I need when using

an Arctic, but it is good for verifying the presence of the

enemy in the smoke.

It is up to you which setting you want to use.

-------------------------------------------------------------------------------

5.d8 - Paralyzing Smoke Technique

Alright, this technique won't actually help you win. Actually, it

will probably contribute to your loss, as well as ostracize you

from your team.

By throwing the smoke grenade at an immobile teammate's face, you

can actually make it stick there, and your teammate will be

permanently unable to move for the rest of the round. While this

in incredibly hilarious, it is also very difficult to do. Your

teammate must not be moving for you achieve this effect. You must

get the angle and distance just right. I can't relate it further,

you'll simply have to figure it out yourself. I myself cannot

achieve this trick all the time.

WARNING: do not use this technique when MP_FRIENDLYFIRE is

on. I don't think your teammate will mind the 3,000 bucks

he'll lose after the humiliation you put him through.

Theoretically, it is also possible to use this technique on an

opponent who is camping and whom you have managed to sneak up on.

Of course, there would be no point to attempt this difficult and

dangerous maneuver other than for style points because it would

be so much easier for you to just do a headshot, or even stab

the hapless opponent. Still, if you want a good laugh....

-------------------------------------------------------------------------------

5.d9 - Mimic Technique

This is easily the dirtiest, most despicable "legal" trick

available. I actually HATE this technique, I condemn it when

I find it, and I don't like using it because it destroys the

spirit of the game.

Basically, this technique will make you look like a member of

the opposing team. You'll still be part of your team, but you

look just like one of them. This is done by skin-swapping, and

it is PERFECTLY LEGAL in most servers.

Since I really detest this cheat, I will not tell you how to

do it. MWAHAHAHAHHAHAAA!!!

-------------------------------------------------------------------------------

These are the different cheap, dirty tricks that I have picked up from

playing Counter Strike over the years. I may have missed some techniques,

if I remember them I'll include them in a suceeding version. While some

techniques should always be used, like the gamma trick and the diagonal

movement trick, some should not always be used, lest the enemy learn it

and get used to it.

"Magic is magic only because it is rare, even magic becomes ordinary

when it is used every day."

-- Raistlin Majere, The Soulforge

 

This is true of the team and hostage jumps, and especially with the

sound bind tricks. Use them sparingly, and they'll catch your opponents

by surprise more often.

 

===============================================================================

VI. COUNTER STRIKE ETIQUETTE

===============================================================================

Right, I'm gonna keep this short and sweet, because this guide is about

tactics, not manners. Anyway, I've been under duress lately about the

various dirty tricks I published in this guide. Well, cheats have been

a problem in on-line games for ages, and for many (myself included) they

detract from the gaming experience. Some of the cheats I published help

augment your skill, but some are annoying and take the fun of the game away.

By publishing them, I sought to inform people about such cheats, so that

they know if someone is short-changing them. I had also hoped that people's

wisdom and integrity would stop them from using the more "evil" cheats.

But apparently people used them anyway; I can't count the number of people

writing in asking me how to do the Mimic Technique.

Well, many of these "cheats," I feel, are quite legitimate and acceptable

in normal play. Some people, though, would disagree. In the end, all I have

to say is this:

------------------------------------------------------------------------

| Be sure to ask the people you're playing with what "cheats" they are |

| okay with. If they don't like a cheat and ask you to stop, stop. |

------------------------------------------------------------------------

Be considerate enough to respect another person's preference of playing.

If you prefer to "cheat," I think you should give priority to the "regular"

way of playing without cheats.

Many of the "dirty tricks" I gave, though, are accepted by most people.

For instance, just about everyone is fine with the CL_XSPEED codes. Many

people don't mind the GL_ALPHAMIN code. And hostage/team jumps are really

part of the game.

But some cheats, like the mimic technique, really detract from the spirit

of good, clean fun. I feel that such cheats should not even be used.

As such, I was thinking of dividing the "dirty tricks" into two: a

"good" tricks section and a "bad" tricks section. What would happen

is that the "good" tricks, like the speed codes and the jumps, will

be explained and put into proper context. The "bad" tricks, though,

I would simply explain for the sake of informing people that it is

possible, but I will NOT detail how to do them. I'm not sure if I'll

implement this, but for now I will be taking out the Mimic cheat

altogether!

Anyway, you will see my stand on which "cheats" I feel are acceptable,

and which are not. Regardless, you should always ask people if they

are okay with a cheat or not.

This is my stand:

"Good" Tricks:

--------------

Light Gamma

Super Figure Eight Sidestepping

X-Ray Vision

Team Jumps

Hostage Jumps

Smoke no More

Paralyzing Smoke

Sound Binds

"Bad" Tricks:

-------------

Mimic Technique

Aimbots

Autoaim

Switching to the enemy team when friendlyfire is on and shooting them

Crashing the server for any reason

 

More than anything else, always keep in mind that Counter Strike is

a game, and in a game all players are supposed to have fun. Cheating

can sometimes add fun to a game, but more often it takes it away.

I supposed if you don't mind compromising any principles or your

self-integrity, it's alright to cheat "discreetly," or using a

cheat your enemey is unaware of. In such a case, at least you

don't spoil your enemy's fun. Just don't get caught.

But take note, when playing a game of skill like Counter Strike,

cheating really hurts you more than your opponent. Your opponent may

not have as much fun because of you, but you suffer a worse fate: by

relying on cheats, you cheapen your own skills and your own self-

integrity. To me, that is a fate worse than death.

Kindly keep these things in mind whenever you play.

 

Finally, if you want to take steps against cheating, visit this

website and support their cause:

http://www.punkbuster.com

===============================================================================

VII. WEAPON SPECIFIC TECHNIQUES

===============================================================================

You've learned the general techniques to make you a good player. I've

thrown in some general weapon techniques as well in the previous sections,

but now we're going to go in-depth with the weapons, and hopefully you'll

learn uses for each weapon that you never thought of.

Unfortunately, I am not a master of all the weapons, so I cannot give

in-depth knowledge of each weapon's techniques. But some weapons I have

been using since day one, and I have mastered them (in my own way). For

now, I'll concentrate on the weapons I know best, and hopefully soon I

will outline how to use all the weapons. Anyone who knows how to use a

weapon better than I do, you're welcome to write in.

===============================================================================

7.i -- Weapon Archetype Guide

While each gun has its specific nuances which apply to itself alone and

make it unique, many guns share similar qualities. From my observations,

I believe that certain guns serve as "archetypes" for a particular playing

style. These are the guns which serve as a "model" for using other the

other guns.

That is, other guns are used in basically the same way as the archetype.

As such, you can refer to the guide for the archetypes when using the

sub-guns. As I see it, here is how the weapon playing styles are broken down:

Sniper Archetype: AI Arctic Warfare Magnum

Assault Archetype: H&K MP5 Navy

Shotgun Archetype: Benneli M3 Super90

Sporadic Archetype: Kalashnikov AK-47

Pistol Archetype: H&K USP .45 Tactical

The Sniper Archetype is defined by a style which kills at long range

with as few shots as possible. It is single fire and has a slow

firing rate, and is of limited use close range.

The Assault Archetype is characterized by good close range combat,

with high rate of fire, auto fire, large clips but limited long-range

capability. It is the antithesis of the Sniper Archetype.

The Shotgun Archetype refers to a style which is strong at close range,

with single shot increments. Similar in use to the Assault Archetype,

but differing in philosophy and style: emphasis is on single shot

instead of auto-fire, and is best for solo encounters at close to

mid-range, with no use whatsoever at long range.

The Sporadic Archetype does not do particularly well in Assault or

Sniping. Thus this style requires you to make up for the short-comings

in either class by finding the middle ground. It is your job to find

those "spots" where the gun excels in, and stick to those conditions.

Often, this means using ambushes from cover to avoid enemy fire

(guerrilla tactics).

The Pistol Archetype is debilitated by single fire triggers, thus

requiring repeated clicks to attack. This limits attack power. Of

course, only pistols fall under this archetype.

Aside from the archetypal guns, all the other guns for the most part fall

somewhere in between all these archetypes. Still, they are usually most

closely associated with one. Familiarity with the Archetypes makes it

possible for you to use the associated guns quite proficiently by applying

the same principles that govern the Archetype.

For instance, if you are good with the Arctic, the Sniper Archetype weapon,

you could use many of the principles for the Scout, which falls under the

Sniper Archetype.

Here is the main distinction of which weapons go where. They are listed

in order of closeness to the Archetype.

SNIPER:

------------------

AI Arctic Warfare Magnum (4-6)

Steyr Scout (4-5)

H&K G3 Sniper (4-7) -- about equal mix Sniper and Sporadic

Sig 552 Commando (4-8) -- almost more Sporadic than Sniper

SPORADIC:

------------------

Kalashnikov AK-47 (4-1)

H&K UMP45 (3-5)

FN M249 Para (5-1)

Ingram Mac-10 (3-4)-- very close to the Assault

SHOTGUN:

------------------

Benelli M3 Super (2-1)

Benelli XM1014 (2-2) -- about equal mix Shotgun and Assault

 

ASSAULT:

------------------

H&K MP5-Navy (3-1)

Colt M4 Carbine (4-3) -- about equal mix Assault and Sporadic

Sig 550 Commando (4-2) -- also uses Sniper techniques

Steyr Aug (4-4) -- also uses Sniper techniques

Steyr Tactical Machine (3-2) -- Sporadic tendencies

FN P90 (3-3) -- also has Sporadic tendencies

PISTOL:

------------------

H&K USP .45 Tactical (1-1)

Sig P228 Sauer (1-4)

Glock18 (1-2) -- Shotgun in burst mode

FN Five-Seven (1-6) -- borders on Sporadic

Desert Eagle (1-3) -- strong Sporadic tendencies

Dual Beretta (1-5) -- strong Assault tendencies

 

===============================================================================

7A. AI Arctic Warfare/Magnum [4-6]

-------------------------------------------------------------------------------

Why Use the Arctic?

-----------------------------------------

"I am invincible! No one can defeat my shadow skill!

My one single blow is... Invincible!"

-- Kuruda Style Annihalation Technique: Martial Language

The Arctic is easily the single most-feared weapon in the game. Why?

Oneshot. That's why. All it takes is one shot, and you're dead. Any

time. Anywhere. No other gun can claim the same.

 

Weaknesses

----------------------------------

Keep these in mind carefully when you use the Arctic. You must

play to compensate for these weaknesses.

1.) Very heavy. It is the second slowest gun, and you will be an

easy target while moving because of it.

2.) Inaccurate. The Arctic is the most inaccurate gun in the game!

Yes! I know it's a shock. You'd think a sniper rifle would be

the most accurate gun in the game. Think again, the Arctic is

the only gun with a likelihood of the shot going in a greater

than 45 degree angle from where you're pointing. And it's

actually very likely.

