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2 -- Shotguns
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Forget everything you know about Shotguns from the movies and from other
FPS games such as Doom, Duke Nukem, or Quake. Although shotguns are indeed monster weapons at close range, they're practically worthless anywhere else. Among Counterterrorist Units, a shotgun is used not as a combat weapon but as an entry weapon--to blow the hinges off of doors when door charges or lock-picking would take too long, and silence is not essential.
Nonetheless, Shotguns also make for incredible room-clearing weapons wherein there are lots of Terrorists, cramped quarters, and no civilians or hostages in the area. That said, it takes an exceptional kind of skill for someone to master a shotgun in such close-range combat, especially a pump-action (or Manual) shotgun. Most true combat shotguns are semiautomatic or automatic for the purposes of room-clearing. Still, they lack the mid-range capabilities of SMGs or the long-range finesse of a good rifle.
2-1 Benelli M3 Super90 (Leone 12 Gauge Super)
WEAPON TYPE: 12-Gauge Tactical Entry Shotgun
WEAPON COST: $1700
AMMO TYPE: 12 Gauge Buckshot
AMMO/MAX: 8/32
AMMO COST: $65 (8)
The Benelli M3 Super 90 Tactical Entry Shotgun is a gun designed by
Benelli of Italy and marketed by Heckler & Koch. The weapon is primarily used by Police SWAT units as a door-entry device as well as a crowd- control weapon. If you've played Rainbow Six or Rogue Spear before, this is practically the same as the Benelli M1 Tactical Shotgun in that game.
The difference is that while the Benelli M1 is a Semiautomatic self- loading shotgun, the M3 is a select-fire weapon, and can be fired in either Semiautomatic or Manual (Pump-Action) modes.
The version used in CS is configured purely for Pump-Action (for game balance purposes) and fitted with a solid polymer stock. Also, the weapon skin shows it with a Mag-lite flashlight attached on the pump handle. In real life, the 12-Gauge shot may not penetrate the Kevlar vest at all, but the power of the round itself (especially when used at close range) is enough to break ribs or even cause internal bleeding. If you're lucky, it'll only feel like you were kicked pointblank by a mule, and will leave you unconscious for quite some time. At the worst, you could be looking at crushed lungs despite the Kevlar protection.
The M3 is configured for semiautomatic firing when using standard 12-
Gauge shotgun loads. But when the shotgunner needs to quickly swap from that to another ammo type, say Tear Gas rounds or Flares, he can quickly select the Pump-Action mode and manually load in a new round. The semiautomatic feature, it seems, also makes the loading of the shotgun harder and slightly slower than a typical pump-action. The gun allows a shotgunner to load the full capacity of 7 shot shells plus one in the barrel chamber, giving the M3 a total of 8 rounds.
POINT: It would be nice if you could select-fire this weapon from semiautomatic to Pump-Action manual, but that would completely defeat the reason and existence of the 2nd shotgun in the game, the Benelli
XM1014. There are two advantages to the M3: one is that at close range, it's virtually a one-shot kill weapon. The other is that it's one of the lightest primary weapons that pack a considerable punch. However, this power is only of good use in close combat, so equipping a shotgun in a map with a lot of wide open spaces is suicide. There are only very few maps wherein the M3 can be used to its fullest. The cramped hallways of cs_italy, cs_backalley, or cs_estate/cs_mansion are the best; close range areas wherein you only have to face one opponent at a time, since the manual pump-action takes considerable re-readying time in between shots.
TACTICS: Best used at extremely close range and one opponent at a time, for a one-hit kill. Pump-action gives it slower rate of fire. Used best in cramped and small enclosures. It is, without a doubt, the weapon of true skill among CS players. In some circles, it is also referred to as the 'Snobgun' due to the high regard ace shotgun players have for it.
Benelli M3 Super 90
Manufacturer: Heckler & Koch GmbH/Benelli Inc.
Caliber: 12 Gauge Buckshot (18.4 mm Shell)
Type: Select-Fire Tactical Shotgun
Total Length: 901.7mm (35.5 in.)
Height (Total): 184.15mm (7.25 in.)
Width of Frame: 57.15mm (2.25 in.)
Empty Weight: 2950g (6.5 lbs.)
