The UnOfficial Counter-Terrorists and Terrorists Training Manual v 3.0 for Half-life: COUNTERSTRIKE Beta 7.1 and v. 1.0 by Terraknight :=========================================================: TEAM MULTIPLAY GUIDE ] :=========================================================: FAQ DISCLAIMER: ] This team multiplay FAQ was made to serve as the purpose of giving tips and unsolicited advice on how to play Counter-Strike 7.1. The author would be glad and grateful if interested parties would ask before posting this document electronically; and would zealously post the latest revision of the said doc whenever available. Half-Life(c) is a trademark of Sierra. CounterStrike(c) is a trademark of Team CounterStrike(credits @ end), the guys behind this great game. Weapon names used in the game and in this FAQ are owned by their respective manufacturers. Any of the author's opinions on the said devices are matters of personal insights and views reflected upon their use in the Counter-Strike game, and are purely objective. I don't have to argue with anyone on how efficient those things could actually kill. ***Recommended viewing font and size: Courier New at pt. 9 or 10*** : What's new in this FAQ? ]------------------------------------------------------] *new* fresher, user friendly lay-out *new* weapons and strategies - including almost all CS v. 1.0 weapons *new* map strategies - complete de_dust, cs_militia, cs_mansion *more* stuff : Some Unsolicited Author Ranting you might want to skip ]-----------------------] Yeah, I know-- I've been really lazy updating this FAQ. But I suppose you can't blame me either. With CS updates releases almost every week and the amount of time I spend playing the game left me with little or no time at all to update this project of mine. I guess since CS has finally got that darn VGUI up and running and the game has finally hit the retail shelves, I've got to do the FAQ right? Anyways, I re-wrote the whole darn thing since a lot has of things has changed regarding the game's look, feel and more. Besides, the fact that I've been spend 'til 8am (that's more than 5 hours of CS immersion=one hard, stiff shoulder for days) playing the game has left me with headaches (lack of sleep). And that's not all. E-mails requesting for copies of my FAQ are piling up my inbox, and all I could show them is that old copy posted up at GameFAQS and in rest of the Net. Well, that's in the past folks. While I'm still perfecting my AWP skills (guess there's more stiff shoulders and headaches coming my way) I'm commited in giving the rest of the world the rest of FAQ. That means more maps, more guns and heck a lot more tips on how you could survive a round or two of Counter-Strike without having your ass blown up by that annoying HE grenade. Enjoy the FAQ folks, and stay alive. : Starting Up > What is Counter-Strike? <]---------------------------------------] Half-Life CounterStrike is made by Team Counter-Strike (counter-strike.net) and not Sierra. CS is a mod-- a custom game made by independent groups for play within the original Half-Life PC game. Thanks for the guys behind the game for clearing that up. What makes this game different is the way it simulates actual anti-terrorism/urbanized warfare missions. If you've watch those police swat videos, and actually liked them, you'd like this too. The thing is: your PC must have a 3D accelerated video card to appreciate the smooth angles and lines. It's a refreshing change from "kicking the crap" out of your opponent for no damn reason in Sierra's original Half-Life, and the other custom games out there. If you're hooked up on broadband internet, this is the most addictive of all the human shoot-`em-ups out there. But still, frag scores are still the thing as well as team win scores (more team wins, more money to buy ammo and guns and bombs). Stuff I found totally unique to CS: 1) There's a time limit, to pressure both teams to frag each other or complete the mission objectives. 2) Very good, non-dizzying and detailed animation. If you've got a 3D accelerated Celeron or better PC, you'd enjoy all those details. 3) Very good rules of play regarding the team play aspect of the game. Team Counter-Strike should be commisioned by the Pentagon; and make CS their standard in urban combat simulators. :) 4) Excellent simulation of real guns, how they handle, fire and the such. Gun hobbyists and marksmen would have a field day on these qualities alone. : Starting Up > Explaining the User Settings and Options <]----------------------] If you've never played this game before, then allow me to explain a few necessary details on customizing your controls and viewing options. First off, visit the "Controls" section of the game--where you can assign the numerous keys their function for the game. The "Buy Menu" is function of buying the numerous weapons and equipment for each round of gameplay. This menu select system uses the numeric keys in choosing the option you want to take. For example, if my "Buy Menu" button is key "F1"-- I'd normally press "F1" to load the Buy Menu select options on the screen, then press key "5" then "1" to, for example, equip myself with the FN Para machine gun. The "Primary Ammo" and "Secondary Ammo" keys are "hotkeys" when loading ammo for the weapons in smaller packages. In the case of the said weapon above, I'd be getting 10 bullets for my macho gun every time I push the button assign with the "Primary Ammo" function. Other keys to assign are the directional keys-- commands that make your character move. Usually it "W"-- for Move Forward, "S" for Move Back, and "A" and "D" for "Strafe Left" and "Strafe Right" respectively. Why 'Strafe' and not "Move Left" or "Move Right"? Well, it's because strafing allows the player an uncompromised view when spraying his weapon left and right. Most players would rather use the mouse to `look at' objects and when moving around corners; and its easier to play the game using this function whenever using the "Sniper Mode" found in some rifles. Speaking of "Sniper Mode", this command is assign as "Special Weapon Function" in the control setup system. I'd advise you put this anywhere in the keyboard, where you find it easy to access. For me I'd assign this key to 'MOUSE 2'; the right-mouse button found in any standard PS/2 or serial mouse. Other functions you'd consider to assign to 'Mouse 2'-- "Jump", "Duck" and "Walk". If not, take this things to the keyboard. 'MOUSE 1' of course refers to the left-mouse button on the mouse; in this is where you'd normally assign "Fire Weapon". Other commands you might want to assign keys to are-- "Reload", "Use Equipment", "Select Team", "Last Used Weapon" and the "Nightvision". "Reload" reloads the weapon, "Use Equipment" allows interaction with elevator buttons, defusing C4 bombs, and talking to hostages upon contact in order to rescue them. "Select Team" allows you to jump teams in the middle of a map, "Last Used Weapon" hotkeys the last used item for use, and the "Nightvision" key is handy for those low-visibility missions where you purchased "Nightvision Goggles". : Starting Up > Advance Controls <]----------------------------------------------] Crosshairs - Very important setting for players who may want the aid of crosshairs whenever using the sighting scop of some of the weapons available. Handy for low lighting and high accuracy scenarios. I your planning to aim in between some obstacles, or while on the move, this might be a wise option. Advisable for automatic rifles like the Commando and Steyr AUG. Some of the players at my LAN place have taught themselves to forego the crosshairs when using the Steyr Scout or the Artic AWP-- and whatever the conditions are, they're sure better at aiming the thing. Type this at console: crosshair 1 or 0 to deactivate Reverse mouse - thise means the mouse behaves much like an airplane joystick: slide up mean you down up, slide down means otherwise. Perfect for flight sim and Mech jocks like myself. Mouse look - use the mouse to look up and down, and sideways. Highly recommended for accurate, on-the-move aiming. Mouse filter - smoothens mouse movements from pixel to pixel... nice feature for high resolution gaming workstations. Joystick look - playing this game with joysticks are not recommended. If you have Logitech's Cyberman mouse or an optical mouse for that matter, you're ready to rock. Adjust mouse sensitivity - this scroll bar adjusts the responsiveness of your mouse to motion from (left) slow but accurate to (right) quick but very quirky. +==================================================================+ | To adjust your mouse's sensitivity without leaving the game: | | Type in the console | +==================================================================+ : Starting Up > Customize and Advance <]-----------------------------------------] The 'Customize' part of Counter-Strike includes some space where you can place your 'handle' or name. Each name can contain numbers, symbols and alphabetical characters, including spaces. You can also choose your decal limit, or the amount of "dirty graphics" you'd allow on a particular round. Spray insignas, bullet holes, and blast markings are such markings. A lower number would mean a faster rate of play, like graphics and such. Refer to how much memory you have installed in your computer and how fast your hard disk is. If your HD runs at about 7000rpm and you have 128 MB of RAM, plus you're playing on a LAN-- then you could place a much higher number there. Smoke grenade sprite complexity: a number ranging from 0.50 to 0.20 is recommended for most computers. : In Contrast > Here's my Stats <]-----------------------------------------------] LAN: Office Plus! Internet Cafe and Gamestation - where I play CS in excess, up until 8 am in the morning on some weekdays and occasionally on weekends. Favorite Maps: de_dust, de_dawn, de_aztec, cs_assault, cs_militia, cs_siege Favorite New Maps: de_pisa, cs_oldschool, de_cbble Weapon Stats: Secondary Weapon: (in order of priority) H&K USP Handgun Desert Eagle Primary Weapon: (in order of priority) AI Artic Warfare Rifle H&K MP5 Steyr Aug<=>Commando Benelli M3 Super 90 Equipment: (in order of priority) Full kevlar and head armor HE grenade SG grenade Flashbang System stats: Right-Handed weapon Maximum Mouse Sensitivity, Reverse Mouse Movement: w(up), s(down), a(strafe left), d(strafe right) Fire: Mouse Left Button Special Weapon Function: Mouse Right Button Walk: x Duck: z Last Used Weapon: f Use Equipment: e Reload: q Jump: SPACE Used console commands: /adjust_crosshair - turn the color of normal crosshairs to another color. I bind this command to my attack button to make the crosshair change colors when I'm firing an MP5. /rate 9000 -maximizes network speed in LAN /cl_sidespeed 32000 /cl_forwardspeed 32000 /cl_backspeed 32000 - tweeks the speed of my character /gl_alphamin 99999 -for the de_aztec map-- make the hanging bridge invisible so I could snipe in an acute angle from below or from above. bind mouse1 "+attack;model GIGN;" if I'm playing Terrorist or "+attack;model artic;" if I'm playing Counter-Terrorists - changes my 'skin' to that of my opponent's ;-) More on console commands et. al. later : Who are the Counter-Terrorist? ]-----------------------------------------------] : Who are the Terrorists? ]------------------------------------------------------] : ARTICLE 1. SIMULATED URBAN WARFARE 101 ]---------------------------------------] So it's your first time to play this game, and you know what you're doing because you've played other shoot-`em ups before, right? Well, here's some few pointers to help you start off that career in urban combat, without the messy stuff of neophyte kill rates and the "sir yes sir" atrocities of military boot camps. > Section 1.1: Breathing, you're a target. Stop moving, you'll end up a dead one. < The lesson here is plain and simple: whether you're on the Terrorists' side or the Counter-Terrorists, whatever weapon you have on you, you have to get moving. Bullets have a funny way of reaching their target, intentional or not. Never stay around in the same place if you want to survive and win each round. If you're having difficulty zeroing on a moving target, so does your enemy. Since the PC monitor doesn't actually match a real man's field of vision, moving around keeps your eye attached at those little details which could mean kill points for you in long games: like the burst fire of a far away Artic equipped sniper. You should