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Half-Life: Counterstrike cheats / Half-Life: Counterstrike hints / Half-Life: Counterstrike faqs / Half-Life: Counterstrike solutions



Half-Life: Counterstrike faqs and solutions


Half-Life Counter Strike
Weapons and Tactics Guide v.08
by Mochan
last modified 3-11-2001

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

This file is meant specifically for the Counter Strike player who is getting
trounced all the time from lack of experience and/or knowledge of tactics.
I am sharing in this guide all the tricks to help you even out the playing
field.

You can try out all the other guides floating around, but I will be a big
rat bastard and tell you that mine is the best to pick up. ^_^

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

This FAQ is also designed to make my name a household name and to
promote the [gulay] way of life everywhere. By reading this FAQ you
have condemned yourself to become a vegetable. Have a nice day.

===============================================================================
E-MAIL POLICY

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

I have created a Mailing List for this guide. I strongly urge you to mail
Anything you have to say there instead of to me. See mailing list info
below.

If you want to mail me anyway, mail to but
PLEASE add a tag to the subject header [CS FAQ] Make sure to use that tag
exactly as I type it, all caps!

[CS FAQ]

Don't forget.

[CS FAQ]

This will help me sort out all CS-related e-mail. Anyone who does
not follow this rule might not receive an answer. >_<

===============================================================================
ANNOUNCEMENTS
===============================================================================
Some News:

The CS Weapons and Tactics Guide has its own mailing list! See the Mailing
List section. Yes, now there is no need for me to have a news section. This
is the last time you will see this part of the guide.

Since the last version (v.07) I have:
- Canned the History section! Who cares about ancient history?! It's just
making the guide larger than it should be. But if anyone wants it back....

New Techniques:
- AK-47 in-depth weapon guide

Revised:
- FN Para factoids
- Arctic Technique: Shun Satsu Sen (elaborated further on its usage)

===============================================================================
MAILING LIST
===============================================================================

The Half Life: Counter Strike Weapons and Tactics Guide has its own mailing
list! This is primarily for people who wanted me to send them updates as soon
as I finished writing.

From now on, I will be sending a message to the mailing list whenever a new
version of the guide is available. You can then scoot over to my webpage where
I have stashed latest version (or to GameFAQs, whichever gets it up first).
I would have invited you all to join the ML, but I can't remember everyone who
wrote in! Sorry!

You can also use the mailing list to voice out whatever you want to say about
Counter Strike, playing it, and the guide itself. It is also a good way to
contact me. This way, I can keep my e-mail account to myself, heheh. Don't
expect much traffic at the ML, though. I'm not sure if people will be wanting
to subscribe and write in. It's really just there for updates.

To subscribe to the list, send mail to
To post to the list, send mail to

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

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

===============================================================================
TABLE OF CONTENTS
===============================================================================

MISSION STATEMENT

E-MAIL POLICY

ANNOUNCEMENTS

MAILING LIST

TABLE OF CONTENTS

I. INTRODUCTION
1.a -- How to Use this Guide

II. BASIC FIGHTING ATTITUDE

III. BASIC COMBAT TRAINING
3.a -- Camping or Assaulting
3.b -- Aiming: Accuracy and Recoil
3.b1 - The Rule of Aiming
3.c -- Basic Shooting Styles
3.d -- Range
3.e -- Damage: Ammo and Location
3.e1 - Ammo
3.e2 - Location
3.e3 - Armor
3.f -- Stopping Power

IV. THE WEAPONS

4.a -- Pistols
4.b -- Shotguns
4.c -- Submachine Guns
4.d -- Rifles
4.f -- Machine Guns
4.g -- Other Equipment
4.h -- Weapon Movement Speeds

V. COUNTER-STRIKE TECHNIQUES

5.a -- General Techniques
5.a1 - Listening
5.a2 - Weapon Switching
5.a2a - Super Weapon Switching
5.a3 - Radar
5.a3a -- Cheap Night Vision
5.a4 - Miscellaneous Console Commands
5.a4a -- Sensitivity
5.a4b -- Crosshair
5.a4c -- Quick Weapon Switching
5.a4d -- Mouse Filter
5.a4e -- Binding Technique
5.a4f -- On the Fly Config Switch
5.a5 - Speed Buying Technique
5.a6 - End Reloading Technique
5.a7 - Bunny Hopping

5.b -- Defensive Techniques
5.b1 - Side Stepping
5.b2 - Ducking
5.b3 - Jumping
5.b4 - Shadow Technique
5.b5 - Hit and Run Technique
5.b6 - Crowd Defense
5.b6a -- Hostage Defense
5.b7 - Smart Reloading
5.b8 - Continuous Movement Defense
5.b9 - Flee from Fire Technique
5.b10 - Backstabbing Technique (Uragiri)
5.b10a -- Letting the Shadow Pass (Kage Yurutou)
5.b11a -- Baiting the Enemy
5.b11 - Hiding the Ghost (Yurei o Kakushite)

5.c -- Offensive Techniques
5.c1 - Stationary Aiming
5.c2 - Hot and Cold Firing Technique
5.c2a -- Jump Aiming
5.c3 - Figure Eight Sidestep Technique
5.c3a -- Anti-Arctic Technique
5.c4 - Assault Weapon Sniping Technique
5.c5 - Perpetual Motion Agressiveness Technique
5.c6 - Find the Weakpoint
5.c6a -- Finding the Blind Spot
5.c7 - Money Flash Awareness Technique (Kane Kae Sen)
5.c8 - Stealth Technique
5.c9 - Team First, You Last

5.d -- Dirty Tricks
5.d1 - Adjusting Light Gamma
5.d2 - X-Ray Vision
5.d3 - Super Figure Eight Sidestepping
5.d4 - Team Jumps
5.d4a -- Hostage Jumps
5.d5 - Sound Binds
5.d6 - Auto Aim
5.d7 - Smoke no More Technique (Kemuri Muyougiri)
5.d8 - Paralyzing Smoke Technique
5.d9 - Mimic Technique

VI. COUNTER STRIKE ETIQUETTE

VII. WEAPON SPECIFIC TECHNIQUES

7.i -- Weapon Archetype Guide

7A. Arctic Warfare Magnum
7B. H&K MP5-Navy
7C. Kalashnikov AK-47

APPENDIX A -- USEFUL LINKS

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

APPENDIX C -- FREQUENTLY ASKED QUESTIONS (FAQ)

i. DISCLAIMER
ii. CREDITS
iii. ADDENDUM


===============================================================================
I. INTRODUCTION
===============================================================================

This guide was written for the Half Life mod Counter Strike. CS needs
no introduction, I believe it is currently the most popular
multiplayer FPS game in the world. So popular that this unofficial
MOD is now an official Half Life product.

