CounterStrike Walkthrough :
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Walkthrough - Half-Life: FAQ/Strategy Guide
********** Counter-Strike FAQ ***********
v1.07
by Guoguodi (guoguodi@yahoo.com)
Last Updated: Sunday 23rd November 2003
Best viewed in Wordpad with fixed-width font such as Courier New.
(Otherwise diagrams _may_ not appear correctly).
=========================================================================
Revision History:
23/11/2003 (1.07) - Update -
- updated a few sections to apply to CS 1.6; haven't examined the
new guns yet
- removed Appendix C
- examined CS 1.6 and its changes in detail (Section 2.i)
- revised "Bunny Hopping" section (7.5)
- revised "Recoil Compensation" section (4.3)
- revised "Screen Resolution" section (7.4)
06/07/2003 (1.06) - Update -
- revised "Glock" section (3.1)
- minor revision to "MP5" section (3.3)
- minor revision to "Recoil Compensation" (4.3)
- added "HeatoN's Smoke Trick" (3.7a)
- added "Sensitivity Quick-switch" (4.1a)
- added comparison between 5v5 and LAN/Pubs (11)
03/02/2003 (1.05) - Update -
- added "CS Glossary (Terms & Slang)" section (Appendix C)
- added "Self-Improvement" section (5.1a)
- added "Practice/Playing Time: Inactivity" (5.1b)
- (minor) revision: Strafing Section (7.6a)
- removed note about "bad formatting"; changed to
"workload excuse" :)
- hopefully fixed up dust2 map diagram and jumping diagram
19/01/2003 (1.04) - Update -
- corrected 'cl_dynamiccrosshair' mistake
- applied "Weapon Efficiency" formula to Weapons
- (minor) expanded SMG section
- added Strafing section (7.6a)
- added 'Recoil Compensaton' section (4.3)
- removed more typos (I have not done de_dust yet!)
- made section dividers more clear
16/01/2003 (1.03) - Update -
**** - changed text formatting!
- "tweaked" Sun Tzu's quote
- added Anti Team-Camping
- made Intro more concise
- added "hitbox problem" to Headshot section
- (minor) revision: Unrealistic CS
- removed ASCII-Art title
13/01/2003 (1.02) - Update -
- added Team Camping section
- added Unrealistic CS secion
- added PODBot section (offline practice)
- (minor) revision: Weapons
- (minor) revision: CS Websites section
- (minor) revision: Intro
- (minor) revision: Resolutions
04/01/2003 (1.01) - Update -
- added Map Analysis (de_dust2)
- added 'cl_dynamiccrosshair' and other tweaks
- added 'bunny hopping' section
- added Jumping section
- added Reloading section
- (major) revision: Sniper Rifles
- (minor) revision: Anti-AWP
20/12/2002 (1.00) - First Release -
- General Weapon Info/Strategies
- Aiming & Headshots
- Gameplay Styles
- Misc. Strategies/Facts
- Console Tweaks
=========================================================================
>
1. Copyright Information
2. Introduction
2.(i) Short CS 1.6 Guide
3. General Weapon Info/Strategies
3.a - Recoil
3.b - Burst/Auto Firing
3.1 - Pistols
3.2 - Shotguns
3.3 - Submachine Guns
3.4 - Assault Rifles
3.5 - Para Machine Gun
3.6 - Sniper Rifles
3.7 - Grenades
4. Aiming & Headshots
4.1 - Aiming & Sensitivity
4.2 - Headshot tips
4.3 - Recoil Compensation
5. Good/Bad Players
5.1 - Practicing/Playing Time
6. Gameplay Dynamics
6.1 - Gameplay Styles
6.2 - Team Camping
6.3 - Anti Team Camping
6.4 - Summary Tips
7. Miscellaneous Strategies/Facts
7.1 - Anti-AWPer
7.2 - Mental Mindset
7.3 - The Map
7.4 - Screen Resolution
7.5 - Bunny Hopping
7.6 - Jumping/Jumping around corners
7.6a - Strafing
7.7 - Reloading
7.8 - PODBot
7.9 - CS Websites
8. Map Analysis
8.1 - de_dust2
9. Contact Info
10. Unrealistic CS
11. Clan Matches vs. LAN/Public
Appendix A: Kill/Death Ratios
Appendix B: Console/Config Tweak
=========================================================================
Section 1: Copyright Information
You may link to the GameFAQs page containing this document but not
directly to it unless you email me first for permission! Please con-
tact me also if you would like to copy portions of this FAQ.
-------------------------------------------------------------------------
"If you know your enemy, and you know yourself, you will always be
victorious. If you know yourself, but not your enemy, for every
victory you gain, you will also suffer a defeat. If you know not your-
self, nor your enemy, you will never win in one hundred battles."
- Sun Tzu, The Art of War
-----------------------------------------------------------------------
Section 2: Introduction
I recommend you read the various other CS FAQs at GameFAQs. All contain
very useful information, so I encourage you to "read widely" to get the
most information possible. In fact, you should use the FAQ in conjunct-
ion with other FAQs ....
Also, it's important that you realise that no matter how much FAQ read-
ing you do, it's up to you to practice and gain experience, for you to
truly improve. So put whatever you learn into practice!