also make it a habit to strafe while firing at a moving target. Its really assuring to know that whether or not you're facing multiple opponents all at once, they would have trouble with a very nasty, hard to frag opponent(that's supposed to be you). But what if you're carrying those heavy, hard-to-move with rifles? Then switch weapons with your other hand, switch back and forth between knife, the pistol and your primary weapon. Keep your firing hand on the mouse and the cross hairs on the target, then strafe in random patterns. Never jump while strafing, since jumping will reduce your movement to half-step, whether left or right. +==============================+-----------------------------------+ | What weapon should I choose? | | +==============================+ | | Unlike other Half-Life games, CS takes into factor the | | importance of a weapon's weight in affecting the player's | | overall moving capacity and speed. Knives and grenades are the | | lightest weapons, followed by handguns. Shotguns are considered | | lighter than submachine guns because they lack a magazine that | | hold huge amount of ammo. In fact, this is why submachine guns | | and rifles are heavy-- they need bigger, heavier parts and | | casings to handle the damage and rate of fire this weapons are | | designed for. | | | | Here's their order of priority, starting with the lightest | | on top, the heaviest at the bottom: ("<=>" means equal) | | | | Combat Knife <=> Grenades | | | | H&K USP .45 Pistol <=> Glock18 Select Fire | | Sig Five-Seven | | Desert Eagle <=> Sig P228 <=> Double Beretta | | Benelli M3 Super 90 <=> Benelli XM1014 | | | | Ingram MAC-10 | | H&K MF5-Navy <=> Steyr Tactical Machine | | FN P90 <=> H&K UMP 45 | | | | AK-47 <=> H&K G3/SG-1 Sniper | | Steyr AUG | | Colt M4A1 Carbine <=> Steyr Scout | | Sig SG-550 Commando <=> AI Artic Warfare Magnum | | | | FN M249 PARA 5750 | | | | If your primary weapon is causing you to slow down, and you | | think you're vulnerable-- switch to your pistol or knife using | | your other hand. Make sure that you keep a hand at your mouse, | | using a free hand to switch back and forth your weapons, as well | | as move around. | | | | You should also consider the damage and the rate of fire of | | the weapon you're choosing. For example, rifles have | | `automatic' rate of fire-- all you have to do is press the fire | | button until the ammo in the magazine runs out and it | | automatically change; & manual fire-- where your character stop | | to load another bullet to his gun's chamber. This is why your | | sniper's scope view zooms out while using the Artic or Steyr | | Scout and not while using the Carbine, Commando, and G3/SG-1 | | Sniper rifles. | | | | While you might think automatic rifles have distinct advantage | | over manual load rifles, this is where the amount of damage | | factor comes in. Since the automatic rifles are designed to | | pump out more bullets per second than other rifles are, their | | punching power is not quite as good and constant with each | | bullet it fires. | | | | This means you need more than a few hits on your target before | | they get fragged. This `automatic' feature also results in a | | nasty recoil which shakes the crosshair up a little with each | | fire. Not a good thing if you're strafing and dodging bullets | | yourself. The Carbine is the only rifle which suppress this | | recoil effect, but punching power is sacrificed in the process. | | | | Here's their order of priority, starting with the weapon | | having the highest damage on top, with the lightest | | damage at the bottom. | | | | AI Artic <=> Direct hit HE grenade | | Knife <=> Steyr Scout <=> Medium blast HE grenade | | | | FN M249 PARA 5750 | | | | H&K G3/SG-1 Sniper | | Sig SG-550 Commando <=> Colt M4A1 Carbine | | Steyr AUG | | AK-47 <=> Benelli M3 Super 90 <=> Benelli XM1014 | | | | FN P90 <=> H&K UMP45 | | H&K MF5-Navy | | Steyr Tactical Machine <=> Ingram MAC-10 | | | | Desert Eagle | | Sig P228 <=> FN Five-Seven <=> Double Beretta | | H&K USP .45 Pistol <=> Glock18 Select Fire | | | | Shotguns and the lone machine gun are amazing crowd-control | | weapons which cuts down a mass of opponents in no time. But | | they lack the authority Artic rifles and other rifles bring. | | Shotguns are fearsome upclose, but a opponent backing up can | | frag any anyone with a shotgun in a considerable range. | +------------------------------------------------------------------+ Against an experienced sniper, switch to your knife then zig-zag your way towards him. If you've played MechWarrior games before, circle the enemy, while firing away with a pistol, shotgun, even a knife-- but never a rifle or a machinegun. Nevermind the fact that you have to shoot down an unaware target, and they started calling you "back fighter". There's nothing cooler than to watch a shootout reduced to a mere "rubout"-- someone distracts the opponent while the other sneaks up behind with knife in hand, and an evil grin on his face. > Section 1.2: My buddy is my body. < Always pair off with somebody prior to an actual encounter. Two moving targets moving in random patterns are difficult targets for almost all type of weapons-- especially the rifle equipped sniper. +===============================================+------------------+ | Should I turn the `Friendly Fire' option off? | | +===============================================+ | | The Friendly Fire option is there as an option to give players | | as much realism as legally and technologically possible. | | Turning it off, provides an oppurtunity to kid off with your | | team mates without any harm or damage. It also allows you to be | | a little careless when pulling that trigger even when you have a | | team mate in front of you. Unchecking the "Friendly Fire" | | equals more fun. | | | | Turning on this option, is for serious gamers only. I think | | LAN game tournaments should strictly enforce this option, since | | this really increases the level of gameplay. | +------------------------------------------------------------------+ Since you're either tailing or leading a pair, remember not to "line-up" up with anyone-- no matter where you think the bullet/s would be coming from. The Artic rifle has the ablility to pierce through from one end of the map to the other end. I also found out that if you got people "sandwiched" in between two opposing forces during skirmishes, that guy is good as dead. Even if the friendly fire option is off, teammates "accidentally" firing into another teammate while the opponent is firing at it also, leaves the third person-- the one sandwiched in between, a ghost. Remember, the faster you could kill with a weapon without sacrificing the overall mobility and comfort in handling that gun, the better the chances you'd end up with a better score. > Section 1.3: Practice the Art of "One-Shot Kills" < It takes considerable team wins and kills to rack off enough dough to buy the Artic rifle. If you're planning to train yourself to be a sniper, acquaint yourself well with this weapon. Find how can you use it with efficiency, and use it's weakness to your advantage. One good advice is to first learn on when pull the trigger. Sounds weird, but I've seen to many people get fragged on end games because they thought they've got the target on their crosshairs. Unfortunately for them, when they were actually reloading, that's the time they got hit. Wherever you can, use those dark areas in the map where visibility is low, but there's enough space to strafe and move around. But as I always say: "Never stay put in one position for too long." +===========================================+------------------------+ | Should I turn the `Auto Aim' option off? | | +===========================================+ | | If the server got the autoaim on, go somewhere else. The | | autoaim screws your actual aim, making it very difficult for you | | to frag somebody at a distance. It suppose to work by sucking in | | the cross hairs when it comes near a target, but you really don't | | need it. (it works well when your targets are up close, but by | | then you don't need help hitting a large target any more.) | +--------------------------------------------------------------------+ Learn how to frag people at distances of over 30 meters without using the 4x scope, if available. That saves you time from fumbling for buttons to push while you're busy dodging bullets and fragging another person. Learn how to switch weapons, if the situation demands for it. And if an opponent is actually chipping your life away while getting close, back away. And back away wisely. If you're being attacked in an open field, lead the aggressor to a narrow corridor or alley. That way you can guess where he's going to come from, and anticipate by moving your crosshairs to that direction. If the enemy have the advantage of being on a high ground, HE grenade him to death, or take cover in someplace perpendicular to his location. He'll have a hard time aiming that rifle 90 degrees down, of course, by then you'll see his animation before he see yours and you can take the first shot(3D cards work by processing nearby objects in 3D, and far away objects in 2D, that way it could run efficiently. Problem is, you could look through corners at certain angles because 2D objects don't have depth to begin with.) There's nothing really hard in hitting your target, even if your moving yourself. If he's approaching you to take advantage of your weapon's weakness, don't use the scope and wait his animation become big enough for you to hit, maybe at 10 to 15 meters. When he moves in closer than that, use your handgun. Switching weapons enable you to move without feeling heavy with your Artic. You could also remind yourself not to repeat your strafing pattern, and to include crouching movements and even use a 3D dimensional enviroment to your advantage. Sometimes people tend to forget the objects in 3D have depth, and using this tip could help you frag people behind door and walls, above and below buildings, and especially while on the move. And there's one thing: adjust to a higher mouse sensitivity whenever you equip yourself with the Artic. That helps alot in zeroing on a target 50 meters away and on the move, since you need so little mouse movement to adjust your crosshairs. > Section 1.4: Cheat whilst you can. < Having to cheat your way through this game is pretty easy, since as of this faq version, CS is still in beta. Almost all the maps contain some sort of bug which, everyone CT or Terrorist, can take advantage. For example, Terrorists have the distinct advantage in some maps where the mission forces the CS deep into its opponent's home court. The advantage lies in the fact that a) Terrorists can reload their armor, ammo and grenades if the battle is taken into their homecourt; b) Since CT have to move into a much smaller space, snipers have a disadvantage against strafers; and c) it's hard to coordinate a well-planned, tactical strike-- especially over the internet based games. Cheating doesn't really have to be entering a bunch of codes to gain advantage, it's using every trick in book to gain some. +==========================+----------------------------------------+ | Are you `Trigger Happy'? | | +==========================+ | | Most CS beginners tend to misuse the automatic weapons-- guns | | which wait all the bullets in the magazine to be fired before | | being reloaded then chambered. What they do is spray off bullets | | at the opponent's direction and pray that they frag them first. | | One observation-- once they pull trigger, they never let go, even | | if they're firing at air. Most of time, it doesn't end that way. | | | | The lesson here is that accuracy is very important, make sure | | that all the bullets you've fired counts. If both of you are | | strafing and firing at each other at circles, take the necessary | | action to put a stop at it. Most of my opponents online always | | wonder why I always frag them first even if they're equipped with | | a much powerful weapon(MP5-Navy vs Commando) even at long | | distances. | | | | Don't waste your bullets firing at nothing, and someday you'll | | thank yourself for breaking the habit. | +-------------------------------------------------------------------+ Low on cash to actually buy an Artic? Buy a reliable handgun, load up on spare ammo, armor and grenades. Then go on a kamikaze strike using the Flashbangs as a diversion, then use the HE