Now that Counter Strike is no longer a beta and has been officially
released, I feel the time is ripe to release a new guide to help the
new CS player on the way to fight the veterans on equal terms. Because
of its new-found fame, more and more new players are coming out of
the wood work. Sadly, these new players are woefully underclassed. Veterans
have the advantage of knowledge and experience over the newbie. They're
just too serious and take the fun away from the newbie. So, in the words
of Mega Man X, it's "Time to get serious!" I got serious enough to
write this guide to impart to the newbie one of the two things they need
to get even: knowledge.

Take note that just knowledge of these tricks will not make you an
expert killer overnight! I am sure these techniques, tried, tested
and proven over the years, will increase your playing skill tremendously,
but in the end only practice and experience will make you a truly
formidable CS killing machine. But these teachings, which I have learned
from personal experience and from speaking with those better than me,
are a good foundation to provide you the basic skills that will evolve
into lethal killing techniques.

-------------------------------------------------------------------------------
1.a -- How to Use this Guide

Although in theory I believe that clarity and conciseness is more important
than volume, I am very poor in practice. Thus my ramblings are often very
long. Much of what I wish to impart is contained in these long paragraphs,
and should all be read to understand all that I am trying to say.

However, for those with less patience, I have enclosed in "boxes" important
tips that you should pay close attention to. Even for those reading
everything, these enclosed boxes contain the most important points of the
entire passage.

----------------------------------------
| READ THE ENCLOSED TEXT SUCH AS THIS! |
----------------------------------------

After reading through the guide, don't be worried if you didn't understand
some things. You can't be expected to learn everything in one sitting. Most
importantly, you should get some practical experience, preferably right
after a reading. Always remember, practice makes perfect. Also, repetition
is the key to learning. Once you've read this guide, practice. Then read it
again, and practice some more. You will gain more understanding with each
reading and each practice session, in time leading to an eventual culmination
of all the lessons. And with the many excellent CS Bots coming out (like
Count Floyd's POD Bot), there's no excuse for not finding any punching bags
to practice on.

I also include cheesy quotes like this to spice the guide up. Ignore them
as you wish, they're just there for decoration:

"If the student does not wish to gain strength,
he cannot become truly strong."
-- Hiko Seijuro, Rurouni Kenshin

If the guidelines I stated above seem too demanding, all I can say is that
I'm doing this for your own good. I'm trying to mold you into the best
player you can be. This isn't some overnight miracle guide. You have to
work for it. The desire to be strong must be present, overpowering, enough
for you to overcome all these hardships and strive to reach the goal. If
you are going to be half-hearted about the process, not practicing or
taking the time to understand all the tricks in this treatise, then you
will not become strong.

But in the end, keep in mind that Counter Strike is only a game, and
anyone taking a game too seriously needs to be dragged out and roughed up.

Anyway, to help get the info you need, be sure to check the Table of
Contents and see what looks useful to you. Copy the section of interest and
use your text viewer's find function to skip to the relevant part. I regret
the need to resort to this technique, but my organizational and layout
skills are horrible, as you can see.

===============================================================================
II. BASIC FIGHTING ATTITUDE
===============================================================================

"A sword is a deadly weapon. Fighting techniques are what perfect killers."
-- Himura Kenshin, Rurouni Kenshin (Hecto version)

"A gun is a killing weapon. Fighting techniques are killing techniques.
This will always be true."
-- Me, paraphrasing the Hitokiri Battousai

Remember that at all times a gun is a deadly weapon. Point it at
someone only if you have the intention to shoot, and potentially
kill. This is moral bullshit which I think people all people should
remember. But also keep in mind that Counter Strike is just a game,
and pointing a gun at someone in this game is done all in the spirit
of fun. No hard feelings! But when you do point that gun at someone,
be sure that you are whole-heartedly focused on aiming at him, and
shooting to kill. Otherwise you will die and you'll be stuck as a
ghost until the round ends.

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

Keeping your mind focused allows you to react faster, and thus kill
faster. That is why having the right attitude to killing is very
important. You must be whole-heartedly devoted to the act of pointing
your gun at your opponent, and squeezing the trigger. Hesitation will
end up with you dead.

"There is a world of difference in our resolve. Unlike you, I am
staking my life on this!"
-- Rouge, Soreyuke! Uchuusenkan Yamamoto Youko

As a PC game player, I'm sure you are familiar with the concept of
savegames. However, savegames do gamers a disservice by making them
bad players. Why? Because with a save game, you don't value your
life. You are not "staking your life" on the outcome, because if you
die you can instantly reload. However, consider a game with no save
game, or limited save point functions (like Hitman or Resident Evil).
Because you can't save anywhere, you do your best not to die at any
given point (especially if you're far from a save point). Most people
don't notice this, but this is a crucial factor in forming your
mental condition.

In Counter Strike, you should adopt a more advanced version of this
philosophy. You should play as if your life were depending on it, as
if there were no tomorrow. This will put you in a far better mental
state. You must be determined to win. Although I reiterate that this
is just a game, sometimes you need to adopt a deadly serious attitude
to go beyond your limits. I don't recommend this for friendly play,
but if you really must win, you might have to take the game far more
seriously than you normally would.

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

"Live your life, Kenshin."
-- Hiko Seijuro, Rurouni Kenshin.

Regardless, you must always keep your mind running, even while just
standing in one spot. If you slack off even for one second, your reflexes
will drop, and you will be a dead man. I cannot emphasize this enough. A
casual player will probably just take a passing interest while fighting,
may even snooze a bit while camping. These players often end up dead. But
if you seriously want to improve, keep your mind focused. That is the true
key to victory; physical skills like aiming and shooting are secondary
to this basic truth.

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

I firmly believe that the best fighter is the one who is ALWAYS on
alert; never to let his mind slip at any point. I must confess that I
myself have not achieved this level. Ever wonder why sometimes you
have "hot streaks," or times when you seemingly manage to kill wave
after wave of enemies without taking a hit, but sometimes you can't
kill for the life of you? My theory is that it is a case of mental
control. You achieve a hot streak when your mental focus is at its
highest, and a losing streak when your mind is at a low. While I have
not managed to achieve that highest level of perpetual mental focus,
nor do I know anyone who has, I am sure it is possible. I like to look
at historic warriors who are said never to have lost a single battle --
Miyamoto Musashi, Yagyu Jubei, and so on -- to prove my point.

It might help if you learn to meditate or do some other training to
concentrate and focus your mind. Just a suggestion. Try taking up Zen,
Yoga or some really intense sport if you really want to master Counter
Strike, heheh. ^_^;


===============================================================================
III. BASIC COMBAT TRAINING

Now that you're hyped to kill your enemy, you need to learn some
basic concepts regarding player movement in counterstrike.
===============================================================================

3.a -- Camping or Assaulting

Now, in CS, each side, the terrorist and counter terrorists, have
goals to achieve. Depending on the map, one side will usually be
defensive or offensive. Indeed, some maps were meant to be very
defensible for certain sides. Because of this, there are two main
kinds of playing mindsets in CS: camping or assaulting.