Magazine Capacity: 7 + 1 Shells
2-2 Benelli XM1014 (Leone YG1265 Auto Shotgun)
WEAPON TYPE: 12-Gauge Semiautomatic Combat Shotgun
WEAPON COST: $3000
AMMO TYPE: 12 Gauge Buckshot
AMMO/MAX: 7/32
AMMO COST: $65 (8)
The Benelli XM1014 is actually the Benelli M4 Super 90, a Tactical shotgun with a compressible buttstock. The weapon was officially adopted on 02/12/99 by the U.S. Marine Corps as their new Combat Shotgun. Since there already was a weapon in the US arsenal labelled the M4 (The Colt
M4A1 Carbine), it was re-designated the XM1014, though some units still refer to it as the M4 'Shotgun' as opposed to the M4 'Carbine'. To
Police and Civilian markets, it is still sold as the Benelli M4 Super
90, and can carry a full 8 shots (7+1), leading me to believe that tne
USMC XM1014 might have a shorter choke tube (A shotgun's 'internal magazine') than the standard-issue shotgun.
The weapon is Semiautomatic, like the Benelli M1, but is designed tougher; The M1 and M3 shotguns were originally designed for Police and
Urban work, while the M4/XM1014 was developed for jungle or other hostile environments. It carries 6 shells and can load another in the barrel, a total of 7 rounds. Technically, the XM1014 and the Benelli M3 fire off the same ammunition of 12 Gauge shot, but in CS, the XM1014 is slightly weaker than the M3. This is most likely an adjustment due to game balance than anything else.
POINT: Unlike the M3, the XM1014's semiautomatic capabilities allow for incredibly fast close-quarters room clearing. Like the M3, it has a lighter weight than most SMGs (Save for the Steyr TMP), but the automatic ability allows it to fire much faster than the M3. The downside is that unlike the M3, it isn't possible to do a one-hit close- combat kill with the XM1014 (it takes the XM1014 at least two shots for
a CQB kill) unless with a headshot.
But the ability of full automatic fire makes this a better choice when against two or more SMG-wielding opponents in cramped quarters. The full-auto ability and the stunning effect it has on hit opponents make this one of my favorite weapons. A full SMG is still a better-rounded option, though. CAUTION: Do not use this when in the same room as
Hostages; since hostages have no body armor, even a glancing shot can kill them (and this has happened to me a couple of times).
TACTICS: Best used at extremely close range. Slightly weaker than the
M3, but with a higher rate of fire. Used best in cramped and small enclosures with few friendly teammembers or hostages to get in the way.
Some older players, especially M3 Shotgun users, turn up their noses at this gun due to its popularity with new players.
Benelli XM1014 Combat Shotgun System (Telescoping Stock)
Manufacturer: Heckler & Koch GmbH/Benelli Inc.
Caliber: 12 Gauge Buckshot (18.4 mm Shell)
Type: Semiautomatic Combat Shotgun
Total Length: 1010.92mm (39.8 in.) with stock extended,
886.46mm (34.9 in.) with stock compressed
Height (Total): 184.15mm (7.25 in.)
Width of Frame: 57.15mm (2.25 in.)
Empty Weight: 3840g (8.44 lbs.)
Magazine Capacity: 6 + 1 Shells
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3 -- Submachine Guns
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Generally, a submachinegun is any light weapon that fires pistol ammo, but at high rates of fire close to those of a true machine gun. That said, there's a lot of inconsistencies between different SMGs. Some like the MP5/N are accurate, while others like the MAC-10 simply have a high rate of fire. No two SMGs were designed with the same goal in mind, which is why directly comparing one SMG with another isn't quite fair at times. To sum up, here are the usual ideas behind SMGs:
- A smaller, scaled-down version of an Assault Rifle. (MP5/N, UMP45)
- A small weapon capable of high rates of fire. (MAC-10)
- A personal defense weapon more powerful than a pistol but not as big as a rifle. (Steyr TMP)
- A more compact alternative to a full-scale assault rifle (FN P90)
- A fully-automatic firing pistol. (Glock 18C)
3-1 HK MP5-Navy (SMG)
WEAPON TYPE: 9mm Combat Submachinegun, (Navy SEAL variant)
WEAPON COST: $1500
AMMO TYPE: 9mm Parabellum (NATO)
AMMO/MAX: 30/120
AMMO COST: $20 (30)
The HK MP5 is one SMG that really needs no introduction. Based upon HK's
G3 rifle design, it was the first SMG known for accuracy and controllability in combat. In fact, many note that the MP5 appears as a scaled-down G3 chambered for 9mm, and the MP5's rifle-like design (As opposed to the pistol-configured designs of Uzis, Ingrams, and most other SMGs) adds to that idea. As a weapon, it is the single most successful SMG design in the world, and without a doubt the most popular and trusted. Variants of the MP5 abound, chambered for 10mm, .40 Cal
S&W, and .45 Cal ACP.