to chip away their health, then finish off with some well placed "head shots". This strategy works better with a team mate leading the way, since you could use the help on firepower. You might find some good guns the "fallen ones" might have left behind. Aside from scavenging for weapons, use the hostages as bait. Whether you're a CT or Terrorist, those hostages provide good cover on one on one firefights. Remember, if you kill an hostage, that's a whopping deduction to your cash count. But if you can make the enemy kill the hostage instead of you, you're good and he's pissed off. Speaking of head shots, keep an automatic weapon at head level while firing and strafing at the same time. All the submachine guns are good for this purpose; their high rate of fire makes it sure you could place some hits at the head area. > Section 1.5: It doesn't hurt to camp, just don't get caught napping < One of the main lessons of camping is that you never camp alone. You may frag a couple while in the process, but it's a slim assurance of the win if you're up against a bundle. What are the best weapons to take to your camping trip? Well, the Artic AWP gets the most votes out there, especially if you consider yourself a natural dead-eye. The Benelli Super 90 seems a good choice, 'coz you'd likely to have wounded opponents w wielding broken kevlar. Other sniping 'assault' rifles are okay; just stay clear of AWP opponents over really-long distances. Get yourself a Desert Eagle, too. If you're camping on a budget, the Eagle is a good weapon to have around before you take on a shopping trip (that is, salvage yourself a good primary weapon like those mentioned above). Another good camping trip, requires the perennial camper a good location. In this case lettme give out a few examples. In de_dust map, the CT deployment area is one such area. In de_aztec, it's the courtyard area fronting the wooden doors to the left and right, the dark corridor to the right, and of course the big all crate set in diagonal position. Both the CT and Terrorist deployment grounds here are bad places to camp into, since there's no place in there you could frag all your you opponents without compromising your position. +--------------------------------------------------------------------+ | When 'camping', HE grenades are a must. Full-armor kevlars are | | good buys too. | +--------------------------------------------------------------------+ "What you see, what you hear, what you feel... when you leave, Leave it here." - Silence Creed : ARTICLE 2. Counter-Strike WEAPONS TRAINING ]-----------------------------------] I've updated the early versions of this FAQ's section and combined the weapon stats and strategies. Since I expect this FAQ to grow in dimension pending the retail release of Counter-Strike, It would be easier to add more weapons as they come. And oh, you can obtain more detailed background info on the guns themselves from playing a VGUI(that vee-gooey) game. : Section 2.1) Handguns -secondary weapon- ]-------------------------------------] is one of your two standard issue weapons. Handguns are in a specific weapons class which deals large amounts of damage at close range. They are light and accurate up to 20 meters, and has very high priority at about 2 to 5 meters. They also carry small magazines, and it must be made a habit to reload them before and after encounters. Damage is reduced with increasing range, but accuracy is very high due the weapon's light and easy handling. Secondary weapon: keyboard key "2" Primary weapon : keyboard key "1" Combat knife : keyboard key "3" Grenade : keyboard key "4" ***Author's Note: Accuracy values based on author's maximum mouse sensitivity, played on a CS LAN game.*** :---------------------------------------------->[ f1.1-1 H&K .45 Tactical Pistol ] Unit Price : $ 500 Ammo Price : ? Caliber : .45 ACP Shots&Max : 12&54 Reload Delay: 1-2 secs. Handling : High Weapon Class : rate of fire Sp. Function : suppressor Rate of fire : semi-automatic Accuracy(while standing): Accuracy(while strafing): 5meters: 10/10 8/10 15m : 8/10 6/10 50m : 6/10 4/10 100m : 4/10 1/10 Learning Curve: Beginner Manufactured by: Heckler & Koch Weapons analysis: Personally, the H&K .45 is my weapon of choice (for now) b'coz I suck at the Terrorist's handgun of choice-- the Glock18. While yes, the Glock18 does have more bullets (that's 20 against the Tactical Pistol's 12 or against anyhandgun available in CS for that matter) there's some factors that made me swing in favor of this handgun's side. First is damage power per bullet per hit. The Tactical has superb punching power as againt the Glock18, which has the selectable 'Burst Fire' mode to compensate for that. But the Tactical Pistol does better with its choice of .45 bullets that performs well-- without the silencer. Weapon Strategy: This weapon's main advantage above the Glock18 is its ability to inflict more damage per bullet ratio. Aim the weapon along the lines of the target's shoulder blade. For long range sniping, the active crosshairs help in fragging opponents, and suppress the urge to unload the clip in a heartbeat. Use the weapon's suppressor whenever doing this, since the accuracy is a little bit better. Since handguns doesn't inflict that much damage over long distances, hitting the opponent is key rather than chipping them to death. Against multiple opponents, unload your weapon on the nearest target, duck for cover to reload; then run away facing the nearest opponent while firing. Jumping helps too, but only against opponents with handguns. Other notes: The H&K .45 seems to lose some of its punching power when equipped with the suppressor accessory. Why equip with the suppressor? Well, it makes the shot more accurate at distances. It also aids a little in getting those 'headshots,' which is exactly the point of all this handgun training. :------------------------------------------>[ f1.1-2 Glock18 Select "Burst" Fire ] Unit Price : $ 400 Ammo Price : ? Caliber : 9mmx28 Shots&Max : 20&120 Reload Delay: 1 sec. Handling : High(semi), Decent(burst) Weapon Class : Rate of fire Sp. Function : Burst Mode Rate of fire : selectable automatic/semiautomatic Accuracy(while standing): Accuracy(while strafing): 5meters: 8/10 6/10 15m : 6/10 4/10 50m : 7/10 1/10 100m : ?/10 ?/10 Learning Curve: Intermediate Manufacured by: Glock Weapons analysis: Burst mode means that the Glock18 fires three bullets at a time. This reduces the number of shots per clip to 7, as against to the H&K .45's 12 round per clip. While the weapon's power doesn't comper much against the ferocity of the Desert Eagle, this weapon is effective when used by long-time players in the early games-- when everyone is probably without kevlar protection. Weapon Strategy: I would tell handgun users to strafe a lot while firing, coz its their one main advantage against every other novice to "oh-you-jumped-in- and-surprised-me" high caliber weapon. Burst Mode fires 3 shots is one trigger pull, kinda like an automatic weapon. The feature makes up for the lack of punching power, and it rips up kevlar pretty good. Remember that you are more likely to unload a clip faster than any other weapon whenever the Glock18 is in "burst mode". Try this little tip: use the semi-automatic mode to initial hit your target, then switch to burst fire when you that animation indicating you just hit your opponent. At semi-automatic mode, this weapon is less than a match against any other handgun. You can have clips that can run up to 20 per clip, 120 bullets total though, so don't be shy in firing away at this mode. Other Notes: It's good to remind yourself to always the Glock18 while steady, it seems really ineffective when used as a strafing weapon. It's really hard especially when you miss with all three bullets while in "Burst Mode" since the short puse that seems to follow is an invitation to trouble everytime. :--------------------------------------------------------->[ f1.1-3 Desert Eagle ] Unit Price : $ 650 Ammo Price : ? Caliber : .5 Shots&Max : 7&48 Reload Delay: 2 secs. Handling : Low Weapon Class : Power Sp. Function : N/A Rate of fire : semi automatic Accuracy(while standing): Accuracy(while strafing): 5meters: 8/10 4/10 15m : 6/10 3/10 50m : 3/10 2/10 100m : ?/10 ?/10 Learning Curve: Beginner Manufactured by: ? Weapon Analysis: The Desert Eagle is a kick-ass handgun that has one glaring flow: it's 7 bullet per clip stat. Sure it can go through some wall, crates and obstacles to frag an opponent. That cool, considering that even the esteemed FN P90 can't get through a wooden door. This handgun is also more than a much against the MP5 at extremely close range. Weapon Strategy: Ah, the good ole Desert Eagle. Fire it at point blank, make sure to aim wherever it hits. Other notes: Always partner this handgun with the Artic AWP, if you're not a dead aim with your primary weapon at extremely close range. Three direct hits from this weapon at point blank are enough to stop that pesky MP5er. :------------------------------------------------------------->[ f1.1-4 Sig P228 ] Unit Price : $ 750 Ammo Price : $ 50 Caliber : 9mm Shots&Max : 13&54 Reload Delay: 1.5 secs. Handling : High Weapon Class : Distance Sp. Function : N/A Rate of fire : semi automatic Accuracy(while standing): Accuracy(while strafing): 5meters: 10/10 6/10 15m : 10/10 10/10 50m : 6/10 5/10 100m : ?/10 ?/10 Learning Curve: Beginner Manufacured by: Sig Industries Weapon Analysis: I have found this handgun to be a very reliable weapon, especially during skirmishes still early in the game. The rate of fire is fairly decent, and is a better alternative than your standard issue weapons. If you're thinking of gaining an early lead on scores, make this weapon a habit; if not the buying HE grenades. Weapon Strategy: The Desert Eagle suffers a bit in accuracy when firing at opponents at a distance. This weapon has better stopping power at long distance firefights because it performs better while the moving sideways. This makes the opponent easier to hit while the you'll maintaining a safe pattern of movement that would keep you out of any incoming bullets. :------------------------------------------------------->[ f1.1-5 Double Beretta ] Unit Price : $ 1000 Ammo Price : 50 Caliber : 9mm Shots&Max : 30&120 (that's 15 rounds per gun) Reload Delay: 2.5 secs. Handling : High Weapon Class : Style? Sp. Function : N/A Rate of fire : semi automatic Accuracy(while standing): Accuracy(while strafing): 5meters: 10/10 6/10 15m : 10/10 10/10 50m : 6/10 5/10 100m : ?/10 ?/10 Learning Curve: Advanced Manufactured by: ? Weapon analysis: A good weapon for all those John Woo fans who wanna do it like Castor Troy (Nicholas Cage/John Travolta flick Face/Off). Not for those who has this habit of reloading often :). Anyways, this weapon bites(a lot) when aiming at a foe at about 15 meters, and improves as the target get closer. Damage per bullet hit is pretty sad at about 8-10 meters. But this weapon remains a sure deal if you want to frag in style. Weapon Strategy: When equipped with this weapon, remind your self not to reload only if you clip is below 5 bullets of something. It's hard to underestimate this weapon's really long reload delay, and it's always fatal if you find yourself in the middle of a firefight while reloading the damn thing. When firing your Double Beretta, keep it at bursts of 5 or less, to keep the accuracy and the hits up. And just like it's 9mm handgun counterpart-- the Glock18, keep the crosshairs at your opponents shoulder area to rack up those head shots. :-------------------------------------------------------->[ f1.1-6 FN Five-Seven ] Unit Price : $ 750 Ammo Price : $ 50 Caliber : 5.7 x 28mm Shots&Max : 20&? Reload Delay: .80 secs. Handling : Intermediate Weapon Class : Style Sp. Function : N/A Rate of fire : semi-automatic Accuracy(while standing): Accuracy(while strafing): 5meters: 10/10 8/10 15m : 8/10 7/10 50m : 6/10 5/10 100m : ?/10 ?