A camper is someone who sits tight in a very defensible position.
People often despise campers because they are cowards who know
nothing of honor and would rather hide behind a crate in a dark
corner rather than fight head-on. Well, campers shouldn't let such
taunts bother them; they do what they do to win, and camping is
the way they know best to do this. Campers rely on patience, and
often work in teams because no single person can cover all the
critical points effectively. They wait for the enemy to take the
battle to them. The team taking the defensive position, such as
terrorists in a CS map, often makes use of camping techniques.

An assaulter is someone who charges right into the fray. Whether
the enemies choose to meet him in the same way, or whether they
hide behind a rock is of no consequence; he will charge right in
and make mince meat of his opponent as soon as he comes across him.
They take the battle to the enemy. The team taking the offensive,
like terrorists in a DE map, often go the way of assault.


Now, each mindset has its advantages and disadvantages, but most
people often fall somewhere in between -- they camp when they
must, but they attack when the need arises. However, I've found
that the truly great players who rack up lots of kills are often
true bred in one of either of the two disciplines: the shameless
camper who waits at the end of long corridors with his AWP, or
the relentless attacker blaring away with his MP5.

Campers have the advantage of position, and can stage ambushes.
Defense is always stronger, they say, and campers can pick the
most defensible position and stay there, waiting for the hapless
assaulter to walk by, conveniently exposing their back to the
camper. The drawback is that campers need lots of patience, and
have to hone their reaction time greatly. Camping condones
laziness, which dulls your reflexes. On average, a camper will
develop slower reflexes than an assaulter. The worst part of
camping is that they have little control over the flow of the
game: they lend their destinies to fate, or more appropriately,
to the actions of the assaulters.

Assaulters, on the other hand, have the advantage of proactivity. By
taking matters into their own hands, they call the shots: they do what
they do, when they want to. They can stick together and attack in masse,
while campers tend to spread out for defense. In other words, assaulters
do what suits them best at any particular time. Because of inertia, a car
in motion will accelerate faster than a car at rest. The same principle
applies to people's brains from a physiological standpoint.

------------------------------------------------------------------------
| An assaulter will have a better reaction time than a camper: because |
| they are always on the move, their minds are "in motion," not "at |
| rest" like a camper. |
------------------------------------------------------------------------

In theory an assaulter will often shoot first if he and a camper detect
each other at the same time. This has been proven to me time and time
again over the years.

It is up to you to choose what path you really want to take. You
have the potential to rack up the kills no matter what you are,
but keep in mind that the key to racking up those kills and
staying alive depends greatly on how other people behave. The
real secret to CS tactical behavior is anticipating everyone else's
moves, whether they are going to camp or not, and bring the
appropriate tactic to bear.

For instance, if you're planning to camp but all your team mates
are going to assault, you probably won't be getting too many kills.
Likewise, if you go assault, but all your team mates are going to
camp, you'll die in seconds from lack of cover fire. I cannot stress
the importance of team behavior: in a friendly game this is not so
important, but in serious fights like tournaments, or if you're
playing to win, having team tactics is vitally important. But I'll
discuss that some other time, that's an advanced tactic. For now,
just remember that teamplay is crucial in CS.

Knowing your team is not the only thing you need to do; you also
need to know your opponents. If they plan to camp, do you go in
and assault, guns blaring, and hope to succeed? Or do you have to
use the appropriate tactic to breach their defense? Just keep these
things in mind for now, for I will not discuss them at this point.

The important thing now is to recognize the different kind of players
in the game: campers or assaulters. Although I mentioned that pure,
true breds of each are often the better players, the best player will
likely be the wily, cunning player who knows when to be a camper, and
when to be an assaulter. Just keep in mind the basic strengths and
weaknesses of each style, especially with regard to map type.

----------------------------------------------------------
| CAMPERS: |
| Strength: positional advantage (i.e. - sniping points) |
| Weakness: no control over the flow of the battle, |
| slower reaction time |
| |
| ASSAULTERS: |
| Strength: control over the battle |
| faster reaction time |
| Weakness: prone to backstabbing and sniping |
----------------------------------------------------------

Learning to be either a good camper or a good assaulter is vital
in CS. If you're defending positions, like hostage areas for
terrorists or bomb sites for counter terrorists, good camping
skill will help. But keep in mind that a swift assault by the
defensive team is both unexpected and can neutralize the enemy's
advance just as effectively as a long camp-out. As a newbie, you
should master one style first. The choice in, the end, lies in
what kind of weapon you prefer: assault weapons or sniper weapons.
As we'll discuss later, what weapon you use greatly influences
your playing style. If you like weapons like the MP5, M4 and
Steyr Aug, then you should learn to be a good assaulter. But if
you prefer weapons like the Arctic, then camping skills will
suit you well.

-------------------------------------------------------------------------------
3.b -- Aiming: Accuracy and Recoil

Regardless of whether you camp or assault, the most important
skill you must learn in CS is how to aim. This is the most
crucial part of CS gameplay; if you aim well, your enemy is
toast. If your aim is lousy, you're toast. Simple. Aiming is
equally important no matter what weapon you use, it's just
that different weapons have different aiming nuances. This
will all be discussed in the individual weapon sections.

There are two very important factors to keep in mind when aiming:
accuracy and recoil. Weapons have different ratings for accuracy
and recoil.

ACCURACY
--------
Accuracy determines whether the bullet will go to the spot you're
pointing at. You can tell a gun's accuracy by the size of the
crosshair. The tighter the crosshair, the more accurate the gun.
Your bullet will tend to go in the middle radius of the crosshair's
lines. In addition, the more you shoot, the wider the crosshair
becomes, decreasing your accuracy.

RECOIL
------
Recoil is how much your gun will buck away from where you're pointing
each time you fire a shot. The stronger the recoil, the harder it is
to control the gun.

Recoil is always constant for each weapon, but accuracy is
affected by many things. Four things affect accuracy:

1.) Movement
2.) Jumping
3.) Swimming
4.) Ladders

-----------------------------------------
| While moving, your accuracy goes down |
-----------------------------------------

The amount by which it decreases depends on the weapon, but in general
if you want your bullets to go where you aim, you should shoot while
standing still. While you are jumping in the air, accuracy is virtually
non-existent.

------------------------------
| Do NOT jump while shooting |
------------------------------

Unless you are using a very accurate weapon and are right next to your
opponent, you will likely not hit your opponent. The same goes for
swimming and being on ladders.

-------------------------------
| Do NOT shoot while swimming |
-------------------------------

Swimming is not being in knee-deep water, swimming is when your feet are
no longer on the floor, and your 3D model is doing a breast stroke. Do
NOT shoot while swimming and expect to hit anything, unless you are right
next to the target.

-------------------------------
| Do NOT shoot while climbing |
-------------------------------

Finally, NEVER shoot while on a ladder unless there is an emergency.
You will most likely not hit your target. If you must shoot, try to get
off the ladder as soon as possible before shooting, or make sure your
target is at point-blank range.
-------------------------------------------------------------------------------
3.b1 - The Rule of Aiming

The general rule of thumb when aiming is simple.

