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Submitted by System on 09/03/2006, 09:50. Print file.
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very skilled players discussed before.

Recoil headshots are in fact the most common type of headshot - as it is considerably difficult to a land a 'one hit KO' type kill. The premise there is that the RECOIL, ACCURACY and where exactly you aim will decide the probability of a headshot.

*** Note ***

I have done extensive tests with CS 1.5 regarding recoil, and I must conclude that the accuracy and recoil have been GREATLY affected since CS 1.4, in that recoil is more realistic. The infamous "cloud" of bullets is no longer apparent, instead, a steady "line" forms when a burst of bullets is fired. The conclusion is that therefore recoil headshots are the way to go! Single/double bullet bursts are much harder to execute; also, accuracy during "cool-down" of a gun's recoil has been reduced. This means that you should wait for the cool-down period to completely end before firing again.

***********

Every time you see an opponent, you should quickly, but as accurately as possible, aim for their head. Remember, accuracy is more important than speed, unless you are in extreme close quarters, in which case you do not necessarily HAVE to aim at their head.

After a while, you'll find it comes instinctively, and you'll know you've accomplished the basics of headshotting. Practicing on bots helps, as they provide excellent strafing targets, which I find humans don't do too often. Improvement in speed and accuracy are logically the next step(s).

If you catch an opponent unaware for some reason, it's probably better that you don't rush for the kill and spray; but aim carefully at or near his head and kill him swiftly, and with few bullets. After all, humans aren't like bots who have unsurpassed vision and reaction times - if you're good enough, you can kill every single opponent you catch unawares without them even shooting at you.

Happy headshotting!

*** Note: ***

*Occasionally* a well-aimed shot(s) to an opponent's head doesn't kill him, for some reason - even though it was at close range and you SAW the impact of the bullets on his head! This, I think, is still evident in CS 1.5. It has to do with the way the zonal damage works, or "hitboxes". Major sections of a player model are assigned hitboxes, so that when that hitbox impacts with a bullet, the corresponding damage occurs. However, the HL engine seems to work in such a way that some hitboxes overlap each other, making certain areas extremely difficult to register as a proper hit.

For example, there is a hitbox region known as the "pelvis" or "groin"; apparently a shot to the pelvis does as much damage as a shot to the neck. However, the thigh and torso hitboxes seem to overlap on the pelvis hitbox, especially whilst crouching, making such a hit extremely difficult.

Another example would be the 1337 Krew model, where due to the slight "hunch" of the player, the shoulder hitbox actually overlaps the head!

(See www.summerblue.net/games/cs_report/ for more info).

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

*** 4.3 - Recoil Compensation ***

Recoil compensation essentially is where you attempt to go full-auto whilst keeping the recoil under control, so that the bullets always land at the same spot, instead of rising unpredictably.

RC is almost solely applicable to assault rifles; the AK-47 being the best example. Some players like to aim their shots at the opponent's waist, and continually lower the crosshairs whilst holding the trigger, effectively negating the "upwards" recoil.

If you want to practice controlling recoil, it's best done against a wall, so you can see exactly where the bullets land. But you have to know the gun's recoil very well before you attempt it on a human opponent!

Even so, RC works best with aiming fairly accurately before firing.
The most effective method is to pull downwards and towards the left, since both the AK and M4 tend to have "up-right" recoil patterns.

I recommend you download some CS videos by experts such as zEx | sunman and the like who include good examples of recoil control/compensation.

Another excellent demonstration can be found here: www.gamers.nu/?p=feature&f=158



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

Section 5: Good/Bad Players

What makes a good player?

One interesting fact that I'm sure you've noticed about Counter-Strike is that there are basically two situations in which kills are made; the majority falling into the second category.

1.      The victim and the attacker go into face-off mode - they are shooting at each other. Of course, one of them dies eventually.
Good examples can be found all the time in cs_bloodstrike, where the four corridors result in very "linear" gameplay.

2.      The victim was killed when they were caught off guard - they were ambushed by a camping opponent - they were killed by a roving opponent who nailed them from an approach they never expected, like the one they just took!

The second point is the crucial part of the "Dynamic" style of gameplay. The best way to kill an opponent is when they are not expecting you, not prepared for your sudden attack! The best players nab as many of these easy kills as they can ...

The "bad" player, on the other hand, will almost never catch his opponent unawares, in fact it is the other way around - he himself is caught with his pants down. Many times, he is killed whilst reloading after wildly spraying in the enemy's vicinity. (That is why you should never waste bullets - treat every one like it is the last one you have). "Bad" players will also just follow in the large gathering, where they will usually be killed in the most humiliating or frustrating of ways, such as being stuck behind another player or by a huge 5 grenade combo! (lol).