/10 Learning Curve: Intermediate Manufactured by: Fabrique Nationale Weapon Analysis: Not much could be said about the FN5-7 except that it's suppose to be an equalizer of sorts when up against the Desert Eagle, or the even the Double Beretta. It's feel while aiming at high mouse sensitivity gives it a much higher priority than the CT standard issue-- the H&K .45 because it delivers slightly higher damage per bullet hit plus it has 20 ammo to boot. Weapon Strategy: : Section 2.2) Shotguns -primary weapon- ]---------------------------------------] Are weapons made to provide maximum damage for close quarter combat involving multiple targets. It has pellets for bullets, which scatter in varying directions, hitting anything in its path. This weapon is suitable for use in narrow corridors or rooms, and against submachine wielding beginner type opponent-- it has the fastest reload time compared to all weapons, but has the magazine of a handgun. Like the handgun, the shotgun's maximum damage will reduce at increasing distance. Use this weapon specifically for large crowds of opponents at extremely close range, nothing more. :---------------------------------------------------[ f1.2-1 Benelli M3 Super 90 ] Unit Price : $ 1700 Ammo Price : ? Caliber : 12 gauge Shots&Max : 7&48 Reload Delay: 1/4 second Handling : Decent Weapon Class : Spread Damage Sp. Function : N/A Rate of fire : manual Accuracy(while standing): Accuracy(while strafing): 5meters: 9/10 7/10 15m : 7/10 6/10 50m : 4/10 1/10 100m : ?/10 ?/10 Learning Curve: Advance Manufactured by: Benelli Weapon Analysis: The Super 90 shotgun packs a lot of punch per round of ammunition shot. Each shot fired takes a second to chamber in another ammo, and to some newbies who are used to automatic weapons dishing with high rate of fire this feature could be down right annoying. But wait, this shotgun require minimum skill in accuracy when firing at any range, since it's spread shot assures a hit as long as its used at the direction of the target. The shotgun's concussive damage is enough to frag opponents at 5 meters or less if they forgot their kevlar protection, and the spread shot is enough help for anyone who wants to aim at an opponents head and get away with it. Weapon Strategy: The Super 90 shotgun lacks priority when it comes to "strafe" friendly objects like the MP5 or the Steyr AUG. One tip to follow when firing at such situation is to run and head for immediate cover, and wait out 'til he runs out of ammo. Submachine guns and other assault rifles tend to empty themselves in a second or two. Your Super 90 also has no chance against sniping opponents who are in between door openings and obstacles. This weapon is a must for maps with extremely narrow spaces, like the Vegas and the Resident Evil maps. Other Notes: This weapon is an excellent trainer for the AWP. The Super 90 teaches the value of every shot (since there is a nasty reload in between) and the competence of using the HUD crosshairs when firing. Take advantage of the Super 90's ability to produce a delaying hit animation whenever it's ammo hits. :--------------------------------------------------------[ f1.2-2 Benelli XM1014 ] Unit Price : $ 3000 Ammo Price : ? Caliber : 12 gauge Shots&Max : 7&32 Reload Delay: 1/2 second Handling : Decent Weapon Class : Spread Damage Sp. Function : N/A Rate of fire : semi-automatic Accuracy(while standing): Accuracy(while strafing): 5meters: 10/10 7/10 15m : 7/10 4/10 50m : ?/10 1/10 100m : ?/10 ?/10 Learning Curve: Intermediate Manfactured by: Benelli : Section 2.3) Submachine Guns -primary weapon- ]-------------------------------] Provide maximum rate of fire without the low priority handling of machine guns and automatic rifles. They are good middle-ground choices as weapons, provide decent damage at medium range, and does little to hamper player movement. They are designed to rip apart kevlar, but their weak punching power does not pierce through concrete, doors, even galvanized roofing(unlike rifles). :----------------------------------------------------------[ f1.3-1 H&K MP5-Navy ] Unit Price : $ 1500 Ammo Price : $ 20 Caliber : 9mm Shots&Max : 30&120 Reload Delay: 1.15 secs. Handling : High Weapon Class : rate of fire Sp. Function : N/A Rate of fire : automatic Accuracy(while standing): Accuracy(while strafing): 5meters: 10/10 10/10 15m : 7/10 9/10 50m : 5/10 5/10 100m : 1/10 ?/10 Learning Curve: Intermediate Manufactured by: Heckler & Koch Weapon Analysis: The MP5 is the most recognizable short arms weapon in the modern world today. With hundreds of variations and appearance in international released films, it's obvious why the MP5 has remained both Ct and Terro favorite. First is the fact that the MP5 can deliver results in almost any possible scenario where quick aim is important and strafing is a must. The MP5 also delivers excellent accuracy at almost all distances. The rate of fire is better, making it an excellent spray weapon of choice that can guarantee head shots whenever, where ever. Weapon Strategy: Try to take advantage of the MP5's mobility by including skills like firing while jumping; firing while executing random strafing patterns; point blank firefights won by suddenly crouching and long range sniping while firing at burst mode. Take care not to take out against long range opponents carrying the AUG or the Commando, or engage opponents in close quarters equipped with the AK or the Carbine. Remember kids, open areas and strafing are your pals against this baddies. :------------------------------------------------[ f1.3-2 Steyr Tactical Machine ] Unit Price : $ 1250 Ammo Price : 20 Caliber : Shots&Max : 30&120 Reload Delay: 1.5 secs. Handling : Decent Weapon Class : rate of fire Sp. Function : N/A Rate of fire : automatic Accuracy(while standing): Accuracy(while strafing): 5meters: 10/10 8/10 15m : 9/10 8/10 50m : 7/10 6/10 100m : 6/10 4/10 Learning Curve: Intermediate Manufactured by: Steyr Industries Weapon Analysis: Weapon Strategy: :----------------------------------------------------------------[ f1.3-3 FN P90 ] Unit Price : $ 2450 Ammo Price : $ 50 Bullet Size : 28mm Type : 5.7 Shots&Max : 50&100 Reload Delay: 2.25 secs. Handling : Fair Weapon Class : Rate of Fire Sp. Function : N/A Rate of fire : automatic Accuracy(while standing): Accuracy(while strafing): 5meters: 8/10 8/10 15m : 8/10 7/10 50m : 7/10 3/10 100m : ?/10 ?/10 Learning Curve: Intermediate Manufactured by: Fabrique Nationale Weapons Analysis: When I first started playing CS, this is the first gun I'd regularly go out and buy. It has plenty of ammo, have a really insane power and rate of fire similar to a machine gun and aims well while strafing. This weapon has one problem though, its shaky recoil. The FN P90's design makes it obvious that it tries to solve that problem by placing the second handle perpendicular to its nozzle. That way, it's supposed to stop shaking, enough for you to get a decent shot. But by the time you have, you're so low in ammo you have to duck behind cover and reload. FN P90 have distinct advantage against players using assault rifles upclose, especially the Commando and AK-47 rifles. While the FN P90 lacks the power of longer guns, it has more ammo in its magazine(50/Reload) against the 30 or so bullets that the rifles have. And since rifles are designed to be fire at a stationary position, this submachine gun can out flank rifles anytime. Weapon Strategy: When the FN P90 is an exceptional melee weapon of sorts the is effective against up to two opponent at a time. :---------------------------------------------------------[ f1.3-4 Ingram MAC-10 ] Unit Price : $ 1400 Ammo Price : $ 50 Caliber : .45 caliber Shots&Max : 30&90 Reload Delay: 1.25 secs. Handling : Decent Weapon Class : Rate of Fire Sp. Function : N/A Rate of fire : automatic Accuracy(while standing): Accuracy(while strafing): 5meters: 9/10 8/10 15m : 8/10 9/10 50m : 7/10 4/10 100m : ?/10 1/10 Learning Curve: Advanced Manufactured by: Weapon Analysis: The MAC-10 is a pretty decent weapon similar in design with the FN P90. It's magazine loading with .45 caliber rating-- which means it has the punching power of the H&K pistol. It does have this nasty recoil effect which makes it an underdog against my all time fave, the H&K Navy submachine gun. In fact, the sharks in my place have a hard time adjusting to the weapon, but maybe it's all psychological or something. Overall, it's a fairly decent and inexpensive weapon which deals a little better damage than the Steyr Tactical but still isn't at par with the FN P90 in terms of all-around punching power. Weapon Strategy: As the constant MP5 user, I'm almost always victimized by the Ingram's better damage at point blank. One thing to remember about this weapon is never attempt to use this to spray against multiple enemies, because this gun doesn't perform much when rate of fire is concerned. This means if you fired the weapon from left to right automatically, the gaps between the bullet holes with be substantially wide. Better stick to burst of 3 or more ammo, and to your target's upper body extremities. :-------------------------------------------------------------[ f1.3-5 H&K UMP45 ] Unit Price : $ 1400 Ammo Price : $ 50 Caliber : .45 caliber Shots&Max : 25&90 Reload Delay: at about 1.25 secs. Handling : Decent Weapon Class : Rate of Fire Sp. Function : N/A Rate of fire : automatic Accuracy(while standing): Accuracy(while strafing): 5meters: 9/10 8/10 15m : 8/10 9/10 50m : 7/10 4/10 100m : ?/10 1/10 Learning Curve: Advanced Manufactured by: Heckler & Koch Weapon Analysis: Weapon Strategy: +==================================================================+ | If you're running for cover from a much more aggrressive | | opponent, NEVER run with your backs turned towards the enemy. I | | find that move very idiotic, since you could do more in | | protecting yourself by switching weapons, and out strafing the | | opponent until you frag him. | +==================================================================+ : Section 2.4) Rifles -primary weapon- ]---------------------------------------] Are the safest choice when equipping for the long battle ahead. They are designed for far away targets as well as piercing through walls and doors(in an attempt to hit someone behind those structures). : 2.4a) Assault Rifles ]---------------------------------------------------------] Assault rifles have automatic fire, heavy handling, and the reload time of a slowpoke. Attempting to strafe while handling this baby is an attempt at vanity, so remember to switch to your knife whenever you're reloading and heading for cover. :-----------------------------------------------------------------[ f1.4-1 AK-47 ] Unit Price : $ 2500 Ammo Price : ? Caliber : 7.62 Shots&Max : 30&90 Reload Delay: 2 secs Handling : Fair Weapon Class : Assault Rifle Sp. Function : N/A Rate of fire : automatic Accuracy(while standing): Accuracy(while strafing): 5meters: 10/10 8/10 15m : 10/10 6/10 50m : 8/10 6/10 100m : 7/10 4/10 Learning Curve: Advanced Manufactured by: ? Weapon Analysis: This piece of metal is pretty good. Lots of firepower up front and is more stabilized than the FN P90. It's quite surprising that it's pretty light and handy in those heavy firefights like duck and cover situations. The reload time is pretty nasty though, as well as the fact it doesn't carry a sniper scope, unlike the other guns available in its class. ***Author's Ranting: The AK 47 supposed to be fired from the shoulder, but the weapon's "equipped" animation (on CS v. 1.0) shows it being fired from the ways. My theory: that contributes to the weapon's ability to be inaccurate against far-away targets*** Weapon Strategy: :-----------------------------------------------------[ f1.4-2 Colt M4A1 Carbine ] Unit Price : $ 3100 Ammo Price : ? Caliber : 5.56 Shots&Max : 30&90 Reload Delay: 1.75 secs. Handling : Decent Weapon Class : Heavy Assault Rifle Sp. Function : supressor Rate of fire : automatic Accuracy(while standing): Accuracy(while strafing): 5meters: 9/10 9/10 15m : 9/10 7/10 50m : 7/10 7/10 100m : 6/10 5/10 Learning Curve: Beginner Manufactured by: Colt Weapon Analysis: :---------------------------------------------------[ f1.4-3 Sig SG-550 Commando ] Unit Price : $ 4200 Ammo Price : ? Caliber : armor piercing Shots&Max : 30&90 Reload Delay: 1.50 secs. Handling : Decent Weapon Class : Heavy Assault Rifle Sp. Function : 2x scope Rate of fire : automatic Accuracy(while standing): Accuracy(while strafing): 5meters: 10/10 9/10 15m : 10/10 7/10 50m : 9/10 6/10 100m : 6/10 2/10 Learning Curve: Intermediate Manufactured by: Sig Industries Weapon Analysis: This sleek and black weapon is everything you can imagine about standard military hardware. It can pierce into almost anything, has fast rate of fire, and the kevlar shredding power of the good `ol machine gun. Don't run into any one-on-ones with Artic though, 9 out of ten says you're going down. Weapon Strategy: This heavy assault weapon stands a very slim chance when used against the Artic AWP. Take care to disregard