This FAQ discusses aspects about the popular Half-Life modification,
Counter-Strike. The reader should have a basic knowledge of the game,
and also have some experience playing against human opponents of var-
ied skill.
Like Mochan, the author of another CS FAQ, I would like to dispel any
myths about myself before I continue. I am just a high school student
in Australia - I play this game regularly at LANs, and soon online.
But I don't presume to be "better" than anyone by writing this FAQ;
heck, most of it's just theory stuff anyway. :P
So the doc you're reading is just a collection of tips and observat-
ions that I reckon you might find interesting/useful - particularly
for public servers / LAN play, because that is the environment where
I first played CS and what this FAQ is written for.
And lastly, feel free to skip anything you find obvious or rudiment-
ary!
=========================================================================
Section 2.(i) - Short CS 1.6 Guide
CS 1.6 is currently being played by about 50% of the CS community .. on
the whole the game has remained the same. The following are the most
obvious changes (and some less obvious aswell):
- CT Riot shield; on defensive mode, user is frontally protected
vulnerable to grenades only
- Two new guns; Galil for Ts, Famas for CTs.
- AK recoil has been reduced. Now, instead of two shot bursts,
three shot bursts are more effective (with slight recoil control).
- de_cbble, de_aztec, de_inferno have been modified
(mainly reskinning). IMO they are all still fairly CT-dominated.
- Head hitbox has been enlarged so that it is now the size of the
model's head
- Grenades do *about* 30% more damage
- +3 kills in the scoreboard for bomb-defuser, and for the bomb-planter
if it explodes.
- Scoreboard font cannot be changed, all other STEAM/CS fonts
CAN be changed.
- Certain variables are locked,a few of these are:
r_drawviewmodel 1, ex_interp 0.05 (locked by VAC), r_lightmap 0
>> Installing custom skins, models, sounds, maps, sprites etc
Simply create a new folder in your
STEAMAPPS\\counter-strike\cstrike
directory. (i.e. "models", "sound", "sprites", "maps")
Place the custom content into their respective folders.
NOTE: All CS 1.5 weapon models work in 1.6; however player models do not
work properly.
>> Further Information
For more info on CS 1.6 and STEAM tweaking, and other issues such as FPS
check
- www.teamzex.com/articles/1.6guide/index.php
- www.steampowered.com/forums/
=======================================================================
Section 3: Weapon Info/Strategies
One of the first steps to improvement is to have a good knowledge of
the game. Familiarity with popular maps such as de_dust, de_aztec and
de_dust2; aswell as familiarity with most of the weapons in the game.
For each weapon there is also a "Weapon Efficiency" table. It lists
the average number of shots to kill an unarmoured opponent, aiming
at their chest. Average damage per bullet is then calculated; I also
estimated the real time it takes for a kill, in seconds.
I then devised a (completely arbitrary) formula to calculate weapon
efficiency; it is:
((Total clip - Bullets-per-kill) + Damage per bullet)/time
(TC - BpK) and DpB are expressed as percentages.
eg.
Gun X has a clip of 10 bullets, and takes 6 bullets to kill. It also
takes 3 seconds for this to occur.
BpK = 40% DpB = 16% Time = 3
---{ Raw Efficiency = 56/3 = 18.67% }---
The *actual meaning* of this arbitrary figure "raw efficiency" is unknown :).
It does not take into account recoil, accuracy and range suitability; aswell
as some other factors.
(Which I hope to add in the future). It's simply a rating scale that I've
devised so you can compare the POWER of each weapon.
=========================================================================
*** 3.a - Recoil ***
Every gun in CS has recoil - put simply it's the way the crosshairs
increase in size every time a round is fired. The larger the cross-
hairs are apart, the less accurate the shot will be. Therefore, it's
best if you can reduce recoil by limiting the number of shots you
fire in succession; but bear in mind that recoil differs for each
gun.
For instance, the MP5 submachine gun could be emptied of its clip at
close range without fear of uncontrollable recoil - on the other hand,
the AK-47 should be used in 2-5 shot "bursts" at most ranges.
=========================================================================
*** 3.b - Burst/Auto Firing ***
Burst firing is when only a handful of bullets are released at a time,
a "burst" as such. It results in less recoil, and therefore increased
overall accuracy. Auto firing, on the other hand, emphasises quantity
over quality, such as using an MP5.
The key is the type of gun and its recoil. The example outlined in the
Recoil section is probably the best - you should choose your preferred
style of shooting. Few bullets with high accuracy, or many with much
lower accuracy. Generally, I highly recommend you use burst firing
because it will augment your pistol and rifle capabilities.
The following few sections are tips on some of the more commonly
used weapons.
=========================================================================
*** 3.1 - Pistols ***
The pistols are used quite rarely during the majority of the game-time.
Excluding the first round (colloquially the "pistol round"), and perh-
aps the second round, pistols aren't used. The pistol is a secondary
weapon, and should be treated as such. Only in certain situations
should it be used:
- if you have emptied your primary weapon's clip and there are
still enemies within short-medium range
- if you are using a SMG and you feel that it is not doing
enough damage per bullet; typically at long range an
SMGer should switch to his pistol to increase his
accuracy per bullet
- you don't have enough money for a primary gun, or you're
"saving" for an expensive sniper rifle
- certain AWP snipers like to combo their AWP with a DEagle
pistol, and quickly switch to their pistol after they fire
a shot. The assumption is that the rifle rechambers "faster"
by using this technique; it does have the benefit of having
a weapon readied (if only temporarily) whilst rechambering
There may indeed be more situations that you feel it is safer to switch
to your pistol, or perhaps that it will kill your opponent faster.