The MP5 version in CounterStrike is the MP5/N, also known as the MP5
Navy. It is a full-size MP5 with a retractable stock and 3-stage firing type (Safe, Single-shot, Full Auto), and is almost identical to the
MP5A3 (full-size MP5 with a retractable stock) version, only made more durable for Spec Ops usage. The main difference of the MP5/N is that it has an ambidextrous fire selector and safety; thus both left-and right- handed shooters can manipulate the MP5 with ease, although the ejector port remains on the right side of the weapon.
The Navy version is every bit as accurate as the next MP5 model, and the robust and reliable construction make it a winner in any respect.
Consequently, it is the one SMG adopted by almost every small-unit team in the world from the Navy SEALs, British SAS, GSG-9, etc., up to the
SWAT teams of various countries. The MP5 is THE submachinegun to beat, and the world's standard in terms of hostage-rescue weaponry.
The official HK designation for this weapon is the HK54. It got its current name of MP5 due to the West German Border Guard--MP5 stands for
Machine Pistol number 5. The A, SD, and other extensions added to the designation of the MP5 indicate what variant they are. The weapon itself is the same. Thus, an MP5A2 (With solid Kevlar stock) can be changed into an MP5A3 (With retractable stock) simply by swapping attachments.
The MP5K (K - Kompakt or compact) however, due to its smaller size, cannot fit a normal MP5-size stock and must use a modified stock. With all that has been done for the MP5, it's considerably hard to improve on what many consider a near-perfect SMG.
POINT: The MP5/N is the ideal SMG to use, and in terms of balance plus cost, the single best SMG in the game. Even more so because it is available to both sides. A secondary fire option providing the MP5/N with a suppresser would be nice, but not really all that necessary in the game. The MP5/N in CS is modelled very faithfully after the real
MP5/N in the sense of its use and effectivity (Although a real MP5/N would be far costlier). Whether it's to assault, to ambush, or to cover a hasty retreat, the MP5/N is the best SMG to have at a relatively cheap price. But to get the most of the weapon, remember that it's a weapon intended to assault, and does so best in middle range or closer.
TACTICS: Best mid- to close-range weapon in the game. Ideal newbie starter weapon. Not recommended for long-range combat, especially against rifles. Often mocked by older players due to its inherent accuracy at close range and low cost.
HK MP5/N
Manufacturer: Heckler & Koch GmbH
Caliber: 9x19mm Parabellum
Type: 9x19mm Combat Submachinegun (Navy SEAL variant)
Total Length: 660mm (25.98 in.)
Height (Total): 210mm (8.26 in.)
Width of Frame: 50mm (1.96 in.)
Empty Weight: 2880g (6.34 lbs.)
Magazine Capacity: 30 Round Magazine
3-2 Steyr TMP (Schmidt MP) [Counter-Terrorist Only]
WEAPON TYPE: 9mm Tactical Machine Pistol/Personal Defense Weapon
WEAPON COST: $1250
AMMO TYPE: 9mm Parabellum (NATO)
AMMO/MAX: 30/120
AMMO COST: $20 (30)
The handguns used by support forces such as aircraft maintenance crews and medics were next to useless when an enemy armed with SMGs or assault rifles attacked these non-combat troops. On the other take, a full-size
SMG or rifle was too large and bulky to be used by people who weren't
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Other files from this game:
- Counterstrike document by System on 14/03/2006, 06:30
- Counterstrike trainer by System on 14/03/2006, 06:30
- Counterstrike document by System on 14/03/2006, 06:30
Buy-Script - Counterstrike document by System on 14/03/2006, 06:30
- Counterstrike solution by System on 09/03/2006, 09:50
- Counterstrike FAQ by System on 09/03/2006, 09:50
Stealth Playing Guide - Counterstrike FAQ by System on 09/03/2006, 09:50
Vertigo Strategy Guide - Counterstrike FAQ by System on 09/03/2006, 09:50
Specific Weapon Techinques - Counterstrike FAQ by System on 09/03/2006, 09:50
Real Weapons Faq - Counterstrike solution by System on 09/03/2006, 09:50
Sniper's Handbook - Counterstrike FAQ by System on 09/03/2006, 09:50
ScoutzKnifez In-depth Guide