3.) Lastly, it's damn expensive. If your team keeps losing

consistently, you won't be able to buy it all the time.

 

=======================================

The [gulay] School of Sniping

=======================================

The following treatise will teach you how to fight the way the [gulay]

clan fights with the arctic sniper! This is a very subjective portion of

this guide, and details my preferred personal fighting style. There are

a few techniques here which are universal, but mostly they are how I

fight. There are other ways to fight, but for now listen to what I have

to say. ^_^

 

Focus

----------

In order to effectively use the Arctic, you need one thing:

unwavering mental concentration. This is the most basic

aspect of Arctic use. You must keep focused on each and

every single shot. Remember: your one single blow is

invincible. You must strive to hit the enemy with each

shot. More than any other weapon, the Arctic requires

steady, steely concentration.

The warrior whose mind is scattered does not deserve to

wield the Arctic.

------------------------------------------

How to Use the Arctic: General Principles

==========================================

Use that Scope

---------------------

To compensate for the gun's terrible inaccuracy, you must as

much as possible use the sniper scope. Without the zoom, your

accuracy is the worst in the game, bar none. Your shots will

go to the left, to the right, up or down, anywhere but where

your crosshair is pointed. But at 2x or 4x zoom, accuracy is

upped significantly, and you can expect pin-point accuracy as

long as you are not moving, swimming, or on a ladder. Remember

this well.

This was not always the case. Before beta 6, the Arctic was

fairly accurate, perhaps as accurate as the FN Para. Because

of this, the most dreaded creature was born: the Arctic

Assault Sniper. There is nothing more terrifying than a

rampaging agent who can run amongst the MP5s and M4s and

kill with a single shot ALL the time. Since the Arctic

Assault Sniper was so scary, the CS team apparently decided

to tweak and downgrade the Arctic considerably.

Know this: we Arctic warriors were once the proud and confident

in our power; but the CS team took it all away from us! One day

we will restore ourselves to our former glory and take what is

our birthright! MWAHAHAHAHAHAHHAAAA!!!

Still, even with the scope, accuracy is not %100. You will still

miss far too often for my liking. Damn the tweaks that watered

down the Arctic!

 

Stay Alive

-----------------

How about the price tag? In order to afford the $4750, you MUST

pinch pennies. One thing I used to do was not buy armor.

This is alright IF and only if you plan to camp all day

long. If you plan to go assault, this is a risky proposition,

and dying is very scary: you wouldn't want to lose that AWP.

"If you think like that, the hitokiri in you will well up.

Live your life, Kenshin!"

-- Hiko Seijuro, Rurouni Kenshin

The single most important thing to keep in mind when using

the Arctic: play to live! You must play as if dying is not

an option. You have to draw on your inner strength to steel

yourself against death. Because dying means kissing your

expensive rifle goodbye.

If you want to be an Arctic master, you must not take any

unnecessary risks. You have to be sure that you can survive

to fight the next round with your weapon intact.

As an Arctic player, you must save up money a lot. You, more than

any other player, want to have lots of spare money in reserve. Try

to save up your money however which way you can, and staying alive

is the best way to do that.

Camping

----------------

Camping with an Arctic is the most logical choice. You can

pick the place to defend, preferably one with a long narrow space

for that enemies have to pass through. You want to find a place

that is difficult to reach except by passing through a long,

empty passage without cover. Good examples of such places are

the bridge and the ends of the tunnel in DE_DUST, the sewer

passage in the DE_AZTEC, and the ends of the mousehole in

CS_MANSION. If you are going to camp with the Arctic, stick

with it. Don't second doubt yourself and think of leaving; this

only serves to waver your concentration, and when an opponent

does pass by you will miss. Further, leaving your post means

that an opponent can go through unmolested. You don't want that.

However, the AWP is not a camping only weapon. Assault sniping is

still possible, but only under certain conditions. Being an

Arctic master isn't just about having a steady enough mouse arm

to shoot at anyone you see. It's about playing to make those

conditions possible. More on this later.

For now, just remember this: camping is the obvious choice for

the sniper, but the obvious choice is not always the best choice.

You may keep yourself alive, but hiding out in your base like a

chicken more often than not compromises team strategy and makes

you lose in the end. The true use of the Arctic is to control

the key points of the map, not to camp out in fear at your base.

(although admittedly in some maps your base is a key point)

Stay Away

------------------

You are using a sniper rifle that has poor fighting ability up

close, but lethal power afar. Needless to say, keep your distance

from your opponents. While you could try to shoot them from up

close, there is a good chance (about 50%) that your shot will not

go where it is supposed to, unless you zoom. But if you use your

zoom scope, your peripheral vision will be severely limited,

making it hard to track someone doing a figure eight around you.

Worse, since your perspective is magnified, your zoomed view

will not reflect the usual sensitivity setting you are used to.

It is as if your sensitivity was effectively increased while you

are in zoom. The greater the zoom, the greater the perceived

increase. Finally, your movement will seem sluggish, for the

same reason.

------------------------------------------

| Bottom line: stay away from your enemy |

------------------------------------------

Body Aiming

---------------------

The AWP requires a special aiming philosophy. This is the only

gun where you can justifiably break the general rule of aiming

for the neck area, and aim for whatever body part is convenient.

This is because the AWP can kill in one shot, whether you hit

the hand or the foot or even the finger nail. When aiming with

the AWP, go for the exactly middle of the body. This center

provides you the easiest target. Do not even think of going for

a head shot; you don't need to. If you get one, that's well and

good, but it is totally unnecessary.

Perhaps the biggest argument for aiming at the center is to

allow for the gun's inaccuracy. Since the AWP is so innacurate,

the shot will often go a bit up or down, left or right. To

maximize your chance of hitting a target, aim for the center,

so that minor deviations have a better chance of catching a

peripheral body part.

 

---------------------------------------------

These are general Arctic-using tips any player who wants to go

sniping should know. Now, I will tell more of my personal fighting

style when using the Arctic.

---------------------------------------------

 

Advanced [gulay] Style Arctic Tactics

=============================================

Aiming Philosophy

------------------

As an AWP sniper, you must first learn that aiming is the fundamental

aspect of sniping. Unlike the other guns which can get away with

hap-hazard aiming (just pointing in the general direction and pressing

the trigger), the Arctic requires precision aiming because you fire

only one shot at a time. Unlike the other sniper rifles, though, which

still generally go for the head, body aiming is the basic principle of

the Arctic. You know where to aim, and you know that you only have one

shot to do it. But there are two aiming methods that you must know to

truly understand Arctic sniping philosophy.

The first method is called Mouse Aiming: following the target with

the mouse. This may sound like common sense, and actually, it is.

But you must see the difference of this with the other method,

which I call "Glide Aiming." Glide Aiming is keeping your mouse

steady, and aiming at a target by sidestepping left and right.

You rely on your lateral movement to aim, not your cursor movement.

Glide movement is great for learning to snipe while side-stepping,

thus allowing you to evade enemy attacks. The drawback is that this

has a funny effect on your accuracy: it moves your shot a little to

the direction in which you are moving. By mastering this change in

trajectory, you will be able to compensate, and this technique of

aiming is especially accurate at long range.

However, do not use this technique! Or at least, don't get too used

to it. [gulay] aiming philosophy and sniping tactics is based on the

first method: mouse aiming. The more advanced techniques of the

school require that you master this method. This is because the

style's philosophy is "shoot as quickly as possible, then run away."

Glide Aiming has a disadvantage in that it takes a bit longer for

you to line-up the shot. That crucial time it takes to aim is its

downfall, the crucial time that a [gulay] sniper takes advantage of.

Aim with your mouse, not your feet.

Mouse Sensitivity

-----------------

Mouse sensitivity is important for all CS players, but doubly so for

the Arctic sniper. As a [gulay] sniper, you must accustom yourself to

a particular sensitivity setting. This is vital, because split-second

aiming is equal parts reflex and conscious thought, and your reflex

movement directly corresponds to your mouse sensitivity. Select a

sensitivity level and stick with it, so as not to confuse your sniper

reflexes. I use a level around 5, buy you can work with whatever

level suits you best.

Early Game Tactics

------------------

The Arctic is one of the most expensive guns in the game. Don't

expect to be able to buy one until the third round, second round

if you were lucky enough to kill enough enemies and/or rescue some

hostages. If you've been losing straight and haven't gotten any

cash bonuses from killing enemies or whatever, you may only be

able to buy one by the fourth round. But believe me, it's worth it.

If you seriously want to go the way of the [gulay], do NOT buy

anything in the first two rounds. You want to have enough money

to buy your Arctic by the third round. The [gulay] sniper forgoes

all in the first two rounds in order to slaughter on the third.

Low Ammo

------------

Most people who use Arctics buy the gun and stock up to the

full thirty shells. We of the [gulay] sniping school scoff

at this practice.

The [gulay] sniper only carries into battle the ten shells that

come with the Arctic, plus spare ammo of at least 10, no more

than 20. The reason for this is manifold. The most obvious

is economics: AWP ammo costs 12 bucks a shot! It is the most

expensive ammo in the game. But the real reason is to train

you to kill as efficiently as possible with as few shots as

possible. Your ultimate goal is to be able to kill one enemy

with one shot, most of the time.

The final reason why you should stock your ammo so sparingly

is a macabre one: in case of your death, you want to make sure

that whoever killed you will have as little ammo as possible.

With luck, your killer may be reluctant to use your gun, and

decide not to use your gun. At worst, if your killer is not

used to the low ammo clip of your gun, it will leave a

psychological fear of low ammo which will ruin his game.

You have to get used to the scarcity mentality of ammo. Bringing

along sparing ammo will train your mind to make each shot

count. Further, this will teach you the next valuable skill:

reloading.

Minimal Reloading

--------------------

The Arctic can kill in one shot. This is such an innocuous fact,

but it has one very powerful implication: ten shots is a lot!

Your AWP, with its starting clip, can kill at least ten people,

more if you get a two in one. And this is pretty realistic;

unlike other guns, the AWP stands a fair chance of killing one

person with each shot. An MP5, for instance, can theoretically

kill 30 people with one clip, but this is highly improbable.

With the AWP, though, this is much more probable.

With the scarce ammo mentality learned earlier, you are now

ready to learn a very crucial skill: minimal reloading. Most

people like to reload their Arctics after one or two shots,

when the enemy has been killed and no other is in sight.

This is fine, but a true AWP sniper will scoff at this. Why?

Because the low reload time of the AWP is better spent either

going back to the assault or carefully waiting for the next

victim. You cannot run the risk of an opponent showing up

while you are reloading your gun. Thus, reload as sparingly

as possible.

The [gulay] sniper should only reload when his ammo goes below

5. Five shots is still enough to finish off two opponents, even

with a few misses. With the Arctic, you should be "good to the

last drop."