Occasionally, switching to a secondary can surprise your opponent!
>
Weapon Efficiency
--------------
Bullets per Kill : ~ 4
Avg. Damage/bullet : ~ 25 HP
Time per Kill : ~ 1.8 seconds
Efficiency : ~ 50%
This pistol is well up there with the best - it does substantial damage
with a reasonably sized clip of 12 bullets. And it's also the default
CT pistol.
I do not recommend you use this pistol in the "auto-fire" style
(see 3.b), unless you're at close/point blank range, as that would
severely decrease your accuracy. Try to make each shot count, in some
aspects, it's similar to the DEagle - if you're accurate enough, you
can kill any opponent at close/medium range.
So the drawbacks of this gun are its recoil and damage; if you're
training your AWP skills then definitely go with the DEagle instead,
because this pistol CAN tempt you to revert to Auto-firing and wast-
ing ammo. You want to limit those sorts of situations; as a sniper,
you want quality, not quantity, to be your strength.
Otherwise, go with this pistol!
>
Weapon Efficiency
--------------
Bullets per Kill : ~ 3
Avg. Damage/bullet : ~ 33 HP
Time per Kill : ~ 1.5 seconds
Efficiency : ~ 60%
Probably the most popular pistol, for several reasons. It has the most
damaging rounds (high calibre armour-piercing bullets), and its accur-
acy is unsurpassed. The drawback is its clip of only 7 bullets. That
is why I don't recommend this weapon during the first round:
- you can only afford 21 + 7 = 28 bullets in the first round.
if it takes on average, 3-4 bullets per opponent, then you
MAY run out of bullets! Especially if there are heaps of
enemies.
- there's a chance you'll die in the first round! If so, then
you've lost $650 on that DEagle. On the other hand, if you're
Terrorist and you kill just one opponent with your Glock,
you'll have at least $2600 in the next round, regardless
whether the team wins or loses. So you could afford an
AK-47 the next round - an advantage over the CTs who
would then have to wait for the third round to get their
precious M4A1's.
Use each bullet wisely. It's an extreme case of making each one count.
>
Weapon Efficiency
--------------
Bullets per Kill : ~ 8
Avg. Damage/bullet : ~ 12.5 HP
Time per Kill : ~ 3.5 seconds
Efficiency : ~ 20%
The default Terrorist pistol. Few people likes this gun, and for
basically the same reason all over - it's too weak. The 9mm rounds
can't penetrate helmets on the first hit! This weapon is a poor
choice, but if you're strapped for cash, then I suggest either
being not too aggressive in the first place, or getting close to the
enemy and knifing him. (Saw that in this nice CS vid...)
Aiming carefully whilst using Burst-Fire mode can increase the likelihood
of a headshot; though it depends heavily on the situation - during the
pistol round/ save rounds the Glock can be devastating on *unarmoured*
opponents.
Try to get a better pistol such as the DEagle when you can afford it;
the Glock just doesn't have the killing power of the USP/DE, and thus
is unreliable.
>
Weapon Damage
--------------
Bullets per Kill : ~ 5
Avg. Damage/bullet : ~ 20 HP
Time per Kill : ~ 2.5 seconds
Efficiency : ~ 38%
The Five Seven has a clip of 20 and has about the accuracy of the USP -
but like the Glock, the damage that this gun does just doesn't cut it.
My impression is that most people who use this gun choose so because
of some sort of aesthetic appeal; as if the gun has a "personality" or
style. Similar to the DEagle in that aspect, it seems.
But the nail in the coffin is the price. At $750, it's more expensive
than either a DEagle or USP. If you really must use this gun, then
utilize the strategy outlined in the Glock section. Strafing around
your opponent, and aiming headwards to maximise damage.
With pistols, remember: aim carefully and make every bullet count. If
your pistol empties mid-combat, what then? You'd be a very vulnerable
target.
=========================================================================
*** 3.2 - Shotguns ***
(Weapon efficiency was not applied due to the difference in damage
this weapon does depending on range - just note that they would
be classed as *the most* efficient weapons at close range.)
Shotguns are underrated weapons - they do large amounts of damage at
close quarters and are very satisfying to use. However, it really takes
an expert/specialist to use them effectively, especially the pump
action shotgun.
The shotgunner should attempt to minimise the distance to his target at
all times. Find good ambush points; and limit your movement in wide
open areas. If you're attacked then, you're better off switching to
your pistol.
Generally, the auto shotgun is easier to use, but really, at $3000
unless you're really into this sort of weapon, you shouldn't buy
it. You could easily get an AK-47 (or M4A1 with an extra $100).
The pump action shotgun is one of the hardest weapons to use eff-
ectively, because of the reload after every shot fired. You should
never rush with this weapon; you'll be killed "no contest". The shell
pellets don't penetrate bodies like rifle rounds, so at most you'd nab
a kill before your enemy's backup got to you.
