Jump to page:
Sponsors:
it to the guy if he's going 25:1.
There are some strategies to beat that ##*^#%$%% - but generally the best option is to run. Don't try rushing him front-on - that's suicide.
- Even the odds out by making yourself "invisible". Try flashbanging him and running around to his back (if you're close) and killing him quickly that way.
- If he's got his back to a certain passageway/approach (good camping snipers never have their backs unprotected), use it to your advantage. He's probably just sitting there, so you can backstab him!
If you know the AWPer is really good, then I suggest you RUN for cover.
Here's some things NOT to do:
1. NEVER EVER jump! Jumping forms a very predictable trajectory for a sniper.
2. NEVER EVER crouch! Unless you think the AWPer is so %$#@# that he can't hit you while you're sitting right there like a duck ...
If he's seen you, then you should seek cover and try another approach.
The worst thing to do is to pop out of cover again and try and burst fire him ; this technique won't work against an AWPer - because he's anticipating you to come back out. You have to flank him.
If you are also an AWPer, then you've made a big mistake by walking straight into his hands! Seek cover immediately, since he has the advantage of surprise and can react faster than you can. Sadly, this is what happens to some "assault snipers"..
Some people recommend strafing in such a way that you pause just long enough for him to aim at you, and then strafe again - ruining his shot.
I don't recommend this tactic for two reasons. Firstly, it requires you to know your opponent's timing quite well before you can get YOUR timing right.
Secondly, most AWPers are actually quite good - underestimating their skill by using this technique leads to a "bad case of lead poisoning" - it just doesn't work!
The safest way is to seek the closest cover - usually left or right of you. Don't try backtracking unless you're sure the AWPer wouldn't be able to see you. Simply moving forwards or backwards makes your onscreen movement even more predictable.
=========================================================================
*** 7.2 - Mental Mindset ***
Don't be scared. The key is control. If you can control the enemy's mind(s) - you've won half the battle. Make him fear the open spaces by
AWPing; then make him fear the shadows by camping chokepoints. Always keep your mind on the move, don't make it stagnate. Don't let fear overcome you - seek inspiration! Remember, no-one and nothing is invincible; there is always a tactic or a strategy to overcome - or at least deal with - a particular situation. A lot of players will keep going the same route, and die the same way they did the last time. They become frustrated and disillusioned, yet still don't realise that their entire approach is wrong - they have to ADAPT to the enemy's behaviour, to COUNTER it. You have to be able to surprise your enemy, who is expecting you to be stupid like a lemming and make the same mistake twice!
=========================================================================
*** 7.3 - The Map ***
I can't stress how important knowledge of the map is. I constantly see new players getting killed because they don't know "all the right places" in a map; one of the more difficult maps to memorise, such as de_inferno, is a good example. The maze like layout might confuse you the first few times you play; but gradually you should be able to memorise where to go, where the best chokepoints are, and so on.
Also keep in mind that even though one day a certain chokepoint or strategy/tactic proved really effective, another day it might be totally different. I've played many times on de_dust where the T's were so effective in the way they controlled the map that they pushed the
CT's back to their spawn point. Other times, the T's themselves were camping at their spawn site. That's why you should adapt your style whenever the enemy's behaviour changes. (See Gameplay Dynamics).
=========================================================================
*** 7.4 - Screen Resolution ***
According to a poll on sogamed.com, 37% of CS players use 800x600 screen res. 31% use 1024x768, 15% use 640x480 and 17% use "other". (www.sogamed.com/polls.php)
Of course what res you use is up to you, however, it seems to me that there are some differences in gameplay. (some of these could simply be psychological/auto-suggestive; in the end stick to what you prefer)
640x480 - The HUD is large, the graphics are pixelated. Recoil, especially with the AK, seems much more easily controlled. It is certainly difficult to see the opponent's head at long-range; on the other hand, the USP is a god-like weapon in this resolution!
STRENGTH: recoil control, pistols
WEAKNESS: long-range aiming, crosshair size, pixelated
800x600 - A very well-rounded res, the HUD and text appear just about the perfect size. Still a little pixelated..
STRENGTH: Very nice HUD/text size - a compromise between 640 and 1024
AWP-crosshair size is perfect
WEAKNESS: can't think of any right now :D
1024x768 - A very strong res, crisp and clear definition of image. At this res
I find that burst-fire is very easy, and auto-fire becomes very difficult.
STRENGTH: Precision of aiming (crosshair is small), good image
WEAKNESS: Much harder to control recoil compared to 640
=========================================================================
*** 7.5 - Bunny Hopping ***
Well after some extensive "experimenting" and research, I can confirm that bunny-hopping IS still possible in CS 1.5/1.6.