Shotgun Sniping (Zoomless Arctic)

----------------------------------

ack in the early betas when the AWP was still accurate without

the zoom, the prime skill you would need to learn was the art of

"Shotgun Sniping." This basically means using your AWP like a

shotgun: for a quick, decisive shot without the zoom. The reason

for this is because the zoom impairs your peripheral vision, ups

your perceived mouse sensitivity, and slows your perceived

movement rate.

While in truth you still have the same movement and sensitivity

rates, your perception is warped by the magnification. This

decreases your fighting ability greatly. Thus the need for

shotgun sniping. Unfortunately, this art is no longer as powerful

as before due to a loss of accuracy. Still, you must learn this

art for close-combat defense in case an opponent gets close to

you.

Besides, you still have about 60% accuracy while standing, more

than that if you kneel. In an emergency situation where you must

defend yourself from a nearby opponent, this is your last

desperate gamble. Without the zoom, track your opponent and

concentrate. You only have one shot. If it misses, you will

likely die. Bend the AWP to your will, and hopefully you will

be able to get the shot to go where you are pointing. Be sure

to duck, and pull the trigger. Pray the shot goes where it is

supposed to.

Close Combat Zoom

-----------------------

The alternative to shotgun sniping, which is very difficult and

which I do not really recommend, is to go the normal shotgun

sniping, but at the last moment before the shot, engage the zoom.

This will up the accuracy to what its supposed to be. However,

this is very difficult, as you will require a split-second to

engage the zoom before shooting. That split second means all

the difference between life and death: in that moment your opponent

could put a bullet in your head, or your aim could come off in that

key instant. Still, this technique is an alternative if you do not

trust the odds of the shotgun snipe.

The Desert Eagle

---------------------

The Desert Eagle is the [gulay] school preferred sidearm. Why?

Because it is powerful. When you have the extra money (and only

if you have the extra money), buy an Eagle to complement your

AWP. Extra money is defined as money in excess of buying

another AWP plus armor.

The Eagle should fall in line with your shooting philosophy:

kill with as few shots as possible. That is why it is the perfect

handgun for the [gulay] sniper.

You should switch to the Eagle whenever conditions are not

favorable for assault sniping. In the close combat emergency,

this is your final option. Important: when going for the

shotgun snipe detailed earlier, do NOT consider the Eagle as

an option. Think that you must make the shot, or you will die.

If you are thinking of the Eagle already, this will destroy

your concentration and increase the probability of missing

the shot.

Still, when you do miss the shot, you must be ready to switch

to your pistol immediately.

If you do not like the DEagle, then a good compromise is the

Sig 228 or the USP. Although the Five Seven is now available,

you should be wary of the size 20 clip. It's the same reason

why you should avoid Glocks and the Dual Berettas: aside from

their weaker ammo, these guns encourage auto-fire style of

play. When training to be an Arctic master, this is debilitative

and gets in the way of your training. You must stick to single-

fire skill as much as possible; going auto-fire will regress

your training.

Later on, when you have become comfortable with the different

firing techniques, you can experiment with the more "auto-fire"

pistols. But for now, stick to the Eagle.

Assault Sniper

---------------------

Assault sniping is no longer as effective as it used to be, but

it is still an option. The trick to assault sniping it to create

the conditions necessary for it to work: a narrow corridor where

the opponent has little opportunity to dodge. Under these

conditions, you can afford to go shotgun sniping at point blank

range and expect good results.

When going on the offensive, you as a sniper must choose the

locations in the map which give you a good opportunity of

hitting your opponent. A good example is, again, the tunnel

in DE_DUST. Only go assault sniping in such places; otherwise,

switch to your Desert Eagle or follow in the wake of a team

mate who has a good close-combat weapon.

Most importantly, when assault sniping, keep in mind the principle

of Hot and Cold Firing.

Hot and Cold Firing Technique

----------------------------------

As discussed in the Techniques section, hot and cold firing is

moving, but at the moment before firing you instantly brake,

and fire from a motionless position. This is invaluable for

Arctic players who have to go assault for any reason.

Be careful; some inertia is present in the CS engine, and it is

not easy to stop immediately. Just letting go of the movement

key is not enough; you must counter your momentum by lightly

tapping the movement key of the opposite direction. This is

not as easy as it sounds, but with practice you should be able

to achieve it.

By instantaneously stopping your movement, you will increase

your assault sniping accuracy tremendously. Keep in mind, though

that the Hot and Cold technique does not quite bring your

accuracy to the same level as keeping still. Sometimes, you might

want to duck instead of braking; it's more accurate, the only

problem is that your aim will move a bit.

Assault Sniping Two

---------------------------

The previous lesson was about assault sniping at close range.

However, the more common use of assault sniping will be doing

it as sniping was meant to be: at medium to long range.

Examples of this would be storming under the bridge in DE_DUST.

In the case of long to mid range assault sniping, you proceed

cautiously and use the Hot and Cold technique when you spot

the enemy. However, I cannot stress how you must anticipate

where the enemy is. It is highly probable that the opponent

you will encounter in this case is a camper who is waiting

for you to show. You must therefore be ready for him the

moment you see him, and react swiftly.

Aside from the Hot and Cold technique, you must learn the

secret deadly sniping skills of the [gulay] school. These

will be detailed later.

For now, concentrate on positional awareness; this is the

key to anticipating where your opponents will be found.

Positional Advantage and Awareness

--------------------------------------

The most important aspect of Arctic Mastery, though, still lies

in your positional awareness. As mentioned earlier, developing

the keen sniping eye is just half of the total skill: the other

half is knowing where to be, and when.

This is difficult to teach, and as with most advanced skills,

experience is the best teacher. Specific map discussions would

help imparting this knowledge, by pointing out which points are

the most effective to cover.

Still, the basic rules to consider can be outlined:

1.) When camping, choose a remote position which is

difficult to reach without exposure to the AWP.

2.) When assaulting, choose enclosed spaces where

potential targets will have difficulty dodging.

3.) Seek out sniping points early in the game where

you can steal a quick kill before running away

to a more defensible spot. These points are usually

vulnerable positions where the enemy will not expect

you, but which are very narrow and offer an excellent

shot. Upon making a kill or two, withdraw to a safer

position.

Style of the Ages

-----------------------

"The Saotome Ougi is based on three principles: Speed, Seperation,

and Strategy. In other words, run away until you think of

something better."

-- Saotome Genma, Ranma Nibunnoichi

The third rule of positional awareness is what is called the

"Style of the Ages." Shoot once, kill, and run away. Discovering

such a point from which to use the technique is practically a

free kill. And since you do it at the start of the round, most

inexperienced players unfamiliar with your skill do not expect it.

To best explain this skill, I will give an example from DE_DUST.

You are a terrorist. This is the DE_DUST tunnel, where the

majority of conflict in Dust occurs.

to terrorist base

|O |

| |

|------- ---- |--------

--| O \ the tunnel |

--------------------------|

--| xO

|O------------------------| |-----------|

_________________________| |___________|

\ O

\ bomb

<- to bridge double doors -> \ site

______________ ________ \____________________

| |

to CT base

O - Crates

x - Style of the Ages Sniping Point

The Style of the Ages requires you to move with incredible

speed to get to the key points before your opponents do.

Here is one of the riskier, but highly-effective points.

As a terrorist, make your way to the 'x' marked on the

map. From there, aim towards the crack of the double

doors that you can see. The faster CTs will probably have

gone ahead to the bomb site, but from your vantage point,

you will be able to easily snipe the slower ones still

heading either into the double doors or into the tunnel

where you are.

The ones entering into the double doors are easy targets.

The moment they are about to step through the thin slit

to the bombsite, you shoot and they are history. This

technique garners so many kills.

Do not be afraid of the CTs who plan to enter into the

tunnel! This is what I meant by narrow spaces. The

entrance to the tunnel is a very narrow space; you can

easily shoot any CT the moment he shows his face into

that small entrance. However, upon grabbing a few kills

and giving away your position, you should retreat to a

safer position. There is such a thing as being too greedy;

be sure to leave and get to a better position. Knowing

when to withdraw is as important as the agression of

getting there in the first place.

That is the gist of the technique; this example will

hopefully help you master the fine points of the Style

of the Ages and assault sniping. That's what it's all

about. Find points like this, and you have learned the

other half of the important skill of Arctic Sniping:

Positional Mastery. The other half is the usual camping

points, of course.

 

Instilling Fear

-------------------------------------

Another important aspect of [gulay] sniping is to control or

at least influence the movements of your enemy. I have always

emphasized that mental state is the underlying key to winning

your battles. As such, battle exists on two levels: the

physical and the mental. You must learn to badger and scare

your opponent for the twofold purpose of breaking his mental

concentration and teaching him where to move.

"Get out of my way, you maggot-infested piece of shit."

-- Shinomori Aoshi, Rurouni Kenshin (Hecto version)

By controlling key sniping points on the map, you can effectively

limit your opponent's movements. It's the same principle as with

the backstab technique: you scare your opponent with such deaths,

teaching him to look out for those dark corners. As a sniper, you

instead teach him to be wary of open spaces.

A good example of this is for the terrorists in CS_MANSION. Most

people think that the terrorists should cower in fear in the mansion

while CTs assault to rescue the hostages. Wrong! Terrorists rule

CS_MANSION, and snipers are the key to doing it. From the two top

windows and the balcony, a sniper can control the middle field of

the map and severely limit CT movement. Another terrorist must

jump out of the house immediately on the terrorist's right side

to cover the mousehole. When that has been accomplished, the CTs

are deadly paralyzed with only one option: the sewers. And the

sewer is so easy to defend from above ground.

After you have instilled the fear of death in certain places,

you must push the advantage in suceeding rounds. Presumably,

your enemies are scared stiff of charging the well-beaten

path, so they will tend to hang-out and camp a little farther

back. Once that has happened, you repeat the vicious cycle,

taking control of the ground they have relinquished, and

expanding your circle of fear. By doing this, you can rout your

opponents.

A good example would be the Style of the Ages snipe point I

showed earlier in DE_DUST. If you scare the CTs enough with

that technique, they will eventually be so scared to pass

the double doors that they will no longer rush to defend the

bombsite. Which makes your job as terrorist really easy: no

CTs to guard the bombsite, you can plant away.

By using techniques like this to frighten your opponents, you can

easily break their fighting spirit and mental concentration, and

severely limit their physical movement: you have won the battle on

both levels. The weapons best suited for teaching such fear is of

course, the Arctic. Learn to use it to strike fear in the hearts

of your foe, and you have mastered one of the key secrets of the

[gulay] school.

Some day, I hope to release detailed map strategies that will

teach you how to utilize these psy-war tactics. For now, you

must content yourself with the principles of it, and learn how

to apply them on your own.