Bear in mind that shotguns can be fired even whilst reloading.
=========================================================================
*** 3.3 - Submachine Guns ***
The SMG should only be bought if you're constantly low on cash and
you need a substantial weapon. If you can't afford that M4A1 in the
second round, I recommend you stick with your pistol. You'd be up
against T's with AK-47's, who would likely kill you with a mere
third of their clip, whilst on average it takes more than half an MP5
clip to kill an opponent.
On the other hand, if the Auto-Fire style is what you prefer, then by
all means. The MP5 is an excellent choice due to its cheap price tag
($1600). The FN P90 is probably not so good a choice; it has a large
clip at the expense of accuracy.
Remember what your SMG comfort zone is - close range. Medium range is
"iffy", and long range definite SUICIDE. Always switch to your pistol
if you want to engage enemies at long range.
>
Weapon Efficiency
--------------
Bullets per Kill : ~ 7
Avg. Damage/bullet : ~ 14 HP
Time per Kill : ~ 2.5 seconds
Efficiency : ~ 36%
The MP5 is the SMGer's staple gun. It's cheap ($1600), has a large clip
and has excellent recoil control. If you want to practice Auto-Firing,
then use this weapon. The general idea with the MP5 is to keep
the recoil under control whilst aiming at the chest, or slightly higher.
The 9mm rounds are the same calibre as in the Glock, so you can't expect
large amounts of damage per bullet unless you get a headshot, which is
surprisingly common with the MP5. The high rate of fire almost guarantees
a headshot if you aim carefully.
As stated before, engaging enemies at long range with any MP5 is both
ineffective and dangerous. Since most pistols have much do much more
damage and have better accuracy than an MP5, you should remember to
switch weapons at long range.
The MP5 is an excellent weapon against multiple enemies, because of its
low recoil and high rate of fire. It is certainly a viable choice after
losing the pistol round, knowing the enemy will spend all his money on
rifles and no armour.
With most Sub-machine guns, hold the trigger and keep the recoil under
control.
=========================================================================
*** 3.4 - Assault Rifles ***
These form the meat of the weapons. Most players' favourite weapon will
be the M4A1. The assault rifles are also the general all-round best
choice. Medium prices, good firepower, and excellent training for
burst-firing.
>
Weapon Efficiency
--------------
Bullets per Kill : ~ 4
Avg. Damage/bullet : ~ 25 HP
Time per Kill : ~ 1 second
Efficiency : ~ 111%
The continually raging question on the GameFAQs boards, and indeed
everywhere it seems, is whether to keep this gun silenced or not
(some people like to call it a "suppressor", but honestly, that's
not really the point.)
There are conflicting reports as to the properties of this beautiful
gun. Some say that the silenced M4 does less damage; others say this
isn't so. I'm not sure about this particular point; I'll have to leave
it to you to figure out!
The recoil with the silenced version seems to be slightly more
controllable, and strangely, the recoil patterns are different. Some
say it's easier to get a headshot bursting at the neck with the
gun silenced, but others say the unsilenced version has more
PREDICTABLE recoil (not necessariliy GOOD recoil).
Here's a test you can try yourself. Get an M4A1 and shoot eye-level
at a nearby wall. Hold it for about a third of the clip, and you'll
notice a line of bullets in the shape of a forwardslash if you're
using the normal M4, or a "mushroom cloud" if it's silenced.
Overall, this is an excellent weapon for both the Auto and Burst firing
styles. Some claim that the M4 is merely a "souped up SMG"; but I
believe it is second only to the AK-47 in terms of burst capabilities.
>
Weapon Efficiency
--------------
Bullets per Kill : ~ 3
Avg. Damage/bullet : ~ 33 HP
Time per Kill : ~ 1 second
Efficiency : ~ 123%
This gun is my personal favourite. The greatest strength of the AK is
its incredible damage per round; just 2 bullets to the neck of an un-
armoured opponent will be fatal! Also, this gun has great accuracy,
(not to be confused with recoil), which makes burst firing a pleasure,
not a pain .. :)
OK, I might be overstating just a little here, but
"If you want to be good at CS, you should master the AK-47."
Someone who has MASTERED this weapon will have mastered the burst-fire
school of thought and be well on his way to Net/LAN domination. If you
have truly good control and command over this weapon, you can be better
than the best AWPer; the other much aspired weapon-to-be-mastered. The
AWP's weakness is close quarters, whilst the AK-47 really has no weak-
ness in terms of range.
Its one true weakness is its recoil. A mere 5 bullets in succession can
cause the gun to become wildly inaccurate. So it's extremely difficult
to use against MULTIPLE enemies. Try to avoid such situations at all
costs unless you are very good!
When using the AK, it's best to have the guerilla mentality.
"When we are few, we must utilitise our STRENGTH to our advantage.
Frustrate the enemy by our 'invisibility'. When we are many, we must
draw the enemy into the open, and OVERPOWER him ..."
So when you're up against multiple opponents firing on you, try to
withdraw or reposition yourself so you can take them out one by one.
Slowly, you're "chewing away at the base", until suddenly the last
guy finds all his buddies dead.
When using the AK-47, aim for the head, neck or chest and let out a
short burst (2-5 bullets).