using the sniper's scope when necessary... this reduce your strafing speed to a minimum-- easy targets for the opposing Artic sniper. The MP5 also out prioritizes this weapon in close quarter combat, since this weapon isn't probably designed for that use. With that in mind, choose targets that are easy to head shot, backs away from ya and who are in open spaces. :-------------------------------------------------------------[ f1.4-4 Steyr AUG ] Unit Price : $ ? Ammo Price : ? Bullet Size : ? Type : armor piercing Shots&Max : 30&90 Reload Delay: 1.80 secs Handling : High Weapon Class : Heavy Assault Rifle Sp. Function : 2x scope Rate of fire : automatic Accuracy(while standing): Accuracy(while strafing): 5meters: 9/10 8/10 15m : 9/10 8/10 50m : 7/10 7/10 100m : 7/10 4/10 Learning Curve: Intermediate Manufactured by: Steyr Weapon Analysis: This Beta 6.0 addition is a fine rifle that can be used for duck and cover situations. Just like the AK-47 it performs extremely well in duck and cover situations. It does have a sniper scope though, and that's enough for me to like this rifle. A little tip: try firing at regular intervals on sniper scope mode. Pretty handy for sniping submachine equipped opponents unseen. Weapon Strategy: Unlike the Commando assault rifle, the AUG has very high priority against upclose targets. Keep : 2.4b) Sniper Rifles ]----------------------------------------------------------] This type of weapons serve one purpose only, take in a kill point with as little ammo as possible. This feature is evident in the Artic(One-shot dead) and the Steyr Scout(Two-shots dead) rifles. But like all sniper rifles, they suffer from "tunnel vision syndrome" (can't see at close proximity and at very narrow angles) at 4x scope mode. Sometimes you zoom in at the wrong time, at the wrong target, some opponent would come out from nowhere with knife in hand getting ready to stick it in you while you're still obviously occupied. Or, a submahine gun opponent comes in close strafing for his life, firing and chipping away some health points from you. If you're not good enough to back up, switch weapons or something, say good bye to your precious, expensive rifle. :-----------------------------------------------------------[ f1.4-5 Steyr Scout ] Unit Price : $ 2700 Ammo Price : ? Bullet Size : .385 Type : armor piercing Shots&Max : 10&60 Reload Delay: 0.75secs Handling : Decent Weapon Class : Light Sniper Rifle Sp. Function : 2x & 4x scope Rate of fire : automatic Accuracy(while standing): Accuracy(while strafing): 5meters: 8/10 7/10 15m : 9/10 8/10 50m : 10/10 8/10 100m : 10/10 9/10 Learning Curve: Advanced Manufactured by: Steyr Weapon Analysis: Weapon Strategy: :-----------------------------------------------[ f1.4-6 AI Artic Warfare Magnum ] Unit Price : $ 4750 Ammo Price : ? Caliber : .338 Lapua Magnum Shots&Max : 10&30 Reload Delay: 2.5 - 3secs. Handling : Low Weapon Class : Heavy Sniper Rifle Sp. Function : 2x & 4x scope Rate of fire : manual Accuracy(while standing): Accuracy(while strafing): 5meters: 10/10 4/10 15m : 10/10 7/10 50m : 9/10 9/10 100m : 9/10 10/10 Learning Curve: Super Advance Manufactured by: Accuracy International Weapon Analysis: :----------------------------------------------------[ f1.4-7 H&K G3/SG-1 Sniper ] Unit Price : $ 5000 Ammo Price : ? Bullet Size : 51mm Type : 7.62 Shots&Max : 30&90 Reload Delay: 1.5 - 2secs. Handling : Fair Weapon Class : Automatic Sniper Rifle Sp. Function : 2x & 4x scope Rate of fire : Automatic Accuracy(while standing): Accuracy(while strafing): 5meters: 10/10 8/10 15m : 9/10 9/10 50m : 8/10 6/10 100m : 7/10 5/10 Weapon Analysis: I find the H&K Sniper a strange weapon. It provides the easy handling of the Carbine and the Steyr Scout, and the sniper scope capabilities of a manual load rifle. Extremely accurate while standing, I think it's a little less powerful than the Commando. If you can live without the 4x sniper scope, I recommend you pick the Commando or the Carbine. If you want the high frag scores, master the Artic. Weapon Strategy: Perfect camping weapon when buddied with the AWP. What makes this weapon sucks: don't strafe/spray with it, never use this in close skirmishes, and always aim for the head. This baby's rate of fire is slow, like 1 round every quarter of a second. It's punching power is not as half as bad, just don't aim for the kevlar. The slow rate of fire means the lack of 'hit animation'; that slight pause opponents are into whenever they are hit by the Commando, Carbine and AUG rifles. ***Yeah I know, I still lack one sniper rifle... watch for it next time*** : Section 2.5) Machine Gun ]-----------------------------------------------------] :-----------------------------------------------------[ f1.5-1 FN M249 PARA 5750 ] Unit Price : $ 5750 Caliber : ? Shots&Max : 100&200 Reload Delay: 1.75 - 2.5secs. Handling : Low Weapon Class : Machinegun Sp. Function : N/A Rate of fire : Automatic Accuracy(while standing): Accuracy(while strafing): 5meters: 10/10 6/10 15m : 9/10 4/10 50m : 7/10 3/10 100m : 3/10 1/10 Weapon Analysis: Weapon Strategy: : Section 2.6) Combat Knife ]-----------------------------------------------------] Weapon select 3 Standard issue weapon Weapon Analysis: Using the knife is fairly simple, just get as close as you can to your opponent, then rapidly press the fire button, which in my case, MOUSE1. Remember to strafe while striking though, your target may have some cover fire lurking around. Make this weapon a habit whenever you find yourself rushing out of enemy fire in order to reload. : Section 2.7) Grenades ]--------------------------------------------------------] Weapon select 4 Grenades have plenty of uses. The perfect crowd control weapon, the best weapon against opponents staging an ambush in dark, hard to hit areas and the number reason why the CT teams are afraid to storm in and blast every Terrorist faction to oblivion. Every person detailed to go guard the exits should be equipped with one, and should be trained in throwing, timing and other related skills to use this weapon with efficiency. :----------------------------------------[ f1.8-3 Concussion "Flashbang" Grenade ] Price: $ 250 Max effective range: 6-8 meters Weapon Analysis: The Flashbang grenade provide excellent crowd control cover for any purpose. Aside from depriving the opponent a visual field to work with, it is an effective diversionary tool to provide ample cover for entrance, blitz, then exit. Snipers positioned far from the field of explosion are not affected by the blast at all. As the name implies, it "whites out" the screens of every body looking at its direction, good up to 5 meters. :--------------------------------------------[ f1.8-4 HE(High Explosive) Grenade ] Price: $ 300 Max effective range: 5-6 meters Weapon Analysis: The Flashbang grenade provide excellent crowd control cover for any purpose. Aside from depriving the opponent a visual field to work with, it is an effective diversionary tool to provide ample cover for entrance, blitz, then exit. Snipers positioned far from the field of explosion are not affected by the blast at all. :--------------------------------------------[ f1.8-5 SG(Smoke and Gas) Grenade ] Price: $ 450 Max effective range: inf. Weapon Analysis: Now here's the equipment I've been literally dying to get my hands into. The Smoke Grenade is the perfect equalizer for Artic Snipers or any kind of snipers for that matter. It fogs the target's field of vision long enough for a decent escape or tactical strike. In fact, if used properly, all of us MP5 would have a field day in the frag charts. : Section 2.8) Equipment ]-------------------------------------------------------] :-----------------------------------------------------------[ f1.8-1 Kevlar vest ] Price: $ 800 + 100 upper body armor Weapon Analysis: The Kevlar vest provides decent upper torso protection against all weapons fire, but not against the Artic Rifle. If attempting close range combat against a sniper though, it is advisable to at least wear one. +==================================================================+ | Using the flashlight actually makes it harder for anyone who | | is using a sniper scope to get a hit, both on LAN & 'Net games. | | | | Those additional light sources actually brings down ping | | times, I don't know whether broadband multiplay games suffer | | from the same thing. On our place's LAN, there where cases when | | the mouse is harder to control, it's like the crosshairs are | | jumping from one point to another, rather than sliding. | +==================================================================+ :--------------------------------------------------[ f1.8-2 Kevlar vest + Helmet ] Price: $ 1000 + 100 body & head armor Weapon Analysis: The Kevlar vest provides decent upper torso protection against all weapons fire, but not against the Artic Rifle. If your an Artic sniper looking for long range duels with another of your kind, don't wear one. If attempting close range combat against a sniper though, it is advisable to at least wear one. +=============================+--------------------------------------+ | How does Kevlar Armor work? | | +=============================+ | | It's funny how a piece of cloth could provide some protection | | against a piece of metal propelled many times the speed of sound. | | Yes, that's exactly what kevlar does, it resists the penetration | | of bullets. Exactly how, you might ask? | | | | The principle behind it is fairly simple, stop the bullet by | | absorbing the energy that makes the bullet move in the first | | place. It's strength is behind its design, it stretches like a | | trampolin mat with someone jumping on top of it. Instead of | | actually stopping the bullet like a brick wall, it absorbs the | | kinetic energy of a speeding bullet. No energy, no motion. | | | | That's why it still chips away health points when it hits you. | | Even though the kevlar stops the bullets from punching a hole into | | your body, it won't stop a rain of lead from beating the crap out | | of you. In real life, you could get bruises and even break a rib | | from getting hit with too many bullets at the same time. | | | | Shotguns are "one-shot" killers at 2m or less. Note that your | | the integrity of your kevlar remains intact. You don't die b'coz | | of bullet wounds, but the shotgun pellets inflict severe | | concussion and internal damage. | | | | Damaged kevlar does more harm than good. Since kevlar armor | | consists of a layer of material which leaves the bullet in the | | vest, the overall strength of the armor is reduced. Since kevlar, | | is only 4% elastic(it stretches up to 4/100 its size before | | breaking) damage will cause that number to fall, meaning it would | | lose its `trampolin' effect on bullets before being of any use. | | | | Armed authorities wearing kevlar usually removes them after | | being damaged, even though it only got one bullet shot in it. You | | should refill your armor too every respawn, as long as it's | | damaged. | +--------------------------------------------------------------------+ :--------------------------------------[ f1.8-6 Defuse Kit(CT Team Members only) ] Price: $ 500 Use Equipment Hotkey Weapon Analysis: Defuse planted C4 bomb in security area. If successful, the CT team wins. A must for all CT members playing "protect the base from C4 attacks" maps like cs_dedust. :-------------------------------------------------[ f1.8-6 Night Vision Glasses ] Price: $ 1200 Default hotkey "N" Weapon Analysis: All-green vision for low visibility scenarios. What's next... thermal signiture glasses? :---------------------------------------: Article 3. ADVANCE SCENARIO STRATEGIES ] :------------------------------: Section 3.a) The Assault Map(cs_assault) Trainer ] What should I know about the Assault Map, whether I'm a Terrorist or a CT? Secure all exits first, and report in all attempts to get out or in, whether its an opponent or not. Dark, shadowy areas are good places to set up ambushes and sniper placements. If you're strapped for cash, this map is a perfect for gun vultures who would rather wait out for the fallen to leave their guns behind.:) If your team is successful, the cash equivalent of the hostages would be added to every team member's account. Kill the hostages, you get $ 1000 bucks off your cash. Why play in the assault map? Gameplay is fast and furious in this map, and expect all skirmishes to end withing 4-3 minutes, with each team having a maximum of ten members