 

Taunting (minumura)

-------------------------------------

As a student of the [gulay] school of sniping arts, you should

make it a habit to taunt your opponents. Even if you do not mean

it, taunting is a great way to get under your opponent's skin

and make him lose his focus. The degree of your taunting is

totally up to you; if you're a congenial guy you can tone it

down, but if you're a real asshole feel free to say whatever.

But in the spirit of my teachings, you should taunt whenever

possible.

For the pride of the [gulay] school, an acceptable form of

taunting is to bind a message to a key. After killing someone,

press the key to taunt. This becomes your "signature," and if

you're good enough and do it regularly enough, that phrase

will strike fear into the hearts of your opponent.

This technique, thus, serves four purposes: to help instill

fear, to ruin your enemy's focus, to establish your presence

on the battlefield, and to simply make you feel good about

yourself. Morale is important in battle, remember that!

If you wish to take up the [gulay] battlecry, bind this

message to a hotkey, to be pressed upon slaying an opponent:

"Main Cannon, Eva Black, FIRE!!!"

Of course, if you think that sounds corny, you are free to

make up whatever taunt you want. I just have a personal

bent towards anime quips.

Finally, if you feel like being even more irritating, bind it

to your attack key so that you say it each time you fire:

BIND MOUSE1 "+ATTACK;SAY MAIN CANNON, EVA BLACK, FIRE!"

I don't recommend that last bit, though. Even I haven't done that. ^_^

 

Team First, You Last

-------------------------------------

One of the great vulnerabilities of the Arctic is to close combat

in unfavorable conditions. That is why you should make it a habit

to rely on your teammates for protection. Following the "Team First,

You Last" technique given in Chapter 5, you should under most

conditions make your assault in the wake of a team member's charge.

Even when doing mid to long range assault sniping, you should follow

this lead. The reason is because at that range, enemy snipers are

likely to be camping, unless you are so good that you can hit them

that easily, the more unscrupulous sniper should let the team mate

take the bullet, then come in and kill the opposing sniper.

Still, valor is often required to win. If you're good enough and

have confidence in yourself, feel free to charge in and take the

key positions for yourself. This is especially true if your

teammates are slower than you are -- no sense in wasting precious

time waiting for someone to take the plunge for you.

High Ground

-------------------------------------

Camping and sniping is best done from a high position, where you

can get a good view of your enemy, right? Wrong! Although common

sense dictates this, the [gulay] school believes differently.

Although you do get to see a larger area, you also expose yourself

terribly to enemy vision. That's why I don't understand the logic

of camping in a sniper tower. If you go to high ground for sniping,

do it in an unexpected place in order to gain the advantage of

surprise, not the advantage of height and vision. Sniper towers

are often the first thing enemy snipers check.

I have another personal preference for not wanting to stay in high

places. Most people disagree with me, but I maintain that shooting

from a higher position is actually harder than shooting from ground

level. I also believe that shooting at a higher floor is easier than

shooting at a lower level. Why?

My reasoning is mathematical. Imagine yourself on a level, 2D plane

(like the ground). From one point on that plane to any other, there

are less lines. In contrast, imagine yourself on a higher point not

on that plane. You'll find there are more lines to any particular

point, because you are now on a 3D plane. The same goes true for

someone aiming at someone on the same level, and someone aiming

from a higher point. More lines, thus more aiming possibilities to

cover. Make sense? I don't know if you'll agree with me, but that's

how I see it.

Further, aiming at a higher floor is actually easier, with similar

reasoning. As discussed earlier, aiming from a higher point means

your entire set of aiming possibilities lies on a plane -- more

points. But aiming from a lower point to a higher level is simpler,

because you do not see the entire floor. Instead, you only see a

single line where the target will be moving from to shoot you. Thus,

there is a smaller set of aiming possibilities -- a single line.

It is therefore easier to aim at something higher, than to aim at

something lower.

To make this clearer, let me give a concrete example. Imagine the

balcony in CS_MANSION or CS_ESTATE. A terrorist sniping from that

balcony must cover an entire plane, the field below. A CT, however,

need only look at the single line where his vision intersects the

balcony. Make sense? I hope so.

-----------------------------------------------------------------

| In conclusion, a higher position will usually give you more |

| visibility, but make you an easier target. The main objective |

| of going to higher ground is to gain surprise, not visibility |

| or ease of targetting. |

-----------------------------------------------------------------

***

These are ground rules of the [gulay] style sniping school. However,

there is still more to learn: the special [gulay] style Arctic

Techniques, the skills that will help you beat all opponents.

-----------------------------------------

| Movement Skill: Hyperspeed (Shukuchi) |

-----------------------------------------

This technique is the advanced, Arctic-specific application of three

general techniques: Weapon Switcing, Speed Buying and End Reloading.

When you have mastered these techniques, you can learn the Shukuchi.

The first order is to change to your knife at the beginning of the

round. This will allow you to run as fast as possible to wherever

you want to go (presumably to execute the Style of the Ages). That

is the most basic use of Shukuchi.

However, the advanced skill of Shukuchi is more than just speed at

the start of the round. By learning to switch weapons all the time,

you can get rid of one of the AWP's main drawbacks: weight. When

running, utilize weapon switching and you will be able to run fast,

as if you weren't using an Arctic.

The final level of Shukuchi is in actual combat. Once you have

mastered weapon switching, you can achieve tremendous speed in

between shots of the Arctic. The trick is to change weapons

exactly after you fire. Utilize the Hot and Cold firing

technique first to stop while firing. After firing, switch

to your knife or pistol immediately, to give yourself a quick

speed burst to run away from enemy fire. Or, you can switch back

to your Arctic again -- it is ready to fire! This can cut down

on the severe rechambering time that slows down the AWP's rate

of fire. Once you have mastered this technique, you will be a

cannonball AWP sniper who can seemingly move like an MP5 fighter.

------------------------------------------------------

| Sniping Skill: Shooting the Shadow (Kage Utsugiri) |

------------------------------------------------------

"You can run, but you can't hide from my .338 Lapua Magnum round!"

-- Me

This is the first deadly skill of [gulay] sniping. The AWP has

the strongest penetration among all the CS guns. Take advantage

of this by learning to locate enemies hiding behind rocks,

crates, and other obstacles. They think they are safe, but

flimsy obstacles offer no protection from a [gulay] sniper.

The secret is to famliarize yourself with the common placement

where a person will stand when hiding behind crates. Familiarity

with the map is a must to master this skill. People tend to

crouch precisely at the corners of such obstacles where they

intersect with the wall. By using 3D-depth estimation, you can

pinpoint their exact location, fire, and kill. The downside is

that the AWP is no longer as powerful as before, so thicker

crates may require you to shoot twice now to kill an armored

opponent at full health. Still, learning this skill will strike

even more fear into the hearts of the enemy, for you are

teaching them that hiding is not a guarantee of safety.

The more advanced application of this technique can limit

movement on some maps. Certain defensive positions of opponents

are easy to undermine with this trick. A good example is in

CS_ASSAULT2K (or even in CS_ASSAULT). Terrorists like to camp

out inside the warehouse to wait for the CTs. Many of them stay

on the railway on the right side of the warehouse from the hostage

room. Little do they know that that part of the map is on a similar

level to the bridge outside. The crafty [gulay] CT sniper will move

on to the bridge and aim at the wall, behind which is the long

railway where the terrorists perch. Shooting a few shots here,

you can easily kill any terrorists camping inside.

This is the most advanced form of Kage Utsugiri. By studying the

enemy's camping habits, you can eliminate them without a fight

with a few well-placed shots. This skill is easily strengthened

when you have a dead teammate coaching you where the enemy is

hiding, but to master this technique you must learn the basic

intuition that will guide your hand.

--------------------------------------------------------

| Sniping Skill: Flash of the Dark Sky (Yuugusora Sen) |

--------------------------------------------------------

This is the second deadly skill of the [gulay] school. Most

players find jumping as an easy and effective way of avoiding

enemy fire. You, as a sniper of the [gulay] school, should

teach him otherwise.

To be able to kill a person the moment he lands is the aim

of this skill. This is quite possible and logical because

CS jump trajectory is very easy to plot and estimate. Unless

your opponent is using stop-jumping techniques, you should be

able to kill him easily at the end of his jump.

The secret to this technique is to familiarize yourself with

the jumping physics of the CS engine. Once you have done so,

you can easily shoot down any jumping opponent with practice.

------------------------------------------------------

| Sniping Skill: Instant Death Blow (Shun Satsu Sen) |

------------------------------------------------------

"Main cannon, Eva Black, Fire!"

-- Yamamoto Youko, Soreyuke! Uchuusenkan Yamamoto Youko

This is the third deadly sniper skill, the ultimate

refinement of the camping art. With this technique, you can

kill an opponent the very second he appears from your camped

position.

This skill is as much a mental skill as a physical one. To

achieve it, you mind must be working at a fast enough level

that your reaction time is at its zenith. This is a true

camper's Arctic skill. By pointing at the spot where your

opponent is most likely to appear, you fire immediately at

hit him as soon as he appears.

That is the physical aspect. The mental aspect is mastered

by keeping the mind at the edge of activity. By utilizing

mind exercise techniques, you can achieve this. Perhaps

the best method to achieve this mental level is by being

keenly aware of your breathing. A basic method is counting

while exhaling, but not while inhaling as you breath at

regular intervals. This will help train your mind to achieve

the concentration needed to execute Shun Satsu Sen.

The actual use of this technique, though, is not strictly for

camping, but rather for stopping at narrow passes where your

opponent is likely to show up or follow you. By waiting at a

bottleneck and shifting to your 2x scope, you wait for an

enemy to burst from cover and get into your sights. As soon

as he does, shoot. He dies.

In case you didn't figure it out, this is the technique used

with the Style of the Ages.

-----------------------------------------------------

| Sniping Skill: Catching the Movement (Nigeto Sen) |

-----------------------------------------------------

This is the fourth and final deadly sniper skill. As of the

moment, this is the most advanced technique I have learned.

I do not know if I care to call this my ougi, but it is at

the moment my finest achievement.

By finely honing your mental concentration, you can exist in

a world which has one purpose: shooting a moving enemy in an

eyeblink. With this technique, you can track down a moving

opponent, estimate his position, and shoot with lethal

results. This all occurs in a very short span of time.

This technique requires intense, constant concentration. To

train it, an ideal spot is at the end of a tunnel where an

opponent can suddenly enter. Keep your cursor aimed at the

spot directly next to the wall where the enemy is likely to

come from. His movement the moment he comes from the edge

of the wall should register in your mind. As he moves away,

swing the mouse immediately in his direction. When you fire,

you should be able to hit him.

By training in this fashion, you can master this technique.

Do not confuse this skill with the instant death technique:

Shun Satsu Sen. This is a different skill beyond that technique.

It allows you a fluidity to kill opponents not from a set point.