>
Weapon Efficiency
--------------
Bullets per Kill : ~ 5
Avg. Damage/bullet : ~ 20 HP
Time per Kill : ~ 1 second
Efficiency : ~ 103%
It seems the CS Team had to make one CT weapon complement another T
weapon; ie. M4A1 vs. AK-47, Steyr Aug vs. Sig552.
The Aug has one great point, which is that it has no movement penalty.
The crosshairs don't increase in size when moving, as do other guns.
(Note that if 'cl_dynamiccrosshair is set to 1' then this is no longer
special!) The Aug has great accuracy, powerful rounds, but poor recoil.
It also has a slow reload time.
The Sig552 and the Aug are in fact the same price.
(s = scoped, us = unscoped)
Gun Recoil (s/us) Rate of Fire (s/us) Accuracy (s/us) Damage
--- ------------ ------------------ -------------- ------
AUG Bouncy/Poor High/Very High V. Good/Good High
Sig Less bouncy/ High/High V. Good/Average High
poor
From this table it might seem that the Aug is a slightly better choice.
However, it does not list reload times, on which the Sig takes virt-
ually half the Aug's reload time. But it really comes down to prefer-
ence.
When at close range, these weapons are very powerful. When you're up
point blank, I'd say you go full auto until your enemy is dead - but
still aim carefully before you pull the trigger!
=========================================================================
*** 3.5 - Para Machine Gun ***
Weapon Efficiency
--------------
Bullets per Kill : ~ 7
Avg. Damage/bullet : ~ 12.5 HP
Time per Kill : ~ 3 seconds
Efficiency : ~ 35%
It's the most expensive gun in the game at $5600; but if you can co-
ordinate with your teammates well enough, you can really control some
chokepoints on the map with its massive 100-bullet clip! It also
possesses the rifle ability to pierce doors, walls and other obstac-
les.
If you're ever crazy enough to actually use this gun, it's best used
for providing cover fire for rushers at the start game. It's next to
useless in a one on one situation.
Using this gun is like an extreme case of quantity over quality. With
a massive clip, there IS a small chance you could take out a few enem-
ies with this baby if you go Schwarzenegger - but I don't think it's
worth the money.
Therefore, the average player should buy this gun for the following
reasons:
- it's too expensive; you could afford an AWP, or two AKs,
or an AK and a M4A1 with the money you spend to get the Para
- its recoil and accuracy are poor, and it's the heaviest gun
in the game
- you may look very "n00bish" :)
- it's very hard to use!
=========================================================================
*** 3.6 - Sniper Rifles ***
>
Weapon Efficiency
--------------
Bullets per Kill : ~ 1
Avg. Damage/bullet : ~ 100+ HP
Time per Kill : ~ 1 second
Efficiency : ~ 190%
This is the most powerful gun in the game (of course you knew that).
Any direct* hit to the waist or above will kill a fully armoured
opponent.
- Pros - - Cons -
Virtual one-hit "KO" Very heavy (you look like you're
walking when you're running with
an AWP)
Expensive ($4750)
Expensive ammo ($12 per bullet)
Low accuracy**
Most AWPers have to wait until the third round before they get their
hands on an AWP; so staying live whilst AWPing is strangely more
vital for an AWPer, than say an SMGer. Losing that expensive rifle,
and worse, letting an enemy grab it, is an AWPer's worst nightmare.
-----------------------------------------------------------------------
* direct hit means that the shot did not glance off the side of the
opponent. Glancing shots do substantially LESS damage.
** if you didn't realise already, the AWP has been tweaked to make
movement accuracy virtually non-existent.
-----------------------------------------------------------------------
(I'll give a plug to Mochan's FAQ right here. Read his AWPing tips. I
may or may not be accused of ripping from his FAQ at this point, but
I swear it's my own experiences I draw from - though I borrow from his
naming conventions.)
There are several things you want to consider when training with an
AWP:
- are you going to camp, or move around? If you're camping,
you should find a place where your back is protected
and you can easily cover a chokepoint (harder than it sounds)
- DEagle seems to be the popular choice for sidearm; buy it if
you can afford it. It's a good pistol to compliment the AWP.
- utilise the "quick rechambering" technique; quickly switch
to your DEagle and then back to the AWP after firing a round
- use cover to your advantage. Spring out of cover and fire a
round, and then run back for cover (what Mochan calls "the
Style of the Ages") make yourself disappear all the time;
frustrate the enemy
There is also an advanced technique called "Catching the Movement";
basically, you predict the immediate trajectory of your moving opp-
onent and compensate by slightly moving the cursor where he is
going and then shoot. This all happens in perhaps half a second. If
you've ever spectated a good AWPer in first person mode, you'll know.
Poor AWPers, if I can call them that, don't Catch the Movement.
Instead, their reflexes are too slow, and they always fire where the
enemy was 300 milliseconds ago. In that way, they don't compensate
for the enemy's movement!
Truly Catching the Movement of your target will seem virtually instant-
aneous. It seems as if your crosshairs suddenly moved into your enemy's
path.
(This technique can be seen all the time in Quake III Arena, with the
railgun and other weapons.)