-----------------------------------------
| Aim for the neck area of an opponent. |
-----------------------------------------

This gives you the greatest trade off of ease to hit and damage. The
mid-section of the body is the easiest target, but you do more damage
shooting the neck area. The most important reason to aim for this
part, though, is to increase your chances of doing a head shot. A single
shot to the head is lethal for almost all guns, except those using 9mm
ammo. You could try aiming for the head, but this is harder and is
something you should focus on only after you have gained a lot of
experience. Head shot techniques will be elaborated on later.

For now, keep in mind the effect of recoil. Because of it your first bullet
may hit its target, but the next ones won't. This is very important in CS,
as one shot is often not enough to kill a fully-armored opponent. Another
bonus to shooting the neck area is that recoil tends to push assault rifles
and submachine guns upward. Thus, your first shot may hit the neck area, but
the next shots might be head shots.

Just keep in mind the effects of accuracy and recoil, and you will
be on the road to mastering aiming.

-------------------------------------------------------------------------------
3.c -- Basic Shooting Styles

The next consideration to learning the basic skill of aiming is that
there are two basic methods of shooting: auto-fire and single-fire.
People usually adopt one of these two methods due to their weapons;
someone using an MP5 will more likely use auto-fire, while someone
using an Arctic is forced to go single-fire.

Auto-fire pertains to shooting at a target repeatedly as long as the
ammo holds out. Single-fire is shooting single shots to hit the
opponent, often done while sniping. Someone going assault usually
utilizes auto-fire.

I've noticed that most people prefer either auto-fire or single-fire.
Those that prefer auto usually go assault and master the MP5, Carbine,
Steyr Aug, or Commando. Those that go single-fire become masters of the
lethal Arctic Sniper Rifle. Each style has its strengths, and you would
do well to specialize in one style. Once you've gained familiarity with
one style, you can experiment with the other.

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

AUTO-FIRE

Auto-fire gives you a higher chance of hitting the opponent, but this
is due to quantity and not quality. The more shots you fire, the more
chances you have of hitting. But each individual bullet has less
chance of hitting because of recoil. Most of the bigger guns let you
engage in auto-fire just by holding the fire button down. Pistols,
which have no automatic trigger, must be fired with rapid-succession
presses to achieve an auto-fire effect.

Auto-fire is useful in the the thick of the battle, speed is often of
the essence, he who pulls the trigger first will hit the enemy first.

However, do not be trigger happy! Because of recoil, many of your
succeeding shots will be less likely to hit the target. ALWAYS aim
carefully before pulling the trigger. Most beginners will aim in the
general direction of the target, and even before the crosshair is at
the target, will pull the trigger and never let go. This is, frankly,
a waste of ammo and a good way to get killed.

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

This way, you won't waste the most crucial shot -- the first one,
which has the highest likelihood of hitting. Succeeding shots
have less chance of hitting due to recoil, and it is not uncommon
for newbies to miss their target completely by just spraying their
entire clip in a haphazard manner.


SINGLE-FIRE

Single-fire is used by the more skilled as a means of precision
sniping. It is the intelligent way to get head shots. It is very
useful to keep recoil under control, making sure your shots keep
themselves on target.

Because of recoil, some veterans prefer shooting in single-fire
mode, especially when using high-recoil guns like the AK-47 and
the Para machine gun. By shooting just single bullets instead of
sprays, one can minimize the effects of recoil.

------------------------------------------------------
| Shooting single-fire reduces the effects of recoil |
------------------------------------------------------

All guns can be fired in single-fire, some harder than most. Pistols,
the combat shotgun and sniper rifles are easy to fire in single shots.
The assault rifles and SMGs, though need practice and a light tap on
the fire button to shoot in single-fire.

Also, single fire generally fires as fast as you can click. Of course,
the gun will still limit how fast you can fire, but in some cases you
can fire faster than the normal auto-fire trigger would allow. A good
example would be the Sig 550 Commando. The trade-off, of course, is
that you will spend some concentration on clicking the button furiously,
rather than on whatever else you're doing (like aiming at the enemy or
moving).

BURST-FIRE

Aside from the two basic styles of firing, there is a third, which
is a sort of hybrid of the two: burst-fire. Shooting in bursts of
around 3 bullets is a favored method for sniping by some, because
it allows them a better chance of hitting a target, without
sacrificing much accuracy from recoil. To achieve burst fire, use
a touch similar to single-fire, only hold the fire button slightly
longer. Of course, pistols and sniper rifles can't achieve this,
except for the Glock which has a special burst-fire option.

-------------------------------------------------------------------------------
3.d -- Range

After learning to aim, you need to apply your aiming skills to four
basic divisions of range: point blank, close, medium, and long. Unit
of measurement for distance is hard to define, so I will talk in terms
of landmarks on a map. Since DE_DUST is perhaps the most well-known
map, I will use it to approximate the distances. These aren't the
exact distances I prescribe for range, but are close enough.

From the primary bomb-site (the one that isn't the CT terrorist base),
imagine yourself at the edge of the map across the double doors. The
bombsite is between you and the double doors.

From this point to the bombsite is basically CLOSE range.
From the bombsite to the double doors is MEDIUM range.
Anything beyond the doubledoors is LONG range.
POINT BLANK is right next to you, close enough to use a knife.

---------------------------------------------------
| Remember that range affects your accuracy a lot |
---------------------------------------------------

At point blank, you will always hit your target as long as he is in front
of you, so accuracy and recoil is not a problem. Shotguns are lethal at
this range.

At close range, only the sniper rifles will have any real trouble
hitting the mark under conditions of low accuracy (moving or being
on a ladder). This is the maximum effective range of shotguns.

Medium range is basically the maximum range for pistols and sub
machine guns to fire accurately and still have a good chance of
being on target. Shotguns will still do minimal damage due to the
spreading of ammo.

Long range is the domain of rifles and machine guns only. While it
is still possible to hit using pistols and SMGs, it is far less
likely.


It is important to note that auto-fire works well from point-blank
to close range, but from medium to long range single-fire will more
likely net you a kill. Also, using single-fire in close range is
best left only to the highly-skilled, because otherwise the faster
trigger finger of auto-fire will likely cut you to ribbons first.

-------------------------------------------------------------------------------
3.e -- Damage: Ammo and Location

The final important basic consideration is with the amount of
damage you deal out. Damage largely depends on two things: ammo
and location. Different ammo types do different amounts of damage.
The amount of damage a gun does depends almost entirely on its
ammo, not on the gun itself. Some guns do more or less damage
than others using the same ammo type, but in general damage
is governed by ammo.
-------------------------------------------------------------------------------
3.e1 - Ammo

These are the strengths of the different ammo types in Counter Strike,
from weakest to strongest. Take note that this is by no means definitive,
I did not check with the CS team or read a guide about them. Nor did I
interview gun experts. Instead I relied on a much simpler method:
I computed ammo to cost ratios! I honestly have no idea if this is
accurate, but it seems to fit with my experience.