Master it, and you can kill any opponent anywhere from mid to

long range. Combined with Shun Satsu Sen, this is the lethal

technique to kill in an eyeblink. Perhaps you could call it

Shun Ten Satsu (Instant Heavenly Murder), in honor of Tenken

no Soujiro, God's gift to nature.

"I see, you make an attack using the speed of the Shukuchi.

It is indeed worthy of being called Shun Ten Satsu."

-- Himura Kenshin, Rurouni Kenshin

------------------------------------------------------------

| Sniping Skill: Two Headed Dragon Flash (Nisaki Ryuu Sen) |

------------------------------------------------------------

"I dodged it... Ack! Sword and sheath..."

-- Udo Jinee, Rurouni Kenshin

This is an extra technique which is not fully in use by

the gulay school. However, anything goes, and if you

learn this technique it might save your life. Use it

when when someone gets too close to you for comfort, but

you're too low on life for comfort.

Simply switch to your handgun before the skirmish begins,

and use figure eight sidestepping to hit your opponent.

The aim is to stun him, not kill him. When you get in

that one good shot to stun him, switch to your AWP. Since

you already hit him with your handgun, your AWP should be

pointed straight at him. Shoot and finish him off while

he's stopped.

Most pistols have decent stopping power, meaning if you hit

your opponent (particularly the chest) they will be stunned

for a moment, their aim knocked up and unable to move.

This makes it easier to kill them quickly with your

AWP at close range.

Of course, this is not easy to do, and it is crucial

that you get the initiative and hit them before they

hit you. There is also the argument that, if you already

hit them with the pistol, why bother switching to the AWP?

Why not finish him off with the pistol? Well, the answer

here is that this technique should be used as a last

ditch effort when you are down on life and you run into

someone at close range. If you have a little life and

your opponent has a lot, trying to finish him off with

your pistol is not a good idea, especially if he's

packing a true assault weapon. But, if you can nail him

with the AWP, then his high life is not an issue. The

problem is hitting with the single fire AWP -- it can be

quite a problem, and all your enemy needs is one shot as

well, and he probably has a fast-firing weapon.

The way to increase your chances is to stun him with your

hand gun, since it has a high rate of fire, then switch

to the AWP and finish him off. This technique works well

with the stock terrorist gun -- the Glock. It also works

with the USP, but the USP is strong enough to finish a

weakened opponent by itself. I don't recommend this

technique with the Eagle, though. If you're using an

Eagle, just rely on it to finish the enemy off: it's

strong enough.

 

========================

How to Defeat the Arctic

------------------------

This section is for people who want to go up against the arctic.

However, by knowing your own weakness, an Arctic player can

compensate and adjust his fighting style. The AWP player should

know this just as well, if not better, than his opponent.

One of the things to consider is to learn how your opponent aims:

whether they use Glide Aiming or Mouse Aiming. It is often easy

to tell. If your opponent is side-stepping at range with the funny

gait that only the AWP, then you are sure he is Glide Aiming. If

he is standing still or kneeling down, then you know he is Mouse

Aiming.

The key to surviving an arctic attack is to watch the point of his

gun. Before the sniper has drawn a bead on you, his gun will be

pointing away from you. You will still actually be able to see

the barrel and stock of the AWP. However, once the gun is pointed

at you, all you will see is a dot as the barrel lines up with your

eye. It is at this crucial moment that you either jump or dash or

do whatever movement you feel is appropriate. In that split second

before he fires, you must move as fast as you can, for your life

depends on it. If you can achieve this, then you have learned the

basic skill needed to survive an AWP sniper.

The next skill you will have to learn depends on you. What weapon

are you using? If you are using an MP5, Carbine, or other automatic

weapon, then you should engage in the Anti-Arctic Technique that was

detailed in Chapter 5 (under offensive techniques). You can use the

same technique as well using a pistol, although it will be harder.

If you are using a shotgun, don't even think about it. You have

practically no chance of winning. Duck for cover, and find a way

to get closer while under cover. You can also run the gauntlet

and try zig-zagging closer to your opponent, but that is highly

risky and not a very smart thing to do.

Barring these techniques, you could use a smoke grenade and/or some

flashbangs to get closer. Smoke Grendades are the sniper's worst

friend.

Things get interesting, however, when the weapon you are using is

a sniper as well. Then, we get an intersting sniper duel.

The Arctic Duel

--------------------

Regardless of whether you use a G3, Scout, Krieg or AWP, the

fundamental rules of sniper duelling is the same. But the

culmination of this ancient dance is the classic Arctic vs.

Arctic. It is very funny to see two AWP snipers locked in a

ferocious duel as they strut left and right, occasionally jumping,

firing earth-shaking shots all the while.

There are two basic courses of action for a sniper in a sniper

duel. The first is stand the opponent off and attack relentlessly,

hoping to hit him first. This is where the scenario I painted

earlier occurs: two snipers hopping around like idiots at the

ends of a vast expanse. Here, you must rely on the various

basic offensive-defensive techniques outlined earlier: Hot and

Cold Firing, Jump Aiming, Ducking, and Sidestepping. Just keep

going until one of you wins or gives up.

"I'll teach you who you picked a fight with."

-- Yamamoto Youko, Soreyuke! Uchuusenkan Yamamoto Youko

But the smart dueller will not fall for such an insane joust.

The motto of the [gulay] skill is to shoot first, then run away.

Regardless of whether you hit or not. If you missed, that's where

the Arctic Duel starts. As you miss, your opponent will shoot back

at you. What you do is you hide back from where you came from, just

enough so that you are no longer visible. You should still have a

view of a part of your opponent's side of the field. If your

opponent is predictable (and stupid), he will try to follow after

you, trying to get into position to shoot you. What he doesn't know

is that you are prepared for him.

After you have taken cover, sit in place, aim at where he is likely

to appear, and engage the Shun Satsu Sen. The moment he appears, fire.

You have the Shun Satsu Sen on your side, your aim is set, you should

win easily.

However, if your opponent is less predictable, or has some shred of

common sense, he will not fall for the trap and follow you. He will

stay in place as well, and attempt a Shun Satsu Sen of his own. The

solution to this is simple. You take the battle back to him. But you

do NOT edge out to get a glimpse of him. That would be stupid. What

you do is you JUMP from cover and land a goodly distance from where

his gun is pointed. Utilizing the Jump Aiming technique, finish him

off as you land.

Now, what if your opponent tries the same technique on you? Then put

together the deadly sniper skills of the [gulay] school: Yuugusora

Sen and Nigeto Sen -- catch his movement and let loose with flash of

the dark sky. He will be toast.

One last consideration: if you get into the Arctic duel and your

opponent ducks for cover, you can either chase after him with the

Jump Aiming technique, or make use of the first sniping skill:

Kage Utsugiri, Shooting the Shadow. Hit him behind wherever he's

hiding and end the battle.

Of course, you might wonder what's stopping your opponent from doing

the same stuff to you? Well, from my experience, the majority of

snipers do not follow the philosophies of [gulay] sniping. Surely

there exist people who use some of its techniques, and there are

probably others who know all these techniques as well. And of

course, as of this writing, many people now have access to these

techniques. Still, the majority of people will probably act the

predicatable way -- the way which the [gulay] sniping school was

formulated to defeat. People who run after you when you duck for

cover, people who zigzag towards you, these are the most common

reactions of the majority of players. Be assured that this skill

is the "sneakier" skill that will give you the edge.

And in the end, what it all really boils down to is a battle of

skill. When you both use the same techniques, the victor is the

one who is better, and in most cases, the one who is the luckier.

That is the harsh way of the Arctic Duel.

Stop The Jump (Tobu o Tomete)

-----------------------------

An added tidbit that is limited in use. It's a funny technique,

but can help you defeat those snipers who've mastered Yuugusora Sen

(catching the jump). Someone who has learned the Yuugusora Sen can

catch you at the end of your jump easily. To make it more difficult

for the sniper, you can "stop" your jump mid-air and screw his aim.

While jumping in one direction, simply tap the key in to move in

the opposite direction. This will make you freeze in mid-air, and

fall straight down. While this doesn't always work, it makes you

far more unpredicatable, and could save your life from the dreaded

AWP sniper.

 

 

===============================================================================

7B. H&K MP5-Navy [3-1]

-------------------------------------------------------------------------------

NOTE:

The MP5 is the archetypal weapon for the assault, quick firing

close-range combat guns. Most of these techniques apply as well

for the other guns in its class: the TMP, the P90, the M4 Carbine,

and even the the Mac-10.

(In the absence of the other gun sections, use this as reference)

Why Use the MP5?

-----------------------------------------

It is arguably one of the finest, if not the best close combat weapon

in the game. It has insane firing rate, unparalleled handling and is

still quite effective for sniping at medium range. All this for the

incredible cheap price of $1500. Win or lose, you can buy this gun.

Any time. All the time.

 

Weaknesses

----------------------------------

1.) Poor attack power. While stronger than the other guns with the

same ammo type (TMP, Glock, Berreta), the 9mm still does weak damage

and has poor penetration at best.

2.) Limited range ability: the MP5 is a killer up-close, but is a

little inaccurate at range. You can still steal some kills at

medium range, but long range is dubious. The weak attack power also

means a luck shot at range is less likely to do much damage compared

to the rifles.

3.) Weak against armored opponents. Again, a consequence of the 9mm round.

It will take about five shots to kill a healthy armored opponent.

------------------------------------------

How to Use the MP5: General Principles

==========================================

-------------------

| Always Sidestep |

-------------------

The MP5 has the second best handling in the game (best is the TMP). This

is true even while going full-auto. Thus, to be truly effective with the

MP5, learn to sidestep while attacking. Always. Master the Figure Eight

technique if you want to be able to kill opponents while taking minimal

or no damage.

------------------------------------------

| Use Full-Auto Fire as much as possible |

------------------------------------------

Because the MP5 has very weak attack power, you must compensate by firing

full auto, to do as much damage as quickly as possible. And since the MP5

has minimal recoil and great close-range accuracy even while moving, this

is not a problem.

------------------------

| Fight at Close Range |

------------------------

While the MP5 can peform reasonably well at medium range (but not

long range), it isn't a match for the true rifles or even some of

the pistols and SMGs. No, the MP5 was built for close-range combat,

assaults in particular, and you should take advantage of this.

Thanks to its great handling, the MP5 can easily outperform all

the assault rifles in close combat, in spite of its weaker attack

power. Train to kill with the MP5 in close quarters, and you will

be surprising the M4, Aug, and Commando users in close combat.

-------------------------

| Go for the Headshots! |

-------------------------

The MP5 is the best gun to go for headshots up close. It is relatively

easy to get them with the gun, thanks to the many shots you fire and

the accuracy/controllability. And unlike the TMP, its closest rival, the MP5

can actually kill an unhelmeted opponent with one headshot, two with the

helmet. The TMP needs two shots unarmored, more (four, I think) with the

helmet.