A good example is when you know an enemy is going to round a corner
soon. You are waiting to AWP him, with your crosshairs about a head's
width from the edge of the corner (the vertex). Your enemy rounds the
corner. By the time you have registered this, he has already "passed"
your crosshairs. So you "catch the movement", and in a split-second
your crosshairs are where he is. You fire - he dies.
With this corner example, it's also possible to "reverse" the
technique.
Normal "Catch"
--------------
|
__ |
x |__| | wall
-|- |
/ \ |
----------------------------------------------
ground
With a "reverse catch", you place the crosshairs further away from the
wall, and move it towards the RIGHT when the enemy appears. Personally,
I find the reverse much easier to do than the normal "catch the movement".
Keep practicing your AWPing and you'll gradually master this tricky
technique.
There's also the situation where your opponent has somehow got very
close to you and is madly strafing/jumping around.
In most cases, there are only 3 options (really only 2) available to
you:
- keep your AWP scoped at 2x and try and kill him before he
gets closer
- if he's really close, try unscoping the AWP and go for a
"sledgehammer" shot
- pull out your secondary
I'd say the easiest, quickest and safest method is the last one -
plus it has the added benefit of the enemy being caught unawares.
He thinks he's safe strafing around because he assumes it's hard
to AWP at close range, but instead you're pumping DEagle rounds
into his head!
>
Weapon Efficiency
--------------
Bullets per Kill : ~ 2
Avg. Damage/bullet : ~ 50+ HP
Time per Kill : ~ 1.5 seconds
Efficiency : ~ 87%
Costs $2750; cheaper than an AWP or an M4A1.
Many people like to use the Scout as a alternative to the cliche of
the AWP. It provides several benefits:
- no ridiculous loud boom each time a round is fired
- VERY fast reloading time
- aiming practice, since a shot to the waist isn't fatal
- $2000 cheaper
- inspires respect, not fear
I have to emphasise the last point - some AWPers have a funny ability
to attract cursing and bitching from their victims.
Unfortunately the truth of the matter is the Scout is inferior to the
AWP in terms of ease of use, damage per shot, etc.
The pressure to kill in one shot and emulate the AWP can motivate you
to aim better ... so if you're sick of the AWP, use the Scout!
=========================================================================
*** 3.7 - Grenades ***
Flashbangs are harder to use than grenades because placement is crucial
for them to be effective. Try to aim a flashbang to land directly in
front of your enemy, opposite the direction he is facing - if you
haven't even seen him yet, you'll have to assume he's facing you, for
instance.
Some players like to throw flashbangs into a chokepoint and then
camp the chokepoint; this is just a waste of flashbangs because they
don't press the attack. They are also giving away their presence,
making the enemy more cautious and alert. Always charge after throwing
a flashbang, even if you're not sure it blinded the enemy. It's worse
to give away your position and let them know of your presence.
HE Grenades can be used in huge combos for massive damage. The choice
is whether or not to use your grenade at the start of the round whilst
rushing, or to save it for those situations where it could literally
win the round.
Personally, I wouldn't use my HE that I bought unless everyone else
in the vicinity also threw theirs at the same spot, at the same time.
It would be more efficient if you were SURE an enemy was there and it
was near the end of the round.
Smoke grenades aren't really worth the money unless you've got good
"teamplay skillz". The fact is, most smoke grenades aren't thrown
properly and end up blocking everyone's view.
If you want a bit of a hax0r option to see through smoke, then
use the 'fastsprites 2' console option (or set it in the Confi-
guration menu). It will make smoke look very poor, and you'll be
able to see through gaps where the smoke sprites overlap.
Always buy HE Grenades and Flashbangs if you can afford them.
*** 3.7a - HeatoN's Smoke Trick ***
The "smoke trick" that is attributed to the famous Swedish player
HeatoN, involves buying a flashbang(s) and a smoke grenade.
The trick involves only two steps
1) Throw a flashbang to blind the opponent(s)
2) Throw the smoke grenade in the same fashion and jump out with guns
blazing
The opponents will think that the smoke grenade is the second flashbang,
and will try to avoid the flash by turning around, giving you the
opportunity to nail them in the backs in that short timeframe.
=========================================================================
Section 4: Aiming & Headshots
After learning the basics of any first person shooter, aiming is then
the most important thing to master. Whomever has the better aiming
will win in most face-off situations.
=========================================================================
*** 4.1 - Aiming & Sensitivity ***
Some players like to press and hold the trigger even when the enemy
isn't inside their crosshairs. This is definitely and obviously bad,
but it happens sometimes when you're not very calm - you're a bit
edgy or you got surprised pretty badly ... :O .... so always make
sure the enemy is nicely lined up in your crosshairs before you shoot.
The mouse is also an important factor in aiming. You should make sure
that your mouse isn't too dirty inside, otherwise it'll skip and cause
severe fluidity problems (I'm referring to ball mice, of course)
I recommend using a mousepad for FPS's, but some players prefer a
smooth, hard platform, such as a table's surface.
Adjust the sensitivity in the Configuration/Controls/Advanced menu (or
use the console command 'sensitivity'). Also, make sure "Mouse Filter"
is turned on, as it helps aiming fluidity. Remember that the CS Mouse
sensitivity number is actually based on the Windows Desktop sensiti-
vity, so other players' sensitivity values might not work for you.