each. It's also a good map to train all possible skills-- sniping, strafing, movement under heavy enemy fire, proper use of grenades, and terrain strategies. :-------------------------------------------: a.1) Counter-Terrorists Deployment ] Deployment Area: Just outside enemy HQ, near counter-strike surveillance van. Your Objective : Rescue three scientists deep within enemy headquarters or eliminate all your opponents with extreme prejudice within the given time. :-----------------------------------------------: a.2) --> Terrorists Deployment ] Deployment Area: Inside an empty, dilapidated warehouse Your Objective : Prevent your opponents from rescuing the hostage inside your security room. :----------------------------------------------: a.3) Mission Map 1: CT Deployment ] WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW W <== 9 WWWhWWWWWWWWWWWWWWWWWWWWW WWW WWW WW~~~~~~~~~~~~~~~~~~W WWW <== 8 ss ## WWW ss >>>>>HHHHHHHHHHHHHHHHHHHHHssss <== 7 ss >>>>>HHHHHHHHHHHHHHHHHHHHHssss Symbol Legend: Wh |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <== 6 W : A wall Wh +-------------------sssshW >, ^ : Angled Elevation sh HH ----h<======== 5 H : Roof, High Area Wh hhhshhh HH HH h s : Dark Area, Low Visibility Wh hWWWWWh HH h<======== 4 Wh hWWWWWh LHHD----DHW L : Ladder Wh hhhhhhh HHHHHHHHHW<======== 3 # : Obstacle, crates Wh HHHHHHHHvW v : Air Vent exit sh # HHHHHHHHHW<======== 2 D : Main Exit, Normally Open Wh * HHHHHHH HHHHHHHHdW d : Back Exit, Single Bias Wh LHHHHHHH L -W<======== 1 * : CT Van WWWWWWWWWWWWWWWWW W - : Door/Fence : WWWWWWWWWWWWWWWWWWW......... h : not so high wall e . d . c . b . a . Coords ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ 0/0 (a.3-1) Warehouse--> Terrorist HQ (Perimeter: a/1, b/1, a/4, b/4) The warehouse was designed to provide the Terrorists as much advantage as they can get. Early in the game, a complete counter-terrorist unit can gain early advantage by manning the surveillance van; eliminating members of the opponent one by one; and by utilizing quick, successive and well planned strike which would chip away the scattered terrorist defence. Main Exit : Half opened garage door fronting elevated bridge, a closed, darkened bridge underpass with a half-opened fence gate. It has a two-level cargo container vans on top of each other located at the corner of its perimeter with a ladder leading up to the roof. Provides sufficient cover from sniper fire from the bridge. Symbol: D----D Vent Exit : a multi-level vent exit only a crouching person could enter. it leads to a elevated platform inside the building. Once inside, there is a second air vent right in the middle and above the passage leading to a steel grating just above the security area. Symbol: v Backdoor : a one-way kitchen door that opens with an annoying sound effect which telegraphs the location of the activity. When entering, it is advisable to have some cover fire to drown the noise, and a solid gameplan to strike fast then get the hell out of there. It's exit leads into a small two-man alley. Symbol: d - Ladder : Two ladder leading to the main gate via the red cargo containers, and one just in beside the back exit. Symbol: L Others : the warehouse has a two-level roof, with slanted elevations along its perimeter. Sniper positions here have the advantage of cover against bridge positioned snipers. (a.3-2) Office building--> Perimeter (d/0, d/1) This building is strategically located to provide cover fire to four directions: the warehouse rooftop, the bridge, the back exits and the main exits of the warehouse. CT Van : Use your "Use Equipment" key to toggle the surveillance screens inside the van. You must lead the the rescued scientists here to win the game. It also provides cover from enemy fire from the bridge exit and warehouse rooftop. Symbol: * Crates : Two blue colored crates arranged to provide cover from incoming enemy fire from the back and main exits direction. Symbol: # Ladder : Exit leading up to the office building roof and down to the CT van. Symbol: L (a.3-3) Bridge--> Area (a/7, b/7, c/7, d/7) The bridge has a angled ramp exit going into behind a building fronting the warehouse main exit. Perfect view of the of the office building rooftop, a view of part of the warehouse rooftop and back exit alleys. Not much cover from enemy fire here, except from behind the administration building(Area d/3, d/4) and the dark area at the end of the bridge(area 0/6). (a.3-4) Administration Building--> Area (d/3, d/4) That building behind the blue cargo container box where most counter- terrorists are deployed. It provides suitable cover from enemies exiting from the back exit, the roof top, and the bridge. It has an elevated perimeter which is inaccessible from the ground level, but provides a way out if you ever find yourself stuck on top of the blue cargo box. (Which by the way is possible by jumping off the two level red cargo containers after climbing the ladder beside it.) The tip here is not to jump from the blue box, just run towards the direction of the administration building. Jumping will chip away at both your health and armor numbers. a.3-5) Blue cargo container--> Area (c/4) The blue cargo container which lies parallel the red one and creates a small corridor leading into the warehouse main entrance. It hides the people coming from and into the main exit, and is the perfect stage for ambush attacks by anyone. a.3-6) Red cargo container--> Area (b/4) One of the two ways going up the warehouse roof. It's a double decker cargo containers on top of each other with a ladder going up to the roof. It is placed exactly at the corner of the warehouse's outer perimeter, and provides good postition for ambush or get away. WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW W WWWhWWWWWWWWWWWWWWWWWWWWW WWW WWW WW~~~~~~~~~~~~~~~~~~W WWW ss WW W WWW Mission Map 1: Tactical Positions ss hhhhhHHHHHHHHHHHHHHHHHHHHHssss 7s hhhhhHHHHHHHHHHHHHHHHH6HHHssss Wh |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Wh +-------------------ss5shW ~the numbers note possible 8h 10 14 ----h locations of players taking the Wh hhhshhh HH HH 4 offensive.~ Wh hWWWWWh 13 3 h Wh11 hWWWWWh LHHD----DHW Wh hhhhhhh HHHHHHHHHW Wh HHHHHH2HvW 9h # HHHHHHHHHW Wh * HHHHHHH HHHHHHHHdW Wh LHHH1HHH L -W WWWWWWWWWWWWWWWWW 12 W WWWWWWWWWWWWWWWWWWW a.4) Outdoors: Counter-Terrorist Map Strategy 1.) Securing this area as a possible sniper lookout is an advantage. It provides visual cover for all three warehouse exits, as well as an elevated field of vision which is difficult to match. Unlike the warehouse rooftop & bridge however, this area is vulnerable to repeated HE grenade attacks from below, doesn't have offer enough room to strafe, and cover from enemy fire in order to reload. 2.) The vent entrance is a popular option when penetrating the enemy stronghold. It has alot of disadvantages though: a) people in the vent can only exit out of it one at a time, the rest inside are sitting ducks and the one out of it is in for an ambush; b) people can just HE grenade the vent and kill everyone inside; c) rifle ammo can rip through the vent from inside the warehouse and kill the anyone in the vent. 3.) When going inside via the main gate, stick to the sides of the elevated platform inside, each spotting snipers from above, the sides and especially in front of you. 4.) A strategic rifleman position for those who are spraying bullets through the warehouse walls. This also provides a good position to stage an ambush against all opponents attempting to exit the warehouse via the big garage gate. 5.) This dark space just below the bridge is perfect place for snipers who are taking out opponents inside the warehouse. Don't stay in this place too long, it's exposed to enemy fire from above-- the red cargo boxes and the warehouse rooftop itself. You'll also find out that terrorist grenades from inside the warehouse can chip away your health in this position. 6.) The bridge position is important in so many ways. It's a good position to take out snipers and opponents from the back exit alley, the warehouse rooftop, and the office building rooftop. It also provides more than enough space to strafe in, unlike the office building which is vulnerable to he grenade attacks from below, with no other alternative exits but the ladder and jumping off. 7.) The darkest area in the whole map, perfect for H&K Sniper users or Carbine riflemen who thinks they can shoot it out against an Artic on top the warehouse roof. Just watchout for the guys coming out the back exit. 8-9.) Two dark areas with similar conditions like the one near the foot of the bridge. The one fronting the blue box can easily toss HE grenades to chip away at opponents exiting the warehouse. The one at the backdoor can provide some wide angle cover fire at the roof area. 10.) Either stage an ambush behind the blue box or the little dark area at the side of the administration building. Or... 11.) Wait it out for some of your team mates to die and go get their guns, or... 12.) Use any rifle to spray some bullets at the warehouse's back wall, hoping some would actually hit your opponents inside. Or... 13.) Get on top the red cargo box, hold your position for an ambush, or stage the ambush at the bottom of the ladder for all upcoming oponents. You're exposed to opponents' grenades at this position though. Or... 14.) Jump off to the blue box and hold your ambush position there. Effective for overstaying idiots who are at the end of the bridge. You could spot snipe the back alley and the warehouse rooftop too. +===========================================================+------+ | Things to remember when attempting to penetrate enemy hq: | | +===========================================================+ | | 1) Use HQ grenades to clear the entry points: whether it's the | | garage door, the vent, or the back exit. There's nothing more | | frustrating than ending up in a middle of an ambush. If you | | feel like doing a kamikaze, carry an HE, enter via the back | | door under the cover of rifle fire, throw them while inside, | | then switch to your knife while you scamper away towards the | | garage door. | | | | 2) Once in a while, the CT must attempt to enter through the | | front gate... guns blazing. Since the Terrorist would be | | scattered monitoring exits, they'd be running around confused | | when you and your team suddenly all burst into the front gate,| | taking the Terrorist team one by one. There's nothing | | frustrating than a good, well-planned guard duty gone to | | waste. | | | | 3) Always proceed inside under the cover of weapons firing, a | | diversion, or with the attitude of taking as much opponent as | | you can before they got to you. Not much good on your scores, | | but helps alot teamwork wise. | +------------------------------------------------------------------+ a.5) Outdoors: Terrorists Map Strategy 1.) Since Terrorist deployment is so much nearer to the warehouse's three exits, move to secure this exits or, armed with an Artic, go outside and take a shot or two at a CT before hurrying back inside. 2.) It would be possible that there would be a few of CTs heading for each exit. Use HE and Flashbang grenades at your discretion. 3.) The warehouse rooftop is an important place to secure. If you're deployment is at the 2nd Floor, near the airvent entrance, grab a buddy and head out to the rooftop. At the warehouse rooftop, secure the following positions: a.) Office Building rooftop above the CT van. b.) Dark areas near the CT van, at the foot of the bridge, and the area of the administration building. c.) The bridge d.) Back door alley The important thing is that you have a buddy or two to serve as your "guards" when some CT attempts to climb on to your location using the red box ladder or the back alley ladder. The Office building location is the next important location to secure, since it's the most useful spot for the CTs and the hardest fire upon from below. 4.) Use the red and blue cargo boxes as a useful cover when you're attempting a grenade throwing spree against CTs still in the deployment area. The blue and red cargo boxes forces people entering and exiting via the main to "line-up", perfect for automatic rifle fire. 5.) If you're about to frag some sniper stuck in the bridge, switch to your knife, arm yourself with an HE, then move in for your kill. If you really care to time your weapon firing in between the sniper's reload, you'll win. 6.) Be careful whenever you're near the CT deployment area. There's alot of shadows in there, and their camo match their enviroment to a tee. You could reload your ammo in two areas outside: near the red box at the warehouse's corner and the other near the the back exit corner. 