So the main difference between good and bad players; more in large games than smaller ones, is their playing styles, not their respective aiming abilities. I have seen this time and time again; very skilled players who could keep lesser players at 1:8 or worse in one on ones, yet being  mere "middle-men" in the frags table, or even lower! And one player I have seen in action, who is not very skilled in the aiming department, came second on the table, surpassing much better players because she knew how to catch her victims! (don't ask)

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*** 5.1  - Self-Improvement ***

To improve at anything you have to practice, practice, practice.

But practice what?

Identify a TECHNIQUE that you wish to master, or a WEAKNESS you wish to overcome, and PRACTICE it so you can improve! Over time, and repeated performing of an action, the brain and the body can become as one, and you can be virtually FLAWLESS at what you do. Most actions eventually meld into the subconscious INSTINCT; the more difficult the action, the longer it takes to become second nature.

Just because you have been playing since CS BETA doesn't make you GOOD.
Experience and "playing time" is worth nothing if you haven't learnt ENOUGH from it. A player's knowledge and skill will always improve as he gains more experience, IF he knows how to LEARN from his mistakes, WATCH better players in action, and put what he has learnt into practice.

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

*** 5.2 - Practice/Playing Time: Inactivity ***

It seems as though the more you do something, the better you get at doing it - which is why the maxim "Practice, practice and more practice" is basically true.

The best players seem to be playing CS all the time, all day every day.
If you want to maintain your skills, and not LOSE them and let them stagnate, then you have to keep playing on at least a reasonable basis so you don't
"Lose your touch". The same principle goes for playing musical instruments, for example. Without constant practice, technique is gradually lost.

Some of the best CS clans in my country have lost from lack of practice and preparation!

So remember to keep practicing, and stay active with CS, if you want to be truly good.

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

Section 6: Gameplay Dynamics

If you're on a losing side on a map such as de_dust, you'll find that gradually your team's "territory" is being hemmed in and slowly chewed up by continually advancing enemies, who move in packs, never solo.

This happened several times when I was playing Terrorist on Dust. We kept losing due to lack of cover fire for rushers; most of us (including me) were too scared to go past the protection of the pack.
And when the CTs finally came in, we simply scattered to find cover from their fire. Gradually, we advanced less and less each round, and resorted to camping! The entire team just camping outside the tunnel entrance and the bridge overpass. This is what I mean by being "hemmed
in" ...

I believe a large part of the flow of gameplay is influenced by each player's mental state. If you've just killed three enemies in quick succession, you feel quite "high", and your mental state becomes such that you feel confident and unafraid of death. You want to get as much a piece of the enemy as ever! This confidence should not be underestimated. Truly good players will go on massive killing sprees where they are unstoppable due directly to their mental state.

Unfortunately, the opposite situation is also possible. It's a vicious cycle which feeds on itself, and you have to break it if you find yourself on a "death spree" - analyse what is wrong with your strategy and adjust accordingly. Are you being too aggressive? Stumbling into the most stupid of situations and getting killed when you really can't believe that n00b made that shot etc etc ... those camping idiots .... don't get mad, get even!

Try to find "all the right places" - where are the chokepoints where
LESS of the enemy are? One of your fundamental objectives is to nab as many kills as possible, both for your individual benefit and for the team. But if you're in a pack-duel where there are lots of opponents, it's hard to get "into your groove". On the other hand, roving around and picking off enemies can really crank up your score and help the team morale.

Someone once said that Counter-Strike was all about fear ... I guess most of life is also about fear/bravery/courage etc. Most players are too scared to advance into enemy territory; they wait for someone else to advance before they follow. This is what 90% of players are like - their fear of death makes them immobile and causes them to never advance into enemy territory by themselves.

A lot of these problems cannot be overcome by skill or technique alone.
They CAN be overcome with a change in the way you play ..

Sometimes you might find a nice chokepoint or passage you like to have to yourself, or maybe share it with one or two teammates at most - but sooner or later the pack sniffs that some "fresh meat" is available, away from the well-travelled routes. This is where your run of easy kills and camping ends. You have to go on the attack and flank the enemy. Try to keep away from the pack as much as possible! As a rule of thumb, don't go on the offensive with more than half your team - a small group of two or three buddies can be sufficient to provide extra fire.

>

The most important thing to know when you are playing serious matches is whether you should be Attacking or Defending. On defuse maps, the
CT's are on the defense, and the T's on the offense. Thus, you should adjust the way you roam the map and the way you order your teammates around. Though this may seem obvious, the lack of teamplay and team strategy in most public LAN games reduces from the excitement and satisfaction of the game. I suppose clan matches are what this game should really be about :(.... but if all you care about is your Kill to
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