Generally, if you can turn 180 degrees in one fluid movement, then
that sensitivity should be right.
Don't worry if you aspire to aim very quickly. Accuracy in aiming is
far more mportant than the time you take. The human hand-eye co-
ordination works in such a way that when you first see your target,
you will aim in two steps. The first step is a fast, fluid motion
towards the VICINITY of the target, and the second is a much slower
but more precise movement to the exact x,y co-ordinates.
Some skilled players tend not to crouch when firing upon enemies. I
think it's because they're training their reaction time and reflexes;
obviously it takes more time to crouch and then aim than it does to
just stop and "stand-aim". So if you prefer this style of shooting,
you should use 'cl_dynamiccrosshair 0' in the console (also config-
urable in the Controls/Advanced Menu). With Dynamic Crosshair
disabled, your crosshair will only increase in size when actually
firing.
*** 4.1a - Sensitivity Quick-switch ***
Some players prefer low mouse sensitivities for sniping - this can lead to
trouble if they are caught by surprise and need to spin about to face
the enemy.
alias +s "sensitivity x"
alias -s "sensitivity y"
bind mouse3 +s
( x = higher sensitivity, y = sniping sensitivity)
With this setup, the player can use the third mouse button, (or if they
don't have one, substitute a key for it), and whilst held down their
sensitivity is increased. Once the button is released, they return
to their previous sensitivity.
=========================================================================
*** 4.2 - Headshots ***
What is the best way to kill an opponent?
Most players know that if you shoot at the head of your opponent you
may or may not get a headshot - the uncertainty is due to factors such
as the gun, presence of armour, the attacker's aiming accuracy,
distance from target etc.
But what is the best way to AIM to get a headshot?
I have seen truly prodigious "headshotting" abilities; players who
have consistently killed me in mere fractions of a second with AKs
on an AWP map. Players whose crosshairs shoot virtually instantly
to an opponent's neck.
Unfortunately, the chances are you're not one of these people.
So you must practice your aiming!
Some players like to burst 2-4 shots slightly ABOVE their opponent's
head; others aim at the neck or even the chest, and hold a bit longer
in the hope of a "recoil headshot". And of course, there are those
very skilled players discussed before.
Recoil headshots are in fact the most common type of headshot - as it
is considerably difficult to a land a 'one hit KO' type kill. The
premise there is that the RECOIL, ACCURACY and where exactly you aim
will decide the probability of a headshot.
*** Note ***
I have done extensive tests with CS 1.5 regarding recoil, and I must
conclude that the accuracy and recoil have been GREATLY affected
since CS 1.4, in that recoil is more realistic. The infamous "cloud"
of bullets is no longer apparent, instead, a steady "line" forms
when a burst of bullets is fired. The conclusion is that therefore
recoil headshots are the way to go! Single/double bullet bursts
are much harder to execute; also, accuracy during "cool-down" of
a gun's recoil has been reduced. This means that you should
wait for the cool-down period to completely end before firing again.
***********
Every time you see an opponent, you should quickly, but as accurately
as possible, aim for their head. Remember, accuracy is more important
than speed, unless you are in extreme close quarters, in which case you
do not necessarily HAVE to aim at their head.
After a while, you'll find it comes instinctively, and you'll know
you've accomplished the basics of headshotting. Practicing on bots
helps, as they provide excellent strafing targets, which I find humans
don't do too often. Improvement in speed and accuracy are logically the
next step(s).
If you catch an opponent unaware for some reason, it's probably better
that you don't rush for the kill and spray; but aim carefully at or
near his head and kill him swiftly, and with few bullets. After all,
humans aren't like bots who have unsurpassed vision and reaction times
- if you're good enough, you can kill every single opponent you catch
unawares without them even shooting at you.
Happy headshotting!
*** Note: ***
*Occasionally* a well-aimed shot(s) to an opponent's head doesn't kill
him, for some reason - even though it was at close range and you SAW
the impact of the bullets on his head! This, I think, is still evident
in CS 1.5. It has to do with the way the zonal damage works, or
"hitboxes". Major sections of a player model are assigned hitboxes, so
that when that hitbox impacts with a bullet, the corresponding damage
occurs. However, the HL engine seems to work in such a way that some
hitboxes overlap each other, making certain areas extremely difficult
to register as a proper hit.
For example, there is a hitbox region known as the "pelvis" or "groin";
apparently a shot to the pelvis does as much damage as a shot to the
neck. However, the thigh and torso hitboxes seem to overlap on the
pelvis hitbox, especially whilst crouching, making such a hit extremely
difficult.
Another example would be the 1337 Krew model, where due to the slight
"hunch" of the player, the shoulder hitbox actually overlaps the head!
(See www.summerblue.net/games/cs_report/ for more info).
=========================================================================
*** 4.3 - Recoil Compensation ***
Recoil compensation essentially is where you attempt to go full-auto
whilst keeping the recoil under control, so that the bullets always
land at the same spot, instead of rising unpredictably.
RC is almost solely applicable to assault rifles; the AK-47 being the
best example. Some players like to aim their shots at the opponent's waist,
and continually lower the crosshairs whilst holding the trigger, effectively
negating the "upwards" recoil.