Here is the order, from weakest to strongest:

Cost Ratio Ammo
--------------------------------------------
(0.66) 9mm Parabellum
(1.00) 5.7x28mm
(1.00) .338 Lapua Magnum (P90 Round)
(2.00) 5.56mm NATO
(2.08) .45 ACP
(2.67) 7.62mm NATO
(3.84) .357 Sig
(5.71) .50 Action Express
(8.13) *12 gauge
(12.5) .338 Lapua Magnum (Sniper Round)
--------------------------------------------

* - the 12 gauge buckshot used in shotguns is a special case.
Since it is basically an explosion of buckshot, it dissipates
the farther it goes. In close range, the highly concentrated
buckshot can do more damage than a 7.62 round, but from mid
range it only does about as much as a 9mm, and at long range
it does next to nothing.

Anyway, stronger ammo means that it will do more damage and possibly
punch through armor better, but that also means its recoil is probably
stronger.

Also, there is one gun which is considerably stronger than others
which use the same ammo type: the Arctic Magnum Sniper Rifle. It
uses the same ammo as the FN P90, but unlike the P90 which needs
multiple shots to kill, an Arctic will kill an opponent in one
shot, no matter where it hits. Although they are the same kind of
round, they are prepared differently; the rounds for the AWP come
in these nasty, long, pointed cylinders maximized for long-range
combat. That, in addition to the architecture of the rifle, make
the difference in killing power. However, the truth is that Sierra
messed up somewhere and assigned the wrong ammo to the P90.
-------------------------------------------------------------------------------
3.e2 - Location

Now, where you hit your opponent is also important: hitting your
opponent's arms and legs will do minimal damage. Hitting his body
will do moderate damage, while hitting the head will do intense,
if not lethal, damage.

As far as I can tell, there are three basic locations on the
terrorist or counterterrorist body for determining damage:
the head, the body, and the extremities.

HEAD AREA - this is the smallest, hardest to hit area, but also
takes the most damage. Most guns kill an unarmored, healthy head
in one blow.

BODY AREA - this refers to the entire torso. It is the easiest to
hit, and damage is moderate. Thus, armor should usually be bought.

EXTREMITIES - this refers to your arms and legs. While not exactly
easy to hit, people tend to hit the legs in particular when shooting
from a different elevation. Damage here is minimal.

I am not sure if these locations are entirely accurate, but that's
what I noticed from experience. Now, I mentioned armor.
-------------------------------------------------------------------------------
3.e3 - Armor

Armor helps you absorb damage. Depending on the integrity of
your armor, it will decrease the amount of damage you take from
certain types of ammo. This is the most important thing to
remember about ammo types; many of them cannot pierce through
kevlar effectively.

9mm ammo and 12 gauge buckshot are notoriously weak against
armor, and do minimal damage to a person wearing armor. The
same goes for the .357 Sig and .45 ACP rounds.

5.7x28mm and .338 Lapua Magnum have modest penetration against
armor, but when the .338 is used in the Arctic, armor is
meaningless.

The .50 Action Express is excellent against armor, as well as
the 5.56 and 7.62. In the former's case, however, I strongly
suspect it is because of the rifle muzzle velocity gun and not
really the ammo itself. It is hard to measure, because FMJ and
JHP do not exist in CS.

Armor comes in two varieties: a vest which protects the body
area only, and a helmet which protects both body and head.
However, when you shoot at the neck area of an opponent, you
are more likely to hit his head. Headshots are most feared;
always buy full armor if you can afford it! It's the only
real defense aside from cowering behind a rock.

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

Many novice and even some intermediate players don't buy
armor, thinking it's a waste of money. They often complain
that they die almost instantly anyway with or without it.
Believe me, armor makes a HUGE difference. When your dodging
skills have increased and you are fighting on more or less
equal terms, you will notice how much armor keeps your health
up. And when fighting very accurate shooters who aim for you
head, that helmet is pure gold in determining who will win
the battle.

-------------------------------------------------------------------------------
3.f -- Stopping Power

Another important consideration which I forgot to mention earlier
(thanks Paul for reminding me) is stopping power. Have you ever
noticed how, during a gunfight you thought you had your enemy
dead in your sights, but suddenly you get hit and your gun shoots
up, ruining your aim? Or how, while trying to run for cover, you
are suddenly hit and you stop dead in your tracks, unable to dodge,
and thus a sitting duck?

These effects are attributed to something called Stopping Power.
It is a very important tactical tool which makes killing an opponent
without taking casualties easier. In this case, who gets the first draw,
has a better chance of winning.

Most guns have some level of stopping power. Some, though, have
better stopping power than others. The stronger the stopping power,
the longer the opponent takes to recover, and the more off his aim
will be. It's hard to pinpoint the exact levels of stopping power
are for each gun. The stopping power usually depends on the ammo
type. I have made a rough estimate, based on CS experience, but
since it's difficult to ascertain, I also relied on some real-world
knowledge of what ammo is supposed to have strong stopping power.

(Strongest)
12 gauge buckshot/7.62mm NATO
.50 Action Express/.45 ACP
9mm Parabellum
5.56mm NATO/.357 Sig
5.7x28mm/.338 Lapua Magnum (P90)
(Weakest)

While the 8.6 arctic sniper round probably has great stopping power,
it is irrelevant because one hit kills, no? Also, take note that
successive shots have a greater cumulative effect of stopping the
enemy. Thus, guns with a high rate of fire tend to have more
effective stopping power than slower guns with better ammo.

I'm not really sure about this table. Just keep in mind that ammo
with strong armor piercing ability tend to have stronger stopping
power -- this is because the impact is absorbed by the body,
instead of going through it. Regardless, all guns have some sort
of stopping power, and the differences between all the guns is
minimal at best. In other words, even the worst gun has pretty
good stopping power, enough to stun anyone as much as necessary.

===============================================================================
IV. THE WEAPONS
===============================================================================

Now that you have a basic concept of recoil and accuracy, you are ready
to learn about the weapons. There are six basic kinds of weapons in CS:
pistols, shotguns, submachine guns, assault rifles, sniper rifles, and
machine guns. Each have different ratings for recoil, accuracy,
encumbrance, as well as different ammo types.

As a player, you can have two guns with you at most: one primary weapon,
and one secondary weapon. Only pistols are allowed for secondary weapons,
everything else is a primary.

Each gun is detailed as follows:

NAME: The name of the gun (alternative v1.0 name) [Quick Buy Number]
COST: How much the gun plus a full clip costs
AMMO: The kind of ammo the gun uses
CLIP/MAX: The size of the clip/maximum ammo you can carry

CLIP COST: How much one clip costs (number of bullets per clip)
ACCURACY: High, medium or low, high means very accurate
MOVE ACC: High, medium or low, how accurate the gun is while moving.
RECOIL: High, medium, or low, high means strong recoil
RATE OF FIRE: Fast, medium, or slow. The speed between shots.
AUTOFIRE: Yes or no, whether the gun can engage autofire or not
SPECIAL OPTION: What happens when you press the special weapon function.
NOTES: Other things you about the weapon, and my tips and advice.