For the best results, aim, as always, for the general neck area. Hold

your gun cursor at the general neck area while you are moving around,

and when you spot an enemy SIDESTEP first then quickly move the cursor

horizontally until you reach his head. Fire the moment your cursor touches

his shoulder, and keep firing while sidestepping madly. Using the Figure

Eight technique, keep sidestepping while keeping the cursor fixed on his

neck/head.

------------------------------------------

MP5: Other Techniques

==========================================

Sniping Tactics

------------------

The MP5 is still relatively good for sniping at medium range, but even

then there is a good chance your shots will not be accurate and shoot

around your crosshair. Far too often have I seen my shots hit around a

target's head at medium range.

Still, for sniping at medium range, you can still kill an opponent

with headshots. Body shots are easier to do, but are not very effective

because you need something like five or more shots to kill an armored

person, and at this range only one in every three shots might hit the

target. When sniping with the MP5, your best recourse is to try for

the head.

At medium range, it is still quite possible to shoot full-auto and get

decent results. This will increase your chances of hitting the target

and killing him faster. However, I personally prefer going burst fire

for the most part.

At long range, I always use burst fire, and I recommend that you should,

too. However, the more prudent thing to do would be to get closer and

not engage in long-range combat. Especially if you are up against one

of the rifles better suited for this kind of combat.

---------------------------------------

| When sniping with the MP5, sidestep |

---------------------------------------

Regardless of whether you use auto or burst fire, always sidestep

while sniping with the MP5. Rely on your rate of fire to hit your

opponent. The only exception is when your opponent is unaware of

your presence, in which case sniping while crouching is a good idea.

Take note that it is also easier to use bursts while sidestepping

than full-auto. Full-auto is easier to do while crouching.

Crouching in a medium range duel is often the thing to do when using

the rifles, but doing so with the MP5 is dubious, especially when

up against the rifles. The MP5 simply does not have the accuracy

to compete. So stick to sidestepping.

-------------------------------

| Use your Pistol for sniping |

-------------------------------

However, when I am forced into a medium range confrontation, I actually

prefer to switch to my pistol. In general pistols, with their single fire

triggers, are actually better than the MP5 for sniping. They generally

share the same range and accuracy, but most pistols have better ammo and

some, like the beretta and the five-seven, have better accuracy. Recoil

is also much lower, making it easier to keep on target.

When you want to fight medium or even long range and you have no

intention of side-stepping, switching to your pistol is often a

better idea.

Only stick to the MP5 when you plan to fight at that range while

sidestepping -- such as when using the Anti-Arctic technique (5.c3a).

And when you sidestep, go burst.

 

Sidearm of Choice

-------------------

Although while using an AWP the Eagle is the only way to go for me, with

an MP5 this may be different, and there is no "Gulay School of MP5."

When I play with the MP5, I tend to stick with the default weapon until

I have enough money to spare to buy a sidearm. The great thing about the

MP5 is that, since it is so cheap, you can easily afford to buy a sidearm

on a regular basis.

In my case, I like to pick a secondary that can act as my sniping weapon.

I personally find that the MP5 is really best for close range, and not

sniping, and that many pistols are actually better for the purpose. In

general, I like to get the Desert Eagle, but that's only because it is

my favorite sidearm. The power of the .50 is intoxicating, and it is

suprisingly good for sniping. Because of the power, three or so shots is

enough to kill at range, one if you're lucky enough to get the head.

Aside from the Eagle, as a CT I like to get the Five-Seven. Since it is

very accurate, it is a great choice for sniping. As a terrorist, I might

have recommended the Dual Berettas, but I have reservations about this;

the largest being that it uses the same ammo. I hate sharing ammo for

my primary with my secondary.

Thus when using the MP5, I tend to avoid having the Glock or Berettas

for my secondary. The perfect secondary would be the Five Seven, or

failing that the Sig Sauer is a good alternative.

Take note that the Desert Eagle is only good as a sniping alternative

to the MP5. Avoid using it in close quarters, as the MP5 and Eagle

use very different philosophies. The MP5 has a large clip size and

tends toward auto-fire. The Eagle has a small clip and tends to

single fire. These two will be in conflict. That's why the best

sidearm for the MP5 is actually still the Five Seven, and for

Terrorists the Glock is just fine. You should always keep yourself

in an auto-fire mindset when using the MP5.

In general, having a sidearm is not as important for an MP5 user as it is

for, say, an AWP user. The MP5, being able to perform reasonably well under

most conditions, needs no sidearm. For the most part, since I try to avoid

ranged skirmishes while using the MP5, the only time I switch to the pistol

is when I run out of ammo.

Thinking about changing to your secondary tends to distract you from

sing the MP5 to its fullest capacity -- in close combat.

Kamikaze Run

---------------

This technique is very useful when your team is on the losing side

and cash is low for everyone. Take note that this technique is best

used in a group, rather than individually.

At the start of the round, being low on cash, just buy an MP5. That's

it. Don't buy any extra ammo, don't buy a pistol, don't buy pistol

ammo, don't buy armor.

Then go along with your buddies into a blitzkrieg rush, taking the

fastest path to the map objective (bombsite, hostage point, or where

the enemy is likely to be) that's obscured and good for close combat.

Have the mentality of "I'll take as many of you down with me as I can."

When you meet the enemy, throw caution to the wind and go for the kill.

Chances are, the enemy will be taken aback by the sudden intensity of

your assault. You practically are like madmen charging in with your

MP5s. Having no extra ammo is very important: it gives you a "do or die"

attitude which heightens your killing instinct.

Once the enemy is down and if you're still alive, pick up their guns,

they probably have a good expensive rifle or something, since they've

been winning.

The point of this technique is to save money while giving yourself a

reasonable chance of killing at least one opponent. It has the advantage

of costing only $1500, and since you buy only one thing, you have a lot

of speed at the start. And since you should do this in a group, the

bloodlust is pretty terrifying.

If you survive the run, you can pick up your enemy's gun free of charge.

If you die, then at least you saved up some money for next time.

Regardless, your weapon on the ground is empty (since you bought no

extra ammo), and any opponents looking to pick up your gun may be

disappointed that there's nothing inside.

Using this technique for one round is usually enough to net you a

better gun and armor in the next round. If you're going for an arctic,

consider using this technique twice in a row.

Take note that this technique also works well with the other cheap

SMGs, such as the TMP or the Ingram.

Bunny Combat

--------------

Although jumping greatly decreases your accuracy, it makes it more

difficult for an enemy to hit you. Use this to your advantage with

the MP5 when you are up-close. Although I stated earlier that it is

generally in your best interest not to jump while attacking, the MP5

at close to point blank is one of the weapons which can safely ignore

that principle.

When jumping with the MP5, try to flank the enemy with the jump

while keeping the cursor aimed at his head. As soon as your aim

is true (usually at the height of the jump), let loose and when

you hit the ground, keep running around him. If neither of you are

dead yet, repeat the process.

I've found that this fast-paced bunny combat really wastes lesser

shrubs who haven't quite gotten their CS legs yet, or against

snipers who tend to remain stationary while trying to aim at you.

Alternately, upon facing your opponent, you can duck while aiming

vertically towards the enemy. As soon as he is within your vertical

sights, start hopping up and down while still crouching. This tends

to really disorient the enemy. If he isn't familiar with the

technique, he will have at first adjusted his aim down to compensate

for your ducking, but when you jump this throws his aim of a second

time. Chances are, his shots will hit your feet instead of your

chest or head, doing minimal damage. All the while, keep your cursor

trained at his chest or neck while hopping, and you will be doing far

more damage.

This alternate stationary jump-ducking trick is very useful against

opponents of equal caliber as you, but who might be surprised at the

move. Beware not to use it to often against them, though; if they're

good, they'll probably figure out to aim up when you are about to

jump, and that tends to waste you faster than you can waste him.

========================

How to Defeat the MP5

------------------------

"Our fighting style has never lost a battle. Because we always run

away, we never have the chance to lose."

-- Grand Master of the Wind Style, Lunar 2: Eternal Blue

The best defense against the MP5, without a doubt, is to keep your

distance. When using just about any other gun (except the shotguns),

keeping yourself at medium to long distance from an MP5 player will

increase your survivability a lot. MP5s are simply devastating at

close range, but less terrifying at range.

Pistols, for instance, I've generally found to work better at sniping

than the MP5. If you're armed with just a pistol, stay away and snipe

from a distance, where your lesser recoil gives you the edge.

Assault rifles also follow suit. Most assault rifles do not have the

high-level of handling the MP5 has, and good MP5 players exploit this

fact. But all rifles have stronger ammo, and better accuracy. Thus,

try to stay away from the MP5 and kill him at medium range. With a

sniper rifle, do it at long range.

However, the fun really begins when you both have assault weapons.

The MP5 Duel, although usually over in a few seconds, is one of the

most exciting (and common) aspects of Counter Strike.

In these cases, the general guidelines above apply. Side step, side

step, side step. That's the best way to ensure you survive. Try the

Bunny Combat every now and then to throw your opponents off.

 

Most of all, with the MP5, never be afraid to fight in close quarters.

Close combat is your domain. Don't ever be afraid at this range,

no matter if your opponent uses the XM1014, the Aug, the Para, or is

a master assault Arctic sniper. Don't hesitate. Move in, and kill.

 

===============================================================================

7C. Kalashnikov AK-47 [4-1]

-------------------------------------------------------------------------------

NOTE:

The AK-47 is the archetypal sporadic weapon. Most of these techniques apply

as well for the other similar guns: the Mac-10, the M249 Para, and the UMP.

(In the absence of the other gun sections, use this as a reference)

Why Use the AK-47?

-----------------------------------------

Bang for your buck. No other gun gives you so much power and ranged

accuracy for such a cheap price. It is great for long range bursts,

and the 7.62mm ammo can kill an armored enemy in two or three hits.

It is the strongest-damaging gun among the assault rifles. Finally,

priced at $2500, it is very affordable even for the terrorist on a

budget.

Weaknesses

----------------------------------

1.) HEAVY. Only two guns impede your movement more than this gun. In

other words, you're an easy target.

2.) Killer recoil. Few guns have such a strong kickback. You know the

old saying "Lightning never strikes the same place twice?" You could

apply that to this gun in autofire mode.

3.) Slow rate of fire. The AK-47 has one of the slowest rates of fire

among all the auto-fire guns.

------------------------------------------

How to Use the AK-47: General Principles

==========================================

Burst and Single Fire

-----------------------

The AK-47 has one of the worst recoils in the game. What this means is that

your first shot will typically be dead on, but the second and subsequent

shots will likely spray elsewhere. Because of this, you should refrain from

using auto-fire with the AK-47 as much as possible. In general, stick to

two or three bullet bursts with this gun. This gives you the best ratio for

killing power and controllability.