If you want to practice controlling recoil, it's best done against a wall,
so you can see exactly where the bullets land. But you have to know the
gun's recoil very well before you attempt it on a human opponent!
Even so, RC works best with aiming fairly accurately before firing.
The most effective method is to pull downwards and towards the left, since
both the AK and M4 tend to have "up-right" recoil patterns.
I recommend you download some CS videos by experts such as zEx | sunman
and the like who include good examples of recoil control/compensation.
Another excellent demonstration can be found here:
www.gamers.nu/?p=feature&f=158
=========================================================================
Section 5: Good/Bad Players
What makes a good player?
One interesting fact that I'm sure you've noticed about Counter-Strike
is that there are basically two situations in which kills are made; the
majority falling into the second category.
1. The victim and the attacker go into face-off mode - they are
shooting at each other. Of course, one of them dies eventually.
Good examples can be found all the time in cs_bloodstrike,
where the four corridors result in very "linear" gameplay.
2. The victim was killed when they were caught off guard
- they were ambushed by a camping opponent
- they were killed by a roving opponent who nailed them from an
approach they never expected, like the one they just took!
The second point is the crucial part of the "Dynamic" style of
gameplay. The best way to kill an opponent is when they are not
expecting you, not prepared for your sudden attack! The best players
nab as many of these easy kills as they can ...
The "bad" player, on the other hand, will almost never catch his
opponent unawares, in fact it is the other way around - he himself is
caught with his pants down. Many times, he is killed whilst reloading
after wildly spraying in the enemy's vicinity. (That is why you should
never waste bullets - treat every one like it is the last one you
have). "Bad" players will also just follow in the large gathering,
where they will usually be killed in the most humiliating or
frustrating of ways, such as being stuck behind another player or by a
huge 5 grenade combo! (lol).
So the main difference between good and bad players; more in large
games than smaller ones, is their playing styles, not their respective
aiming abilities. I have seen this time and time again; very skilled
players who could keep lesser players at 1:8 or worse in one on ones,
yet being mere "middle-men" in the frags table, or even lower! And one
player I have seen in action, who is not very skilled in the aiming
department, came second on the table, surpassing much better players
because she knew how to catch her victims! (don't ask)
=========================================================================
*** 5.1 - Self-Improvement ***
To improve at anything you have to practice, practice, practice.
But practice what?
Identify a TECHNIQUE that you wish to master, or a WEAKNESS you wish to
overcome, and PRACTICE it so you can improve! Over time, and repeated
performing of an action, the brain and the body can become as one, and
you can be virtually FLAWLESS at what you do. Most actions eventually meld
into the subconscious INSTINCT; the more difficult the action, the longer
it takes to become second nature.
Just because you have been playing since CS BETA doesn't make you GOOD.
Experience and "playing time" is worth nothing if you haven't learnt ENOUGH
from it. A player's knowledge and skill will always improve as he gains more
experience, IF he knows how to LEARN from his mistakes, WATCH better players
in action, and put what he has learnt into practice.
==========================================================================
*** 5.2 - Practice/Playing Time: Inactivity ***
It seems as though the more you do something, the better you get at doing it -
which is why the maxim "Practice, practice and more practice" is basically
true.
The best players seem to be playing CS all the time, all day every day.
If you want to maintain your skills, and not LOSE them and let them stagnate,
then you have to keep playing on at least a reasonable basis so you don't
"Lose your touch". The same principle goes for playing musical instruments,
for example. Without constant practice, technique is gradually lost.
Some of the best CS clans in my country have lost from lack of practice
and preparation!
So remember to keep practicing, and stay active with CS, if you want
to be truly good.
=========================================================================
Section 6: Gameplay Dynamics
If you're on a losing side on a map such as de_dust, you'll find that
gradually your team's "territory" is being hemmed in and slowly chewed
up by continually advancing enemies, who move in packs, never solo.
This happened several times when I was playing Terrorist on Dust. We
kept losing due to lack of cover fire for rushers; most of us
(including me) were too scared to go past the protection of the pack.
And when the CTs finally came in, we simply scattered to find cover
from their fire. Gradually, we advanced less and less each round, and
resorted to camping! The entire team just camping outside the tunnel
entrance and the bridge overpass. This is what I mean by being "hemmed
in" ...
I believe a large part of the flow of gameplay is influenced by each
player's mental state. If you've just killed three enemies in quick
succession, you feel quite "high", and your mental state becomes such
that you feel confident and unafraid of death. You want to get as much
a piece of the enemy as ever! This confidence should not be
underestimated. Truly good players will go on massive killing sprees
where they are unstoppable due directly to their mental state.
Unfortunately, the opposite situation is also possible. It's a vicious
cycle which feeds on itself, and you have to break it if you find
yourself on a "death spree" - analyse what is wrong with your strategy
and adjust accordingly. Are you being too aggressive? Stumbling into
the most stupid of situations and getting killed when you really can't
believe that n00b made that shot etc etc ... those camping idiots ....
don't get mad, get even!
Try to find "all the right places" - where are the chokepoints where
LESS of the enemy are? One of your fundamental objectives is to nab as
many kills as possible, both for your individual benefit and for the
team. But if you're in a pack-duel where there are lots of opponents,
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