The technique involves increasing the player movement speed by a small amount, by continuously jumping. The technique involves running a few steps, and then pressing jump+(left or right) direction key. Forwards-key does not have to be held down. At the same time, move the cursor slightly in the direction you pressed.
I suggest binding mwheeldown to "+jump" for easier timing.
1. Run forwards for a few seconds
2. Jump, whilst pressing left or right
3. Look at an angle of 30 degrees in that direction
4. Repeat step 2 when you land.
Of course, doing it on a slope increases speed. Have fun!
=========================================================================
*** 7.6 - Jumping ***
Jumping in CS is different from other FPS's, such as Quake 3 Arena. The movement and physics are much more realistic; so jumping to ruin your opponent's aim if he's firing on you is not a very good method. If you really must "dodge his bullets", then try strafing left and right, or strafing around him in a circle. Note that you should never strafe in this manner with rifles of any kind unless at extreme close range.
My impression when playing CS 1.1 & CS 1.3 was that jumping was used much more frequently than it is now (though different players around the world have different styles). Jumping around corners was/is used as a means of both surprise and protection. By jumping around instead of just running, your overall movement and distance covered has increased. ie. y
^
|
|
/----|----\
/ | \
wall edge \
| \ |----|
----- | -------> | | person
| |----|
--------- ground -----------> x
As you can see from this slightly exaggerated diagram, by jumping, you cover more distance over virtually the same amount of time it takes to run horizontally.
Therefore, you can utilise the "jump aiming" technique used by some hardcore AWPers. Whilst in the air, you aim at your target, and at the moment you land, he's already riddled with holes.
The main advantage of this technique is the slightly extra time you have to aim. Jump aiming should be used with cl_dynamiccrosshair set to
1.
=========================================================================
*** 7.6a - Strafing ***
Strafing is an underrated technique in CS, and has many varied applications. - strafe to ruin an opponent's aim, especially when he's using a high recoil weapon such as the AK-47 - at close range, strafing can be very effective in both avoiding enemy fire and returning fire - very useful to avoid AWPing at close range
Typically in a stand-off situation, an AK-47 really has massive killing power because the victim tends to crouch, and remain stationary! This is understand- able, since most players have developed the habitual instinct to crouch when firing upon enemies. However, in doing so, they are missing the advantage; they should capitalise on the AK-47's poor recoil and strafe; the opponent will suffer severely if done correctly. - he wastes bullets trying to hit a strafing target - he may simply panic after several missed bursts, and go full-auto, which only makes the situation worse, as the AK-47 is extremely ineffective used like that!
You can really disrupt your opponent psychologically aswell if you manage to make him miss a lot. He may suffer pangs of "self-doubt" and other negative feelings about his skills!
Strafing with an SMG is almost a given, in that you are utilising the weapon's strength of low movement penalty, medium accuracy and high rate of fire.
"Circle strafing", ie. strafing around your opponent in a circle(s) at close range is one of the most famous techniques that stemmed from Quake. While he's having trouble aiming at you, you're steadily circling him with your crosshairs on his head!
At long distances, a variation called "Hot and Cold Strafing/Firing" can be used, whereby you pause whilst strafing just long enough to pull off a burst, before resuming strafing. This way it's difficult for you opponent to hit you, again most effectively against an AKer.
There is also a famous technique called "Stationary Left-Right" strafing, which is a contradiction in terms if you think about it. However, it is extremely effective, and I have seen it in use by some of the best players at my local LAN.
This strafing technique involves you to stay in roughly the same position, yet continually zig-zag left and right, but only for one or two steps in either direction. WHILST strafing, you can burst fire with virtually any automatic weapon. It is an extremely sound technique, as you are making it as difficult as possible for your opponent to hit your body, especially the head.
Combined with "cover strafing", this technique is perhaps one of the most advanced in the assault-rifle school of aiming/shooting.
=========================================================================
*** 7.7 - Reloading ***
No doubt you have had your fair share of "sweet" reloading kills, and also being killed whilst reloading.
Basically, you have to minimise the frequency of your reloading. There are many ways to do this with assault guns:
There are some strategies to beat that ##*^#%$%% - but generally the best option is to run. Don't try rushing him front-on - that's suicide.
- Even the odds out by making yourself "invisible". Try flashbanging him and running around to his back (if you're close) and killing him quickly that way.
- If he's got his back to a certain passageway/approach (good camping snipers never have their backs unprotected), use it to your advantage. He's probably just sitting there, so you can backstab him!
If you know the AWPer is really good, then I suggest you RUN for cover.