SPECIAL OPTIONS:

1.) Sniper Scope

Sniper scopes let you zoom in on a far away target. There are two
zoom sizes: 2x or 4x. I just call them that; I don't know if they
really make your vision twice or four times as close. It's something
I carried over from my Action Quake days.

Activating the scope increases movement accuracy, virtually removing
any inaccuracies from moving and sidestepping. However, it also tends
to decrease rate of fire. Further, using the scope warps your
perception, making movement and aiming slightly tricky.

2.) Silencer

Silencers remove muzzle flash and suppress the noise from firing a
shot. This makes them good for ambushing in dark conditions. There
is a drawback, though. I am not 100% sure what the drawback is, but
it has something to do with decreasing your accuracy or damage, or
maybe both.

Realistically speaking, a silencer is supposed to reduce the velocity
of your bullet. I am not sure how this is reflected in CS, but my
tests show that your accuracy, especially at long ranges, is
significantly lowered. I do not know for sure if it weakens the gun's
attack power, but it is possible. I just haven't been able to test it.

Take note that in v1.0 of CS Sierra, for some stupid reason, decided to
rename the guns with some weird, unknown, bogus names. I include them
here for those of you who only joined from v1.0 up, to clear any confusion
as to nomenclature. I am told you can edit the TITLES.TXT file in your CS
directory which corresponds to the weapon names, allowing you to
change them back to what they're supposed to be. Did someone actually
buy the rights to the names of these guns? How come the Ingram was
left out? Heeeee.....

-------------------------------------------------------------------------------
4.a -- Pistols

These are your choices available for your secondary weapon. It is crucial for
your survival when you run out of ammo and do not have time to reload. Pistols
have often have poor accuracy at range but are very accurate while moving.
When using a pistol, in close range, be sure to side step a lot. Pistols also
reload very quickly and are very light, allowing you to move very fast. The
main disadvantage of the pistol is that, except for the Glock, they all have
single-fire triggers. This means that you have to press furiously to
achieve an auto-fire effect.

When choosing your secondary, be sure to select a weapon that complements
your primary. Determine this by weapon fighting-style. Primaries that
mostly use auto-fire shooting should have a pistol with a large clip
size and fast rate of fire (like the Glock or Five Seven). Those that rely
on single-fire shooting should get strong ammo pistols that follow suit
(like the USP or Desert Eagle).

NAME: H&K USP .45 Tactical (K&M .45) [1-1]
COST: $500
AMMO: .45 ACP
CLIP/MAX: 12/48
CLIP COST: $25 (12)
ACCURACY: Medium
MOVE ACC: High
RECOIL: Low
RATE OF FIRE: Fast
AUTOFIRE: No
SPECIAL OPTION: Silencer
NOTES: This is the standard issue CT gun. Counter Terrorists have the weapon
advantage at the start because of this gun. With the .45 round, it is very
strong, and is pretty good at medium range for sniping. A few shots is
enough to kill anyone, even in full-armor. Using the silencer suppresses
shot and muzzle fire, making you almost undetectable in low-visibility areas,
but the trade-off is that you lose some accuracy. It's a trade-off you have
to weigh for yourself. I personally prefer going without the silencer. Anyway,
the USP is the average handgun to which all the other pistols are compared.

NAME: Glock 18 Select Fire (9x19mm) [1-2]
COST: $400
AMMO: 9mm Parabellum
CLIP/MAX: 20/100
CLIP COST: $20 (20)
ACCURACY: Low
MOVE ACC: High
RECOIL: Low
RATE OF FIRE: Fast
AUTOFIRE: No
SPECIAL OPTION: Burst-Fire Mode
NOTES: The default weapon of terrorists. Unfortunately for them, it
is hands down the worst pistol in the game. It is weak, and shares ammo with
the MP5. The gun has two saving graces: it has a useful burst-fire mode and
a clip-size of 20. The burst-mode is useful for sniping, but forces you to
aim carefully as your firing rate suddenly drops. At close range, burst fire
is very difficult to use unless you have the accurate aiming usually
reserved for shotgun experts. The large clip size may be appealing for people
who prefer auto-fire style attacks, but with v1.0 the five-seven became
available. It has the same clip size, is more accurate, and stronger. The
Glock suddenly became a useless gun. The only reason to use it is because it
is free for Terrorists.

NAME: Desert Eagle .50 AE (Nighthawk) [1-3]
COST: $650
AMMO: .50 Action Express
CLIP/MAX: 7/35
CLIP COST: $40 (7)
ACCURACY: Low
MOVE ACC: High
RECOIL: Medium
RATE OF FIRE: Medium
AUTOFIRE: No
SPECIAL OPTION: None
NOTES: This is my personal handgun of choice. With the .50 ammo, it is the
most powerful handgun in the game, heck is more powerful than most of the
primary weapons. Its biggest downside is that it has a clip size of seven, so
make those shots count. Fortunately, it reloads fast so as long as you are
going one on one, you can usually reload after killing one opponent. The
Desert Eagle is also surprisingly accurate at medium to long range, probably
due to the strong caliber of the ammo. It is capable of making headshots with
surprising ease even at such a distance. To top it off, this is the only pistol
capable of punching through thin walls, like the rifles. Most people who have
mastered the single-fire firing technique often prefer this handgun. The only
other problem aside from the small clip is the slow rate of fire; the slowest
among all the pistols. But with its power, who cares?

NAME: SIG P228 (228) [1-4]
COST: $600
AMMO: .357 Sig
CLIP/MAX: 13/52
CLIP COST: $50 (13)
ACCURACY: Medium
MOVE ACC: High
RECOIL: Low
RATE OF FIRE: Fast
AUTOFIRE: No
SPECIAL OPTION: None
NOTES: This gun is similar to the USP pistol, but better in practically every
aspect. It is the second strongest handgun, second only to the Desert Eagle,
but with a bigger clip size. This gun is also more accurate than the USP at
short ranges. The only thing the USP has over this gun really is long range
sniping. At long range, this gun tends not to be as accurate as the USP.
Anyway, I don't find it worth the cost for a CT agent to purchase, as the
improvements are marginal at best. It would be a good gun for a terrorist
to buy in the first round, though. I actually had a long stint using this gun
as my main secondary weapon; but I missed the power of the Eagle in the end.