---------------------------------------------

| With the AK-47, three shot bursts is best |

---------------------------------------------

Aim Before You Shoot

-----------------------

Aside from the single shot sniper rifles, no other gun benefits more from

this simple rule. Since the recoil gives you a solid first shot, but dubious

succeeding ones, the first shot is vital. Thus, aim before you shoot, unlike

with other guns with less recoil where you can spray all over.

Headshot Mania

-----------------

Because of the power of the AK-47, a single headshot will kill anyone,

regardless of health or armor. By aiming at the general neck area of any

opponent, the recoil of the AK-47 tends to make your second shot hit the

head as the gun kicks up.

While you should strive to make the first shot be a head shot, the recoil

of the gun actually makes it likely that your subsequent shots will hit

the head. By learning this nuance of the AK-47 and mastering it through

practice, your kills will soar.

To Sidestep or Not To Sidestep

----------------------------------

While the AK-47 has decent handling, it is nowhere near as good as that

of the MP5 or other true assault guns. Because of this, you should side

step sparingly when using the AK-47. I believe that, instead of side-

stepping, you should focus on aiming and killing quickly instead of

defense. Throw defense out the window. Learn how to kill as quickly as

possible with lightning fast aiming. The AK-47 has the bullet power to

do so.

Besides, since BETA 7, the AK-47 was downgraded to be very heavy. It slows

you down a LOT. Moving and sidestepping simply doesn't provide you as

much defense while wielding the AK.

--------------------------------------

| Aim is more important than Evasion |

--------------------------------------

Thus, in general, when in a face-to-face combat situation, I find that

ducking and shooting is the preferred technique with the AK-47, as opposed

to figure eight sidestepping.

If you're in long range battle with a sniper, by all means keep moving!

But against other guns like the MP5, Aug, and Commando which have lesser

fire power, you're better off just being quicker on the draw and better

with the aim. To achieve that aiming accuracy advantage, duck and shoot.

You have more potential of dealing damage than if you sidestep.

Sporadic Ambush Mentality

---------------------------

The AK-47 suffers from three main disadvantages. They are:

1.) Terrible Recoil

2.) Slow Movement Speed

3.) Slow Rate of Fire

However, it has two important advantages:

1.) Strong fire power

2.) Superb Accuracy

These weaknesses mean that the AK-47, like all the sporadic guns, does not

particularly excel as a frontal assault weapon. The recoil makes it difficult

to kill consistently at close range, as you will usually lose to the more

controllable assault guns. To aggravate this, the slower Rate of Fire means

you cannot deal as much damage as quickly as the assault guns, and the slow

movement deprives you of the maneuvering advantage of the Figure Eight form.

Thus, you must make up for this by playing the Sporadic way. You have to be a

little sneakier than usual. The first vital rule is to have cover close by at

all times. By ducking to and from cover, and shooting while doing so, you

greatly increase your chances of killing an opponent while reducing the risk

to yourself.

It may seem that this is common sense for all guns, but it works more

effectively for sporadic guns than assault guns, because sporadic weapons

tend to have more killing power in short, sporadic bursts. The AK-47, for

instance, has more power than an Aug. It can do more damage in that instant

darting from cover than the assault gun. And unlike the sniper guns, which

tend to require more aiming time, the Sporadic gun has a good chance of

hitting a target without as careful an aim.

Since cover is essential, you often want to keep your distance from the

assault guns that are more dangerous at close range. In addition, most

sporadic guns have good accuracy for mid-range attacks. Thus, the Sporadic

class tends to work better at mid range than close range.

Ambushes, thus are important methods for the Sporadic gun. While ambushing

works for all guns, it is doubly important for a Sporadic gun because

the strong firepower usually means that extra second of surprise is enough

to kill any opponent.

----------------------------------------------------------------

| With Sporadic Guns, do quick ambushes and duck back to cover |

----------------------------------------------------------------

Other guns in the Sporadic class share this pattern of strengths and

weaknesses. While the specifics for each gun differ a bit, they generally

all conform to this pattern. The Mac-10, for instance, is not as effective

for assaults as, say, an MP5. This is because the recoil screws your aim.

As for its strength, it may not have the range accuracy of the AK-47, but

it is strong in bursts because of the very fast rate of fire and .45 ammo.

Within a shorter span of time, it is more effective than the MP5 at

dealing damage. It is thus sporadic in short bursts at very close range.

What this means is that they do not operate as well for frontal assaults as

the true assault guns. Thus, you have to compensate by playing a little

sneakier than usual. Although I said that in a frontal combat situation

you generally have a better chance of surviving by focusing on aim instead

of side-stepping, the true sporadic mentality impels you to avoid getting

in frontal combat situations in the first place.

 

------------------------------------------

AK-47: Other Techniques

==========================================

Sporadic Side Step Technique

----------------------------

Unlike the "Assault Figure Eight Side Stepping Technique" used for the MP5

and other assault guns, the AK-47 requires a slightly modified sporadic

side-step technique.

In Assault Figure Eight, you usually engage an enemy in a head-on fight as

you rush his position. Because you keep your facing towards your enemy while

sidestepping, you are actually moving towards your enemy while (thus you tend

to curve around your opponent, like the arc in an '8'). You are effectively

flanking around your enemy.

Figure Eight Assault Side Step:

-> B

/

/

A C

However, for a sporadic gun, you generally do not want to move towards your

opponent. Your concern is to get to the next patch of cover. Thus, an AK-47

sidestep is best done from two points behind cover, like a doorway or two

opposite crates in a tunnel.

Sporadic Sidestep:

Doorway Diagram: Tunnel Diagram:

C --------------------- [] -- crate or

------| |------- A [] other obstacle

------| |------- C

A ---> B B []

----------------------

A is your starting point, then you rush and sidestep from A to B, pointing

towards C (your enemy) and firing in that brief instant between cover.

To achieve this kind of sidestep, you must adjust your movement such that

you do not move towards your opponent like a Figure Eight Assault side

step would. In Figure Eight, you typically just move either left or right

while changing your facing to match your opponent. With Sporadic Side Step,

you will be pressing your back movement key a bit to keep from getting

closer to the enemy.

To increase your survivability, it is also a good idea to jump when darting

from point A into the open.

 

AK-47 Sidestep Burst Firing

------------------------------

The effective way to shoot while doing a Sporadic Sidestep is in quick

bursts. While sidestepping from cover, point your gun towards your target.

Use a modified sort of Glide Aim (moving the cursor to your target by

sidestepping) mixed with Mouse Aiming (pointing your cursor at your target).

As soon as your cursor goes over your enemy, tap the trigger button

lightly, thus attacking either single fire or with a short burst.

This keeps your aim from dissolving, thus you can fire again in a split

second. Continue this until you reach cover. If your opponents do not

charge you, you can make another sorty backwards, though this is

dangerous if your opponent decides to wait at the other end to fire at

you. Instead, you should leave that area and find another spot to do

a sporadic ambush.

AK-47 Aerial Strike

------------------------

"No matter the fighting style, one cannot defend an attack from the air."

-- Hennya, Rurouni Kenshin

This is the only defensive technique an AK-47 player should use during

skirmish assault duels. In a close quarters assault duel, MP5 and other

fast assault gun fighters will likely figure eight sidestep. Occasionally,

they will bunny hop. The AK-47 player should ALWAYS bunny hop as a

defensive technique.

Side-stepping is not as effective because you move rather slowly. But

while your lateral movement is limited, your vertical movement is not.

Jumping with the AK-47 is as fast as jumping with an MP5, so if you

are looking for a defensive technique while sniping, jump.

Learn to do the jump aim, and while in the air, let go with bursts of

your AK-47. Attacking your opponent in this way should make you a

harder target. Most of the time, enemies will hit your legs as you

jump, minimizing damage.

Close Combat

------------------------

The secret to winning duels with the AK is to aim carefully and strike

true. But if you miss the first shots with your AK burst, you are in

deep trouble. In this case, you have three options.

1.) Auto-Fire Like Crazy

This is the easiest and likely the best option. Just auto-fire at the

enemy, and pray you hit him. When doing this, try to compensate for the

recoil by aiming downwards. It is difficult to score a kill this way,

but waiting a bit to wait for the recoil to wear off for another burst

is a worse alternative. By the time you fire another shot, an MP5

player will have gunned you down.

2.) Run Away

If the reckless option doesn't suit you, switch to your knife and jump

and run away like hell. This is actually a very stupid option to do,

because turning your back to your enemy is stupid at best. If you are

right next to cover (having spurted out from cover following sporadic

mentality) you might be able to get away with this trick. Be wary of

stopping power, though.

Otherwise, modify it a bit. Jump away, but don't turn your back. Instead,

jump away to stall for time and shoot back with a second three-shot burst.

3.) Switch to your Secondary

This is the alternative to the first option. Instead of auto-firing with

your AK, switch to your secondary. However, this is not a good proposition,

because switching does take time, and time is what you do not have in a

close combat duel. The only time you should do this is when your AK's

recoil is so bad that none of your auto-fire shots are on target.

 

In general, though, you should just stick to auto-firing, and try to

compensate your aim. The other two options are risky gambles at best.

 

AK-47 Sniping

------------------------

The AK-47 is easily the best scopeless gun for sniping. In fact, I find

that it actually performs better than the Sig 552 or Aug at times. This

is mostly due to its great accuracy and powerful 7.62 round.

Do not be afraid to snipe with the AK-47. It is a powerful weapon for

ranged combat, even at long range. When sniping with the AK-47, it is a

usually a good idea to crouch for sniping. Against all other guns

except the true sniping rifles, you will usually have the advantage.

Just calm down, crouch, draw a bead on your target, and aim carefully,

keeping his general chest area at the center of your crosshair. When

you've done that, fire a quick burst of two shots.

By keeping your aim at his chest area, the first shot has a good chance

of hitting there to do some damage, and the second shot has a good

chance of recoiling upwards to do a head shot.

Alternately, if you can visualize the target's head area fairly

well (usually at medium range), you can aim directly for the head

and use single shot attacks.

----------------------------------------------------------------

| When sniping with the AK-47, use single or two round bursts |

----------------------------------------------------------------

Learn how to do single shot bursts with the AK-47; it is perhaps

the one assault rifle that benefits the most from single fire.

 

========================

How to Defeat the AK-47

------------------------

The AK-47 is a difficult gun to go up against. To defeat it, you

must exploit its two main weaknesses:

1.) Heavy and thus slow-moving

2.) Powerful recoil

The first weakness is exploited best by opposing snipers. The AK-47

may be a good sniping weapon, but it is not a match for an AWP or

other true sniper rifle. If you are using a sniper rifle and are

situated in a good sniping position, you have little to fear from

the AK-47. Just relax and keep your aim ready when the AK-47 player

bursts out of hiding to try for some shots.

Most likely, an AK-47 player will realize he's out-gunned and try

another approach.