Here's some things NOT to do:
1. NEVER EVER jump! Jumping forms a very predictable trajectory for a sniper.
2. NEVER EVER crouch! Unless you think the AWPer is so %$#@# that he can't hit you while you're sitting right there like a duck ...
If he's seen you, then you should seek cover and try another approach.
The worst thing to do is to pop out of cover again and try and burst fire him ; this technique won't work against an AWPer - because he's anticipating you to come back out. You have to flank him.
If you are also an AWPer, then you've made a big mistake by walking straight into his hands! Seek cover immediately, since he has the advantage of surprise and can react faster than you can. Sadly, this is what happens to some "assault snipers"..
Some people recommend strafing in such a way that you pause just long enough for him to aim at you, and then strafe again - ruining his shot.
I don't recommend this tactic for two reasons. Firstly, it requires you to know your opponent's timing quite well before you can get YOUR timing right.
Secondly, most AWPers are actually quite good - underestimating their skill by using this technique leads to a "bad case of lead poisoning" - it just doesn't work!
The safest way is to seek the closest cover - usually left or right of you. Don't try backtracking unless you're sure the AWPer wouldn't be able to see you. Simply moving forwards or backwards makes your onscreen movement even more predictable.
=========================================================================
*** 7.2 - Mental Mindset ***
Don't be scared. The key is control. If you can control the enemy's mind(s) - you've won half the battle. Make him fear the open spaces by
AWPing; then make him fear the shadows by camping chokepoints. Always keep your mind on the move, don't make it stagnate. Don't let fear overcome you - seek inspiration! Remember, no-one and nothing is invincible; there is always a tactic or a strategy to overcome - or at least deal with - a particular situation. A lot of players will keep going the same route, and die the same way they did the last time. They become frustrated and disillusioned, yet still don't realise that their entire approach is wrong - they have to ADAPT to the enemy's behaviour, to COUNTER it. You have to be able to surprise your enemy, who is expecting you to be stupid like a lemming and make the same mistake twice!
=========================================================================
*** 7.3 - The Map ***
I can't stress how important knowledge of the map is. I constantly see new players getting killed because they don't know "all the right places" in a map; one of the more difficult maps to memorise, such as de_inferno, is a good example. The maze like layout might confuse you the first few times you play; but gradually you should be able to memorise where to go, where the best chokepoints are, and so on.
Also keep in mind that even though one day a certain chokepoint or strategy/tactic proved really effective, another day it might be totally different. I've played many times on de_dust where the T's were so effective in the way they controlled the map that they pushed the
CT's back to their spawn point. Other times, the T's themselves were camping at their spawn site. That's why you should adapt your style whenever the enemy's behaviour changes. (See Gameplay Dynamics).
=========================================================================
*** 7.4 - Screen Resolution ***
According to a poll on sogamed.com, 37% of CS players use 800x600 screen res. 31% use 1024x768, 15% use 640x480 and 17% use "other". (www.sogamed.com/polls.php)
Of course what res you use is up to you, however, it seems to me that there are some differences in gameplay. (some of these could simply be psychological/auto-suggestive; in the end stick to what you prefer)
640x480 - The HUD is large, the graphics are pixelated. Recoil, especially with the AK, seems much more easily controlled. It is certainly difficult to see the opponent's head at long-range; on the other hand, the USP is a god-like weapon in this resolution!
STRENGTH: recoil control, pistols
WEAKNESS: long-range aiming, crosshair size, pixelated
800x600 - A very well-rounded res, the HUD and text appear just about the perfect size. Still a little pixelated..
STRENGTH: Very nice HUD/text size - a compromise between 640 and 1024
AWP-crosshair size is perfect
WEAKNESS: can't think of any right now :D
1024x768 - A very strong res, crisp and clear definition of image. At this res
I find that burst-fire is very easy, and auto-fire becomes very difficult.
STRENGTH: Precision of aiming (crosshair is small), good image
WEAKNESS: Much harder to control recoil compared to 640
=========================================================================
*** 7.5 - Bunny Hopping ***
Well after some extensive "experimenting" and research, I can confirm that bunny-hopping IS still possible in CS 1.5/1.6.
The technique involves increasing the player movement speed by a small amount, by continuously jumping. The technique involves running a few steps, and then pressing jump+(left or right) direction key. Forwards-key does not have to be held down. At the same time, move the cursor slightly in the direction you pressed.
I suggest binding mwheeldown to "+jump" for easier timing.
1. Run forwards for a few seconds
2. Jump, whilst pressing left or right
3. Look at an angle of 30 degrees in that direction
4. Repeat step 2 when you land.
Of course, doing it on a slope increases speed. Have fun!