NAME: Dual Beretta 96G (.40 Dual Elites) [1-5]
COST: $1000
AMMO: 9mm Parabellum
CLIP/MAX: 30/120
CLIP COST: $20 (30)
ACCURACY: High
MOVE ACC: High
RECOIL: Medium
RATE OF FIRE: Fast
AUTOFIRE: No
SPECIAL OPTION: None
NOTES: This is actually two handguns, one in each hand. This option really
reminds me of a cheap alternative to the MP5. They are practically the same,
except that they fire slightly slower, have no autofire option, and are VERY
SLOW to reload. However, considering that they are only $1000 and are a
secondary weapon, they are a top-choice for many as secondary weapons, as they
can serve as primaries, like an MP5. If you belong to the auto-fire rather than
the single-fire school, this will likely be your secondary weapon of choice.
One weird thing about this weapon, though. It's supposed to be very accurate,
I think as accurate as the Carbine. But the shots don't go where they're
supposed to. The two-hand option affects the aim a bit; the left gun shoots
slightly to the left, the right to the right. Its main drawback, though, is the
horrendous reload time. Also, only terrorists can purchase it. All in all, the
Beretta is basically just a more accurate Glock, but slightly stronger.

NAME: Five Seven [1-6]
COST: $750
AMMO: 5.7x28mm
CLIP/MAX: 20/100
CLIP COST: $50 (50)
ACCURACY: High
MOVE ACC: High
RECOIL: Low
RATE OF FIRE: Fast
AUTOFIRE: No
SPECIAL OPTION: None
NOTES: This new gun that came out in v1.0 is fast contending to be my favored
handgun. It has stronger ammo, has a large clip size, is very accurate, it's
almost perfect! The biggest boon is its sniping ability: this handgun was
designed with the single-fire sniper in mind -- it is about as accurate as
the M4 carbine at long range! That's not to understate its close combat
capacity: the fast rate of fire and large clip make it quite effective, and
it seems to work well against armored opponents. The only reason I still
prefer the Desert Eagle is because it is infinitely more powerful, cheaper,
and can be bought by both sides. The Five Seven is CT only.

TRIVIA: This gun is so new that, as of this writing, it has not had any
real combat experience! Gun experts have no definitive data on its actual
combat capabilities.
-------------------------------------------------------------------------------
4.b -- Shotguns

Shotguns are a very distinc weapon-type which only specialists should use.
These are not the same shotguns in Action Quake; these are very specific in
use: close combat. They are very light, and encumber you only about a bit
more than a pistol. They are lethal in close combat, but next to useless at
medium or greater range. One of the nifty features of the shotguns is the
ability to fire immediately after reloading just one shell. This split-
second difference could mean the difference between life and death in certain
situations where you run out of ammo but suddenly need to fire again.

NAME: Benneli M3 Super90 (Leone 12 Gauge Super) [2-1]
COST: $1700
AMMO: 12 gauge
CLIP/MAX: 8/32
CLIP COST: $65 (8)
ACCURACY: Medium
MOVE ACC: High
RECOIL: High
RATE OF FIRE: Slow
AUTOFIRE: No
SPECIAL OPTION: None
NOTES: This is a true specialist weapon, intended for those who have mastered
the art of single-fire headshots. At close range or closer, one shot is enough
to kill, provided you aimed for the general neck area. Unfortunately, the slow
rate of fire means that, in most instances, you get only one chance to kill
your opponent, if you miss the first shot, your enemy with an MP5 or other
auto-fire gun will likely mow you down before you get a second chance. Aside
from the one-shot kill potential at close range, this weapon has no other use.
The buck shot scatters too much even at medium range, making it useless as a
sniping tool, and it only really works against one opponent because of the
slow rate of fire.

NAME: Benneli XM1014 (Leone YG1265 Auto Shotgun) [2-2]
COST: $3000
AMMO: 12 gauge
CLIP/MAX: 7/32
CLIP COST: $65 (8)
ACCURACY: Medium
MOVE ACC: High
RECOIL: Medium
RATE OF FIRE: Fast
AUTOFIRE: Yes
SPECIAL OPTION: None
NOTES: This works almost like M3, except that it has a slightly smaller clip
and has auto-fire ability! Because of the auto-fire capability, it is possible
to take on multiple opponents at close range with this gun. It also means you
have more leeway for missing the first shot, as it is fast enough to fire
again before you get plastered. However, for some reason the M3 is slightly
more powerful than the XM1014; on occasion I have hit a person straight on the
head with this gun, yet he did not die, whereas with the M3 they always die.
-------------------------------------------------------------------------------
4.c -- Submachine Gun

Submachine guns (SMGs) are great close range weapons. They are fairly light,
heavier than a shotgun but lighter than most rifles, and are usually very
accurate at close to medium range, even while moving. They are also relatively
cheap. Their only real drawback is that they often do not have as much
penetrating power as the real rifles, meaning armor does a good job of
stopping them. Also, they tend to lose accuracy at long range because of
shorter barrels and weaker ammo rounds designed for fast emptying up-close.

NAME: H&K MP5-Navy (SMG) [3-1]
COST: $1500
AMMO: 9mm Parabellum
CLIP/MAX: 30/120
CLIP COST: $20 (30)
ACCURACY: Medium
MOVE ACC: High
RECOIL: Low
RATE OF FIRE: Fast
AUTOFIRE: Yes
SPECIAL OPTION: None
NOTES: H&K's MP5 is the weapon of choice of most counter-terrorist agents both
in CS and in the real world. Why? It's cheap, is remarkably accurate, handles
perfectly, has a killer rate of fire, and reloads like a dream. Its only real
drawback is the poor penetration power of its 9mm round. Other than that,
it's perfect for assaults, and is also pretty good for sniping at medium range.
In fact, recoil and accuracy are good enough that you can snipe in large bursts
with this gun. Most people train getting headshots with the MP5 by simply
aiming in the general head area and letting go. And they get results, too. This
is the weapon of choice of most players proficient in the auto-fire technique.
This gun is the biggest reason why you should always buy a full suit of kevlar
every round: most of your opponents are likely to be using it. This is widely
held by many in the CS community as the best gun for close combat. It is the
standard from which I compare all other guns.

NAME: Steyr Tactical Machine Pistol (Schmidt MP) [3-2]
COST: $1250
AMMO: 9mm Parabellum
CLIP/MAX: 30/120
CLIP COST: $20 (30)
ACCURACY: Medium
MOVE ACC: High
RECOIL: Low
RATE OF FIRE: Fast
AUTOFIRE: Yes
SPECIAL OPTION: None
NOTES: This is a CT only gun which is basically a cheaper alternative to the
MP5. It works almost exactly the same as the MP5, and is cheaper to boot.
People who love the MP5 will feel right at home using this gun. There are a
few minor differences. First, the MP5 is slightly more accurate at range,
while the TMP is more accurate up close. Second, the Steyr TMP has a slightly
faster rate of fire (I think it has the fastest rate of fire in the game).
Lastly, and most importantly, the Steyr seems to do less damage than an MP5.
Still overall, it's a great bargain at only $1250, and if you're a CT and
love using the MP5, you might consider changing to this to save money.