7.) Use the dark area below the bridge to stage an ambush. The half-opened fence serves as a cover for nasty CTs attempting to sniper their way from outside the front gate. a.6) Mission Map 2: Terrosist Team HQ Ground Floor: +----D-----D-------+ Legend: | | | B | D-----D : Half-opened garage door | HH| |P B |____._____ Main exit, Front gate | HH| | P | HHHH, HH : Cargo container | | | ssss| HH | | | |P +ssss| P : pillar supporting second |____| |_______| |ssss| _ second floor structure |ssss| |sssssss|P |ssss| s , s : angled surface leading to |ssss| |sssssss| |ssss| - elevated platform. | | | B |P +----| B : boxes, crates |L | | | .____| L : Ladder |B | HHHH| |P | | : walls |B___|____d|_______|____| . , + : corners d : swing door, back exit, backdoor 2nd Floor: =, [] : one person air vent, crouching position, steel +----D-----D+--^^-------+ # : airvent exit from the | +---------+ ## | outside, rooftop | |HH +--[]--+ |_____ ## : steel grating exit | |HH [] | | | inside security area | | [] | |ssss| | } : metal platform w/handrail | | [] | |ssss| fronting the other 2nd flr | | #====L===L |ssss| with crouching hole into | | | |ssss| security area; and ladder | | | |ssss| near back exit | } B | +----| ^^ : Sliding door, security |L ________|____.____| area |B HHHH | hhh : (3)Three Hostages |B________d_____________| Updated Hostage Room for cs_assault release version Beta 6.1: +---------------+ | h| Legend: | h| + : corners | +-----------+ |, - : walls | h| h : hostages | h| ^^|^^: sliding doors +---^^|^^-------+ (a.6-a) Main Gate 1st floor: Half opened garage gate leads into a road up to the back of the warehouse. It ends with a blue cargo box on top of a red cargo box. (a.6-b) Multi-level 1st floor The area at the back of the warehouse is actually lower than the floor surrounding the front entrance. There is an angled elevation connecting the two somewhere in the middle. If you're standing right in the middle of the road leading to the front gate, you'll be seeing a red cargo box, and a bunch of glass on your left. While on your right is a box of crates, and an entrance with a red light leading up to the second floor. (a.6-c) Red cargo box The red cargo box covers the back exit from view, as well as the first thing somebody would see up front when entering the garage gate. It is placed near the warehouse corner, but there is enough space for a person to move along its sides fronting the warehouse wall. It has an elevated view of the garage gate. (a.6-d) The "redlight" corridor This is the floor below the concrete 2nd floor accesible via the angled ramp near the two crates up front. Not much here, but it provides some cover for those times when you need to reload your weapon's ammo. (a.6-e) Security area The small room that serves as a junction of the steel and concrete platforms. It has a sliding automatic door which also serves as an entrance to the room where the hostages are. Beside the sliding door, there are three panels that serve as surveillance cameras located outside the warehouse, very similar to what the CTs have in their van. If you actually explode an HE here, you could injure some of the hostages. (a.6-f) Air vent Hollow steel tunnel that can be used as CT entrance. It has two levels: with the second vent running from above and middle of the first one. The main vent exits to the concrete platform in the 2nd floor. The second one runs into a metal grating that can be destroyed by any weapon, and exits through the security area ceiling. (a.6-g) Concrete Second floor Provides excellent guard position for the air vent and the front gate. It has access from the 1st floor via ramp at the end, and the small hole leading to the steel platform. If you try to right strafe at the end of the 2ns floor, with the ramp just at your left, you can float up until you reach the front of blue cargo box on top of the red box. (a.6-h) Steel Second floor The steel second floor is located parallel to the second floor, and can be accessed through a ladder at the back of the warehouse near the red cargo box and the "duck" or crouch hole which leads to the security area. It is basically a poorly-lit steel platform placed at the opposite side of the warehouse with handles at the side. The strategy behind this area is to place yourself in the corner, where the light is so poor you can hide in the shadows while guarding the back, front and air vent exits. If someone is entering via the air vent and a spotter repoorts it through the radio, align yourself with the vent and spray rifle fire into the area. If he exits via the security area, use the same strategy. Try not to stay too long in this area though, your position is compromised against Artic equipped snipers in the bridge and those sneaking in from the back door. a.7) Terrorist Map Strategy. 1.) Have two persons man the airvent exits: one at the security area while the other at the other exit. Destroy the grating on the security area airvent exit, so you can throw HE grenades inside to flush out your opponent. One common mistake: staying right in front of an open air vent exit. If you can spray some bullets into the vent using a rifle, so can your opponent. 2.) Use grenades and rifle fire to clear the back alley. Time your grenade throwing expedition so you won't waste money. 3.) Have at least two persons manning the front gate. Both could carry Artic rifles; or one with a Commando, and the other with an Artic. If someone could spare the cash, have that third person throw HEs to the outside from the red cargo box or the crates found in the elevated platform. 4.) If you've got a few, brave men, secure your hq's rooftop. Then clear the Office building of snipers, the bridge, and all dark areas. There's a spot at the roof where you could buy your ammo too. 5.) Teach yourself to take the first shot whenever you're deployed near the back or front exit, especially if you're armed with an Artic. Both exits provide good covers, the back alley and the cargo boxes at front, for you to take out unsuspecting CTs who are still buying they're weapons and ammo. 6.) You don't have enough cash, scavenge for weapons by tailing your teammates on guard duty. Get yourself some kevlar and extra ammo for your hand gun. 7.) If everyone goes out, EVERYBODY MUST GO OUT. CTs are no match if your team held these three positions: the red and blue cargo boxes at front, the back alley, and the warehouse rooftop. a.8) Indoors: Counter-Terrorist Map Strategy 1.) Once inside, head out to the hostages. Even though you can't rescue them right now, at least you've got yourself some money. 2.) Entering through the vent isn't such a bad idea, if you've got the right tools. Equip yourself an HE or Flashbang to clear your exit, then switch to your rifle or shotgun to take out the enemy. If you plan on being a little more covert, here's what imagine 007 gonna do. Sneak up on your opponent and knife your way through him. Oh, by the way, look out for that Terrorist on guard at the vent's second tunnel(that's above the ladder at the vent's middle). 3.) The dark, shadowy area above the red cargo box is a perfect place to snipe Terrorist scum once you exit the vent via the security area. Equip yourself with a Carbine or an Artic for this purpose. 4.) Provided you finally entered the warehouse, be wary about being a target of a crossfire. If you have a buddy with you, never move around in a line, since rifle fire can go through both of you at the same time. Avoid grenade attacks by switching to your lighter weapons-- the handgun or the combat knife. And stay at the sides to protect yourself from enemy fire from above. 5.) If you're fighting someone at the red box dark area, never fight him from the security area, or through that crouch hole at the side of the security area leading to the steel platform. Choose between the concrete 2nd and even the first floor as your position. a.9) Assault Map End Game: Check Mate While you have have trained yourself well to expect help from your team mates, whenever your up for encounters with another group of opponents, one-on-one duels on this maps are very difficult to win. Be a little too careful, you end up with the a round in draw and with no cash. Be too aggressive, then you lose the round for your team. To tell you the truth, you don't stand alot of chance in beating more than one opponent, especially if you're playing online on the Net. But if you can stick to a principle, a strategy or style to win-- maybe you can strike it rich, at least for that particular round. Rule number one, and this rule applies to almost all maps, make the A1 Artic the weapon of your choice. It doesn't matter that it handles like a cheap car, switching to lighter weapons when on the run could solve this. Learning on how and when to fire this weapon will teach you a valuable lesson on winning endgames, long-distance firefights reduce the odds of you getting fragged, it also teaches you that every shot counts. Rule number two, scatter your opponents by constantly moving around. Never handle more than one enemy at the same direction at the same time. Never stick to one area of the map, no matter how comforting that position is. The idea is to frag your opponents one at the time, and at least avoid getting yourself in unnecessary crossfires. Find elevated positions that will force the opponent to fight you one at a time. Never attempt to out strafe opponents on end games situations. It's best to choose to fight your battles at long distances and with you controlling some advantage in elevation(like the warehouse roof). Avoid melees with automatic weapons at any range. If you're the remaining CT seek refuge outside, while Terrorists can hide out in the warehouse's second floor when still facing multiple opponents. :------------------------------------------------: The Dust Map(de_dust) Trainer ] What should I know about the Dust Map, whether I'm a Terrorist or a CT? The Dust Map is a defuse the C4 bomb scenario that take place in a Mexican ruins setting. After spawning in positions neutral to the targets, the Terrorist team must proceed and escort a member carrying a C4 bomb to be placed on one of the two targets. Primary target is a bunch of crates located at the far exit of an old tunnel, an open courtyard marked by a big "X". The secondary target is a fortified location similar to the first one; it's where the Counter-Terrorist team is deployed. Why play in the de_dust map? While the Terrorists are given the advantage here, it's a fun little map where you could focus on fragging the opponents rather than finding them. I find this map very appealing since both teams could act aggressively in offense; and when that happens, you get intense games that would leave you talking about it hours after your last game. Very addictive, just hope they add a pop-up help text on the HUD for inexperienced CTs who have trouble defusing the darn bomb. a.1) --> Counter-Terrorists Deployment Deployment Area: Secondary bomb site, a courtyard adjacent to the primary bomb site. Your Objective : Eliminate all Terrorist team members. A) Prevent Terrorist members from planting C4 bomb in either Primary bomb site or Secondary bomb site(your deployment area.) B) Locate and defuse C4 bomb once planted in any of the the target crates. a.2) --> Terrorists Deployment Deployment Area: Far opposite end of de_dust map, open courtyard Your Objective : Plant C4 bomb in either primary bomb site, or secondary bomb site(the CT deployment area). Bomb site are marked by spray painted "X"s in the middle of the courtyard surrounded by crates. a.3) Mission Map 1: CT Deployment The Counter-Terrorist Deployment is basically a wide area courtyard that has two exits which leads to a) a sniping point with a view fronting the "Bat Cave" exit above the tunnel; b) the half-opened wooden door that leads into the primary bomb site and c) flanking positions covering the other exit of the deployment area. ========+ b A ======+ W | wwwwwwwwwwwwwAAWW Legend: | aBB aW B: Tall Boxes B 1 +===+ b D b: Small Boxes b >>>>> 6 D >: Inclined level, arrow indicates ===-======+ W direction going up. BB 2 BW W, w: Wall B wwwwwww+w wwww+wwW +: Wall Edge Wwwwwww wa BBwa W =, |: Gutter W Bw W X: Bomb Site W +wwwww W 1: Under the bridge, going to W wWWWWw W Terrorist Deployment Area W wWWWWw 7 W 2: Counter-Terrorist Sniping W 5w b W Point, a)Under the Bridge W wWWWWw w wwwwwwwww b) Door to Bomb Site 2 W wWWWWw w wBB W c) Archways W w wB S W D: Big, wooden door, half-way open Www wwwwww w 3 W A: Archway Entrance W bb W 3: Crates Area, Bomb Site 1, Sniping Point W 4 bb b X bW 4: Counter-Terrorist Deplyoment Area WWWWWWWWWWWWWWWWWWWWWWWWW Sniping Point 5: Darkened Corridor, Backdoor to Counter-Terrorist Deployment Area. 6: Wooden Door, Half way entrance to Bomb Site 2 Archway Entrance to "Bat Cave", corridors leading to Terrorist Deployment Area and Archway Exit fronting CT Sniping Point 1 7: Open Courtyard a: Ambush Areas S: Sniping Point 3.a) Bomb Site 2 WB W WW W W BW +WWWWWWWWWWWWWWWWW+ ========+ BW w w b W b A WWWWWWWWWWWWWWWW+ +S bW ======+ W b S W | wwwwwwwwwwwwwAAWWWWWWWWWWW+ |wwwwwwwwwww+ | BB WA BB S W B 1 +===+ b D B W b >>>>> 6 D X W ===-======+ W b b W BB 2 BW BB BB W B wwwwwww+w wwww+wwWWWWWWWWWWWWWWWWWWWWWWWWWWWW+ Wwwwwww wA BBwA W W Bw W Bomb Site 2, shown here W +wwwww W in relation to CT D Area W wWWWWw W W wWWWWw 7 W Legend: W 5wSb W X: Target Area W wWWWWw w wwwwwwwww B: Crates, Big Boxes W wWWWWw w wBB W b: Small Crates W w wB W A: Ambush Area Www wwwwww w 3 W S: Sniping Point W bb W W 4 bb b X bW WWWWWWWWWWWWWWWWWWWWWWWWW : a.4) Counter-Terrorist Map Strategy ]------------------------------------------] Make Camp> Unlike the Assault Map, the Dust map takes care to include a moderately fortified CT deployment area that is relatively easy to camp in with, given the proper conditions and skills. Using the two maps given above, note the two entrances leading outside of the CT deployment area. the first one to the left is a dark corridor leading to the CT sniping area. The sniping area face the following important areas of responsibility. 