=========================================================================
*** 7.6 - Jumping ***
Jumping in CS is different from other FPS's, such as Quake 3 Arena. The movement and physics are much more realistic; so jumping to ruin your opponent's aim if he's firing on you is not a very good method. If you really must "dodge his bullets", then try strafing left and right, or strafing around him in a circle. Note that you should never strafe in this manner with rifles of any kind unless at extreme close range.
My impression when playing CS 1.1 & CS 1.3 was that jumping was used much more frequently than it is now (though different players around the world have different styles). Jumping around corners was/is used as a means of both surprise and protection. By jumping around instead of just running, your overall movement and distance covered has increased. ie. y
^
|
|
/----|----\
/ | \
wall edge \
| \ |----|
----- | -------> | | person
| |----|
--------- ground -----------> x
As you can see from this slightly exaggerated diagram, by jumping, you cover more distance over virtually the same amount of time it takes to run horizontally.
Therefore, you can utilise the "jump aiming" technique used by some hardcore AWPers. Whilst in the air, you aim at your target, and at the moment you land, he's already riddled with holes.
The main advantage of this technique is the slightly extra time you have to aim. Jump aiming should be used with cl_dynamiccrosshair set to
1.
=========================================================================
*** 7.6a - Strafing ***
Strafing is an underrated technique in CS, and has many varied applications. - strafe to ruin an opponent's aim, especially when he's using a high recoil weapon such as the AK-47 - at close range, strafing can be very effective in both avoiding enemy fire and returning fire - very useful to avoid AWPing at close range
Typically in a stand-off situation, an AK-47 really has massive killing power because the victim tends to crouch, and remain stationary! This is understand- able, since most players have developed the habitual instinct to crouch when firing upon enemies. However, in doing so, they are missing the advantage; they should capitalise on the AK-47's poor recoil and strafe; the opponent will suffer severely if done correctly. - he wastes bullets trying to hit a strafing target - he may simply panic after several missed bursts, and go full-auto, which only makes the situation worse, as the AK-47 is extremely ineffective used like that!
You can really disrupt your opponent psychologically aswell if you manage to make him miss a lot. He may suffer pangs of "self-doubt" and other negative feelings about his skills!
Strafing with an SMG is almost a given, in that you are utilising the weapon's strength of low movement penalty, medium accuracy and high rate of fire.
"Circle strafing", ie. strafing around your opponent in a circle(s) at close range is one of the most famous techniques that stemmed from Quake. While he's having trouble aiming at you, you're steadily circling him with your crosshairs on his head!
At long distances, a variation called "Hot and Cold Strafing/Firing" can be used, whereby you pause whilst strafing just long enough to pull off a burst, before resuming strafing. This way it's difficult for you opponent to hit you, again most effectively against an AKer.
There is also a famous technique called "Stationary Left-Right" strafing, which is a contradiction in terms if you think about it. However, it is extremely effective, and I have seen it in use by some of the best players at my local LAN.
This strafing technique involves you to stay in roughly the same position, yet continually zig-zag left and right, but only for one or two steps in either direction. WHILST strafing, you can burst fire with virtually any automatic weapon. It is an extremely sound technique, as you are making it as difficult as possible for your opponent to hit your body, especially the head.
Combined with "cover strafing", this technique is perhaps one of the most advanced in the assault-rifle school of aiming/shooting.
=========================================================================
*** 7.7 - Reloading ***
No doubt you have had your fair share of "sweet" reloading kills, and also being killed whilst reloading.
Basically, you have to minimise the frequency of your reloading. There are many ways to do this with assault guns:
Jump to page:
Sponsors:
Other files from this game:
- Half-Life - Counterstrike document by System on 14/03/2006, 06:30
- Half-Life - Counterstrike trainer by System on 14/03/2006, 06:30
- Half-Life - Counterstrike document by System on 14/03/2006, 06:30
Buy-Script - Half-Life - Counterstrike document by System on 14/03/2006, 06:30
- Half-Life - Counterstrike hints by System on 09/03/2006, 09:50
- Half-Life - Counterstrike hints by System on 09/03/2006, 09:50
Weapons and Tactics Guide - Half-Life - Counterstrike FAQ by System on 09/03/2006, 09:50
Scripting FAQ - Half-Life - Counterstrike FAQ by System on 09/03/2006, 09:50
- Half-Life - Counterstrike FAQ by System on 09/03/2006, 09:50
- Half-Life - Counterstrike solution by System on 09/03/2006, 09:50
De_Dust2 Strategy Guide - Half-Life - Counterstrike FAQ by System on 09/03/2006, 09:50
- Half-Life - Counterstrike FAQ by System on 09/03/2006, 09:50
Weapon Fix FAQ