NAME: FN P90 (ES C90) [3-3]
COST: $2350
AMMO: .338 Lapua Magnum
CLIP/MAX: 50/100
CLIP COST: 50$ (50)
ACCURACY: Medium
MOVE ACC: HIGH
RECOIL: Medium
RATE OF FIRE: Fast
AUTOFIRE: Yes
SPECIAL OPTION: None
NOTES: It has been called the porcshe of SMGs, and with its sleek look and
lightning fast firing rate, it deserves the name. This gun can shred opponents
in seconds, at close range anyway. It is the most powerful of the SMGs, capable
of doing major damage in a very short span of time. This damage, though, I
believe is due to the ammo type: the P90 is supposed to be good against armor
in real life, so I think that this is the one SMG in CS that does reasonably
well against armor, compared to the other SMGs. Its only drawback is that
it is quite inaccurate while moving compared to the other SMGs, and does not
have the range of the true assault rifles. And of course, it's quite expensive
for an SMG. Sniping with this gun at long range is difficult, but possible,
provided you use single-fire shots. However, this gun was not made for sniping,
and shooting auto-fire at even just close to medium range will already give
you a very poor hit ratio. All in all, this is a good cheap alternative to the
assault rifles, minus the sniping capability. The good part is that it actually
handles better while moving than most assault rifles, and can win a side-
stepping match against the bigger guns most of the time. Best used for close
combat, but the MP5 still rules in that category, I think. MP5 is cheaper, too.

TRIVIA: I have no idea how a .338 round fits in the P90; this thing is
supposed to use the 5.7 ammo type.

NAME: Ingram MAC-10 [3-4]
COST: $1400
AMMO: .45 ACP
CLIP/MAX: 30/96
CLIP COST: $25 (12)
ACCURACY: Low
MOVE ACC: Medium
RECOIL: High
RATE OF FIRE: Fast
AUTOFIRE: Yes
SPECIAL OPTION: None
NOTES: The Mac-10 is a very volatile, uncontrollable weapon that can only be
bought by terrorists. It is stronger than the MP5, but the recoil is also much
stronger. Now, since I finished up with the MP5 recently, I've been playing
with the Ingram more. I'm learning a lot of new stuff about this weapon! First
off, I realized that this gun has a much faster firing rate than I previously
realized. This ups its rating in my book tremendously. Still, the lack of
accuracy and control still reduce its usefulness. It's still a weapon which
you should buy when you're on a budget but need stopping power. Perhaps the
worst aspect of this weapon is that you need to buy a whole lot of ammo, as
each purchase of ammo gives you only 12 shots for $25 bucks. Not a good deal.
When you consider how much ammo you have to buy, the MP5 is still cheaper.
I like to think of this gun as a mini-AK, except that it doesn't have the
accuracy and power that make the AK-47 a great gun. All in all, this is the
stronger alternative to the MP5, minus the controllability.

NAME: H&K UMP45 (K&M UMP45) [3-5]
COST: $1700
AMMO: .45 ACP
CLIP/MAX: 25/100
CLIP COST: $25 (12)
ACCURACY: High
MOVE ACC: Medium
RECOIL: Low
RATE OF FIRE: Medium
AUTOFIRE: Yes
SPECIAL OPTION: None
NOTES: This recent addition in v1.0 is a pretty interesting gun. It is like an
MP5, except that its rate of fire is slow and it has a smaller clip. The boon,
though, is that it has better ammo (.45) and is more accurate, making it easier
to snipe at medium range. However, the gun still stops short of being truly
effective at long range, as is the case with all SMGs. All in all, it is quite
worth its price tag, although it is not as good as the MP5 for close-range
combat. Its slow rate of fire makes it hard to use at close-range. Its real
use is for mid to long range sniping, while doubling as a decent alternative
for close combat. This is easily the slowest among all the SMGs for rate of
fire. Perhaps my biggest beef with this gun is that, like the Mac10, it only
buys ammo in increments of 12, making initial setup harder. In conclusion, I
like to compare this to the AK-47: it's a mini-AK with better close combat
handling, but weaker attack power.
-------------------------------------------------------------------------------
4.d -- Rifles

Rifles are the real weapons in this game. They are expensive, but worth the
price. They are very powerful, capable of tearing through opponents in just
a few shots, can punch through walls and armor, and are very accurate for
long-range fire. They usually pay for this in recoil, but all in all these
guns are the lifeblood of many terrorists and counter terrorists. All rifles
can pierce through walls and other obstacles to some extent.

NAME: AK-47 (CV-47) [4-1]
COST: $2500
AMMO: 7.62 NATO
CLIP/MAX: 30/90
CLIP COST: $80 (30)
ACCURACY: High
MOVE ACC: Medium
RECOIL: High
RATE OF FIRE: Medium
AUTOFIRE: Yes
SPECIAL OPTION: None
NOTES: There are two big reasons why people like playing terrorist: the AK-47
and the Sig Commando. This is my personal terrorist-only gun of choice. The
cheap price tag of the AK, combined with its incredible power and accuracy,
made it the bad-ass assault gun back in the early days. Unfortunately, since
beta 7 this gun was toned down by making extremely heavy, slowing your movement
considerably. Still, the AK is a great gun. It is very accurate, making long
range sniping a breeze. Its 7.62 round is so powerful, you will be killing
many enemies with just a few shots. This is also one of the best guns to get
headshots. The only real drawback of this gun, aside from its weight, is its
powerful recoil. You cannot afford to use auto-fire with this gun; most of your
shots will miss. That is why this gun is not really suited for assault, it is
more of a mid-range sniping assault gun. Used in conjunction with single-fire
sniping techniques, this is a very lethal specialist's gun, suitable for
almost all combat conditions.

NAME: Sig SG-552 Commando (Krieg 552 Commando) [4-2]
COST: $3500
AMMO: 5.56mm NATO
CLIP/MAX: 30/90
CLIP COST: $60 (30)
ACCURACY: Medium
MOVE ACC: High
RECOIL: Medium
RATE OF FIRE: Medium
AUTOFIRE: Yes
SPECIAL OPTION: 2x Sniper Scope
NOTES: The Commando is a terrorist-only gun, and is arguably one of the best
in the game. It combines accuracy and power with a 2x sniper scope, allowing
you to pick off targets who haven't even seen you yet. It is the counterpart
of the CT's Steyr Aug, over which it has the advantage of faster reload time,
less recoil and better handling. Its drawback is that it is expensive, and
rate of fire is slightly slower than that of a Steyr Aug. Still, overall,
this gun is worth its price easily.

NAME: Colt M4A1 Carbine (Maverick M4A1 Carbine) [4-3]
COST: $3100
AMMO: 5.56mm NATO
CLIP/MAX: 30/90
CLIP COST: $60 (30)
ACCURACY: High
MOVE ACC: High
RECOIL: Low
RATE OF FIRE: Medium
AUTOFIRE: Yes
SPECIAL OPTION: Silencer
NOTES: This is a counter-terrorist only gun, the direct counterpart of the
AK-47. It is easily the best all-around gun in the game. It has all the
handling of the MP5, but is more accurate and powerful, making it easier to
kill opponents close up and afar. Its only drawback is that it is a bit more
expensive than most SMGs, but still is cheaper than most other rifles. It is
also slightly slower at firing than an MP5, and has slightly s


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