1) Using the map's reference where up is north, the sniping area takes car of tunnel area below, where the crates are perfect cover for advancing foes. Take note that since the CT sniping is elevated, you'd see the opponent's feet first before they see your sweet sniping face. 2) Also up north is the "Bat Cave's" first exit, with the huge crate in front. In here opponents would do two things: they'd either jump and spray at your direction automatic rifle fire, or peek and hopefully snipe you with an Artic. 3) The third hardpoint is the one fronting the second bomb site's double doors. Snipers facing this direction should scan the area to the left of this area, because this is where the second exit of the Bat Cave is located. Again, opponents will either snipe or spray you with ammo in here. 4) Beyond the double doors (which is half-closed) you see a green crate. That's direction you'd look for when spotting enemy snipers residing in that area. Another possible camping area is within the CT deployment area as well. At the end of the long ramp leading further south of this courtyard, there are numerous crates to the west side and at the center. The East side guards against opponents sneaking up the dark corridor, and the ramp itself is a good cover for those half-hidden sniping. The CT Blitz> : Console Commands ]-------------------------------------------------------------] Here's a quick list of commands you can tweak and toggle to enhance your CS gaming experience. Obtained from counter-strike.net, maintained by Cliff Davis :-------------------------------------------------------------[ Server Options: ] mp_limitteams (default 2) Maximum number of players that one team can have over the other. To entirely disable team limiting, set to 0. sv_restartround (default 0 sec) Time until the game restarts fresh, or 0 to not restart. This will reset all frags, scores, weapons and money to default. Use this to coordinate clan matches. mp_autokick (default 1) Enable automatic team-killer banning and idle client kicking. mp_chasecam (default 0) Limit observers to chase modes. mp_c4timer (default 45 sec) C4 timer duration. Minimum of 15, maximum of 90. mp_freezetime (default 6 sec) The length in seconds of the Freeze period at the beginning of rounds. Set to 0 to disable. mp_roundtime (default 5 min) The maximum length a round can last, in minutes. Minimum of 3, maximum of 15. mp_friendlyfire (default 0) Set to 1 to enable friendly fire, 0 to disable. mp_timelimit (default 0 min) Period between map rotations. mp_footsteps (default 1) Set to 1 to enable footsteps, 0 to disable. mp_flashlight (default 1) Set to 1 to enable the use of flashlights, 0 to disable. sv_sendvelocity (default 0) Set to 1 to enable complex server physics and decals ( for low lag situations), 0 to disable. :---------------------------------------------------------------{ Client Options ] rate (default 2500) This command controls how much information you recieve from the server you are connected to. For a 14.4 connection set your rate to 1500, a 33.6k connection should be 3000, a 56k 3500, an ISDN should be 5000, and all connections faster than that should be between 5000 and 9999. cl_observercrosshair (default 1) Set to 1 to enable crosshairs in Observer mode, 0 to disable. cl_hidefrags (default 1) Set to 1 to hide all frag/death counts on the Scoreboard but your own, 0 to show. hud_centerid (default 0) Set to 1 to center auto-ID text on screen, 0 to have auto-ID text in the bottom left corner. Infokey settings. Type "setinfo" to check the status of all infokey settings. To change one, type "setinfo ". +showradar (default) Turns radar on. -showradar Removes radar from your screen. nightvision Bind this key to toggle NVG when purchased. i.e. bind z nightvision InfoKey Keynames: dm (default 1) Set to 1 to display map briefings after loading new levels, 0 to disable. ghosts (default 0) Set to 1 to see ghosts when in Observer mode, 0 to disable. Disabling ghosts can potentially improve lag in high lag situations. ah (default 1) Set to 1 to enable auto-help, 0 to disable. Auto-help gives the player hint messages throughout the game. >From the e-mail: Serpent Snake of Malaysia e-mailed me about: r_netgraph (default 0) Here's my evaluation of the command: TerraK: " What does command do is run an interactive network ping ratings in your HUD. There's stuff like your like how fast your animation is, FPS(frames per second) and a graphs that shows realtime network activity in a certain direction. Pretty useful for zeroing in on opponents and detecting ambushes. Try inputting a numerical number up to 5 for different effects." from friends: gl_alphamin (number) shows/hides particular environ objects... like hanging bridges and ladders. model (skin command) change player skin for a couple of seconds. ***visit the CS website for more console commands and scripting advice.*** : xiv. The CS Team ]-------------------------------------------------------------] Name : Gooseman E-mail : gooseman@counter-strike.net Position : Project leader, Head modeler, Head coder, Head-job Name : cliffe E-mail : cliffe@counter-strike.net Position : 2d-graphics, sound effects, QA, PR, game design, etc. The Mappers: as_oilrig by MacMan macmaninfi@aol.com as_riverside Zaka zaka@mbnet.fi de_fang by Jo Bieg MEEEEDIC@gmx.net cs_backalley by TYR tyr@barking-dog.com de_railroad by KaRRiLLioN JHCorwin@pageinc.org es_frantic by Barney (aka Narby) fragged101@yahoo.com de_train by Chris Mair chris@barking-dog.com es_jail by Bluestrike inspiratie@hotmail.com cs_militia by Andrew Aumann andrewja@home.com cs_747 by Markus witchdawn@hotmail.com cs_docks by N0TH1NG N0TH1NG@mailcity.com cs_siege by N0TH1NG N0TH1NG@mailcity.com cs_assault by CryptR lmuur@dlc.fi de_dust by Davej (Curtains) dave@3dgaming.com de_prodigy by Hobbit hobbit@bellatlantic.net de_nuke by MEEEEDIC jogi@netads.de The texture Artists: Chris Ashton (aka Macman) MacManInfi@aol.com Ido Magal ido@dnai.com HUD Ammo Sprites: Viper-x Splash and Console 2d Art: Cliffe : FAQ Copyright Stuff ]----------------------------------------------------------] This FAQ and everything included within this file cannot be reproduced in any way, shape or form (physical, electronical, or otherwise) aside from being placed on a freely-accessible, non-commercial web page in it's original, unedited and unaltered format. This FAQ cannot be used for profitable purposes (even if no money would be made from selling it) or promotional purposes. It cannot be used in any sort of commercial transaction. It cannot be given away as some sort of bonus, gift, etc., with a purchase as this creates incentive to buy and is therefore prohibited. Furthermore, this FAQ cannot be used by the publishers, editors, employees or associates, etc. of any company, group, business, or association, etc., nor can it be used by game sites and the like. It cannot be used in magazines, guides, books, etc. or in any other form of printed or electronic media (including mediums not specifically mentioned) in ANY way, shape, or form (including reprinting, reference or inclusion), without the express written permission of the author, myself. If you'd include an acknowledgement of using this document as a reference in a bibiography within your term paper or thesis or homework, fine. This FAQ was created and is owned by me, Terraknight. All copyrights and trademarks are acknowledged and respected that are not specifically mentioned in this FAQ. If you find this file altered in any way; posted in any other website or commercial(which means your site hosts ad banner/s other than those provided by the company hosting your webpage) publication online without this author's personal obvious written consent (like an acknowledgement in this document) please feel free to contact this author. For all those vultures attempting to make their own FAQ using this document-- all information here are exclusively gained from playing Half-Life: Counterstrike on our neighborhood LAN, and this author's personal opinions as well as observations. What you see here was first seen here, and if you see something similar on other faqs, don't patronize rip offs. : What's up next in CS FAQ v 3.1? ]----------------------------------------------] Dunno... lets just wait and see what's gonna happen in CS next update, k? : Acknowledgements ]-------------------------------------------------------------] The CS CT&T manual has been posted in numerous websites, old and new alike, and has been translated into HTML and several other foriegn languages. With that said, I'd like to dedicated this part of the FAQ to the people that made CS the best head-to-head, on-network, team gameplay videogame out there. I'd like to express my deepest gratitude to the brave men and women contributing to the betterment of the Counter-Strike cause: from the game's designers, texture mappers, map artists, and the like. The same goes to the numerous guys and gals who are at the helm of Counter-Strike's future: the players who spend their vacation and study/work time a like just to experience the excellent gaming experience that is Counter-Strike. If not for these esteemed souls, this game and this FAQ wouldn't be where it is right now. Thanks to the players at my LAN place, Office Plus!: Chiney, the Timawas Robert and Lime, Renren, Ninjaboy, L@nce, Dick Israel, Ohoy!, Bakero_Ne, Prime, Buster, R2ro and the list goes on... everyone who I've had the pleasure of competing with and against, for giving me the skill and imparting me the knowledge used in this FAQ. :-------------------------------[ xvi. Post Mortem ]-----------------------------] The LAN neighborhood where I rent out the system to play multi-player CS games only carry original CS 7.1 add-ons. I don't know where to get additional software patches on misc stuff like naked hostages, bloody knives et. al. Nor am I interested in acquiring such software, b'coz they're purely aesthetic anyways. Flames, comments, suggestions, are most welcome & shall be acknowledged. The official Half-Life: CounterStrike webpage--> counter-strike.net CSSkins--> http://skins.counter-strike.net/ Anarchy Design--> http://anarchy.counter-strike.net/ CSNation--> http://csnation.counter-strike.net/ CSClanworld--> http://clanworld.counter-strike.net/ Counter-Server--> http://server.counter-strike.net/ "The Unofficial Counter-Terrorist & Terrorist Training Manual" v 3.0 for Half-Life: CounterStrike PC game, copyright 2000 by Terraknight First published Online on GameFAQs(www.gamefaqs.com) December 2000 ~"This document's latest revision is always found at GameFAQs"~ <-================================~+ End of File +~=============================->