If you are using an assault gun, defeating the AK-47 player is a

little trickier. The second weakness must be exploited as well as

the first.

Going head-on against an AK-47 player works, but not all the time.

There is still a good chance that a lucky shot will nail you,

despite the recoil. And a good AK-47 player will aim carefully

instead of avoiding you, so be careful.

To increase your chances in an assault duel against an AK-47, you

must figure eight sidestep around the enemy. You should focus on

making yourself as hard a target as possible. Do not try to get into

a "brute force" match (both duck and shoot it out from crouching

positions) with the AK-47, you will likely lose.

 

===============================================================================

APPENDIX A -- USEFUL LINKS

===============================================================================

Scripting Links

This section contains some useful links to help you learn the fine art

of scripting. This is important to make full use of your console.

Thanks, Paul for the links!

http://www.nextwish.org/nwcs.shtml#Download

http://www.geocities.com/s_x_r_x_r_n_r

Map Tactical Links

In the absence of specific map tactics in my guide, refer to these

sites. Hopefully one day I will muster the resolve to make my own

map tactics. But for now, these will have to do.

http://csnation.counter-strike.net/cs2d

Bot Links

These are links to Counter Strike bots. Bots are a great way to practice

without embarassing yourself in front of other people, and you can play

with them any time! I'll write a bot training guide soon.

http://www.botepidemic.com

http://www.nuclearbox/podbot

http://www.planethalflife.com/botman

Map Links

Go here to download some maps. Sometimes you go to a server and find that

they have maps you don't. Or maybe you're sick of playing the same old

levels over and over again. Whatever, find them here.

http://cstrike.digitalrefuge.com/maps

http://www.planethalflife.com/csmaps/cs_maps.asp

http://www.counter-strike.de

 

Anti-Cheat Links

Sick of cheating? Well, check this site out.

http://www.punkbuster.com

Aimbot Links

Hah! You wish. As if I'd condone the use of such pathetic trinkets.

Miscellaneous Links

This is the homepage of this guide's mailing list:

http://groups.yahoo.com/group/CSFAQML

This is where you can find the latest version of this guide:

http://www.crosswinds.net/~mosquiton/cs-tactics.zip

 

===============================================================================

APPENDIX B -- BOT TRAINING GUIDE (still under construction)

===============================================================================

Some tips to help you train and increase your skill. Hmm, for

now, I suggest you get Pod Bot. It's a fun bot to play with!

But for real tough training, try NNBot. It cheats, though.

===============================================================================

APPENDIX C -- FREQUENTLY ASKED QUESTIONS (FAQ)

===============================================================================

Q: When will the next version of the guide be out?

A: It can take me any amount of time to do an update. It mostly depends on

how much free time I have, as well as whether I have access to a computer.

I share a PC with my brother, so I don't have the freedom to work on this

just whenever. Sometimes, I get an update out in a week. Sometimes, a

month. Hopefully, the time lapse will never reach a year.

Rest assured, when a new version comes out, you will hear about it at

the mailing list.

Q: What mailing list?

A: The Counter Strike Weapons and Tactics Guide Mailing List. (CSFAQML)

I created it to notify people when a new version of the guide is out.

However, you can also use it to send me comments as well as talk about

the FAQ itself. To subscribe, send mail here:

<CSFAQML-subscribe@yahoogroups.com>

Q: I want to post your guide at my web site! Please let me!

A: Go ahead. Who am I to argue? ^_^ Just don't change the content. You

could format it better to make it look more presentable, but please

don't make it say something it didn't, and kindly don't "cut and paste"

and plagiarize anything.

Q: How long have you been playing Counter Strike?

A: I've been on board since Beta 1, but I stopped playing at intervals.

I wasn't exactly impressed by Beta 1. But as more features and better

graphics came in, I began playing CS more and more, especially around

Beta 5, when the CS craze began overtaking the Action Quake and Rogue

Spear craze over here.

Q: What is your ICQ number?

A: Sorry, I don't have ICQ at the moment.

Q: Aw, but I wanted to have a match with you!

A: There've been a lot of people writing in, telling me that they want to

fight me. They think I'm a skilled player. Well, I'm here to debunk

that myth. I am actually a very average player in the LANs I frequent.

If you guys think I'm good, I'd love to introduce you to the people who

kick my ass on a regular basis! In fact, many of the techniques I detail

here were taught to me by these masters. I haven't even mastered many of

the techniques I discuss.

Q: So that means I can't have a match with you?

A: Not unless you frequent the LANs I go to. I don't play CS on-line,

sorry. Maybe when I get a DSL or cable connection. You can pray that

I get a DSL connection soon. I am applying for a DSL connection from

a certain service provider, but they are SO slow taking care of their

customers!

Q: How do I activate the console? HELP!

A: Read the revised portion of the guide. Section 5.a4, I think.

Q: The Mimic Technique won't work!

A: Good! I am finally beginning to realize that I am doing the CS community

at large a disservice by showing people how to do this cheap trick. While

my initial intention really was to educate people about cheats (and thus

take steps against them), I think what's happening is that more newbies

are swayed by the promise of the cheap power it gives. Don't use this

cheat! Grow strong with your own skills! Use this only if you and a bunch

of friends want to do it for fun. In the next revision, I may take out

how to do the 'bad' cheats altogether.

Q: Where is the MP5 guide? I want it now!

A: It's there already! Now you have to wait for the AK-47 guide....

Q: Where are the map specific techniques? I want to kick-ass in DE_DUST!

A: Sorry, that part of the guide is not even confirmed yet. It's really hard

to do it, because to properly explain such techniques I'd have to make a

diagram of the map. If ever, this will probably be the last thing I add.

I'm not a very graphically-oriented person, sad to say. Fortunately, there

are some sites on the net which provide map strategies. See the Links

section.

Q: What do you think of Estrada?

A: Yes, believe it or not, someone actually asked me this question! Only

one person did, though, so it's not really a Frequently-Asked Question.

Still, it was funny, and it was a foreigner who asked me this! I wanted

to put it here because it was fun and, if you think about it, it's quite

related to Counter Strike. A terrorist could plant the bomb in Estrada's

residence and solve the problem once and for all! Heck, I wouldn't be

surprised if a "Counter Terrorist" team would be sent to "silence" the

deposed president. I mean, the US tried to do that with Fidel Castro for

years, right? HAHAHAHAA!!!

Q: What about <insert game question here>? I want to know about it!

A: If you're writing a question about a specific game-related thing, be

sure to read the entire guide thoroughly. The answer might be there.

Failing that, I suppose it's alright to ask a clarifying question to me

directly. Just be patient, though, and use the [CS FAQ] tag.

Q: I want to contact you! Will you answer me?

A: If you're writing a friendly letter to chat, that's fine. If you're

writing in to point out a mistake, make a suggestion, argue a point,

or give criticism, that's alright. But I'd rather receive friendly

mail praising my name. <hint hint> ^_^;

 

===============================================================================

===============================================================================

i. DISCLAIMER:

I am not affiliated with Sierra, Valve, or the CS Team in any way. This is an

unofficial guide I am putting together, mainly for personal amusement, and as

an effort to help the growing Counter Strike community, particularly newbies.

You can do whatever you want with this file, because frankly I don't have

the time, interest or resources to do anything to you. However, I'd

appreciate it if you do not rip me off, and that you do not use this file

for any form of profit (or if you do, give me a cut! :) Using it for websites

to attract hits is fine. Anyway, bottom line is, I hope you acknowledge

whatever you do with this FAQ by giving me credit where it's due.

If you see any glaring errors, want to contribute something, want to disagree

with me, want to marry me, want to shout your head off, praise my genius, send

death threats, or whatever, feel free to e-mail. I'm open to suggestions or

whatever or what not, and since the information herein could be entirely

fallible and inaccurate. If you do send in something that I include, you will

be credited for it.

NOTE: Throughout the document I use the masculine pronoun. Call me

chauvanist, I don't care. I do it to simplify my writing.

CLARIFICATION: When I said not to use this FAQ for profit, I meant

you shouldn't be selling it to people in any way, as in charging

them to download it, or printing it as a manual and selling it, or

burning it on a CD marketed as game guide or whatever. Using it for

commercial web sites is fine; I can live with that. Actually, I can

also live with it being sold, but then I would feel bad about not

getting my cut. <hehe> It's just that I feel bad when people charge

for something I made. I also feel bad that knowledge has a price

set on it -- if I could, I would train every single CS player for

free. But since I can't, we have this FAQ.

-------------------------------------------------------------------------------

ii. CREDITS

I'm gonna give credit where it's due.

Gooseman - and the rest of the CS Team. Thanks a lot for making this addictive

game and wasting hundreds of hours of my life. I'll never get those hundreds

of hours back! And to think I also had quite a backlog from Action Quake....

Count Floyd - for making POD Bot, currently the best bot for CS and the bot

I use to get a fun work-out when I'm not fragging innocent humans. Hmm,

since I'm thanking Floyd-hakushoku I guess I should also thank Botman....

Terraknight - he wrote the first CS FAQ I saw on the web. It influenced and

inpsired me to write my own, I guess. While I don't agree with a lot of what

he said, I respect his opinions. While his work did inspire this, I did NOT

rip-off stuff from his FAQ! I swear! I would never shortchange a fellow

countryman!

Hal - for giving me a conscience

[EED] Beej - for Sig 550 and drawradar info

payataz_zealot - for telling me how to change weapon names

Paul Kerr - for all those tricks and techniques, such as the Bunny Hop

and the many useful links. Gomen if I didn't credit everything!

Mike Ching - for all the useful gun info tidbits and the long,

interesting conversations. Funny RK list!

avielh - for the baiting trick and cheap nightvision

GenEx - my favorite party LAN for CS. Been there since Star Craft and Action

Quake, now we're still playing CS. Blech.

Glitch Snack Bar - for making those great tasting paninis for consumption

while killing terrorists and counter-terrorists alike.

GameFAQs - for giving this guide a home.

[gulay] Clan - One day I'm going to take over Counter Strike! MWAHAHAHAAA!!!

[GAY] Clan - for inspiring all those cowardly backstabbing techniques, thanks

guys! (er, gays)

If I forgot anyone, feel free to write in and give me a piece of your mind.

Good night!

-------------------------------------------------------------------------------

iii. ADDENDUM:

In the future, this guide hopes to have:

- More techniques; I'm sure I missed some

- Specific Map techniques

- Japanese sounding names for most, if not all, the techniques

- More funny-sounding quotes from anime and other media

- Links to useful sites

- Team tactics guide. Most of these tactics are personal; but true CS play

is teamplay

- Bot training guide to improve your skills in private

- Personal training tips

- no typos. I am lazy. I don't usually bother to edit.

- better editing. Too many wasted words.

- better formatting. An ASCII logo would look great.

- better organization.