TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » PC » Half-Life - Counterstrike » Half-Life - Counterstrike FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10

Sponsors:

splits off and goes to point 9, effectively trying to reach Bombsite A using two routes simultaneously.

10:

Another excellent CT rush position. As stated before, the T's will run into difficulty trying to get to Bombsite B if you hold this position.

>

Points 5 and 10 are the best routes for a CT at the start-game, by a very, very, very long shot. If you look at the diagram, you can see that you can control Bombsite B, and have numerous offensive options.
You can go back down point 5 (reverse) and rove around; you can advance past point 4, and if the T's try to reach Bombiste B by traversing the wide open area in front of the double doors, they'll find you waiting there!

Bombsite B is an excellent area to camp because there are only two avenues of approach, and each acts like a chokepoint.

Bombsite A is not so good a choice; there are three approaches, each of which is difficult to control, including point 9.

>

I'd say the best route to take is the path from 3 to whichever.
Whichever means that so long as you walk down that path, you can turn left and backstab point 5, then advancing into Bombsite B; you could also pass the double doors near point 9 and choose to turn left or right - I'd say again to go to Bombsite B, but only because on average less CT's go to that bombsite.

>

Dust2 is one of the most balanced maps, despite what I've said. It's far more fair to the Terrorists than say, de_aztec, or even de_dust.
Because of the number of different pathways inter-connecting, no two games are the same, and so even though I've pointed out which paths I think are the best for each side - it might not always be the case.

Overall, I think the CT's have a (slight) positional advantage in this map. Because their spawn site is so close to both bombsites, they can reach virtually all the chokepoints before the T's can.

This does not mean they will win more often, of course - it's up to individual players and their skills to turn the tide of the match.

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

Section 9: Contact Info email: guoguodi@yahoo.com

Please put "CS" in the subject line if you want to discuss aspects of the game, or "CS FAQ" if it's just about the FAQ. Comments and criticisms are welcome - please email me if anything is wrong in this
FAQ too.

Greetings: - big hellos to VA and CA players in Box Hill, Melbourne! - thanks to cyper aka "Postman Pat" for help with the formatting and other pointers for this faq - thanks to HaRRy aka "PeluchoN" for the Sensitivity Quick-switch bind - thanks go to GameFAQs board members for their collective "knowledge exchangin'" >8^D - thanks go to the other CS faq writers; read their faqs too! - thanks to GameFAQs & CJayC for posting this FAQ - anyone else I forgot? - you, the reader

"This is your life - and it's ending one minute at a time." - Fight
Club.

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

Section 10: Unrealistic CS www.summerblue.net/games/cs_report/

Please see this report if you haven't already. It details almost every important aspect of the Counter-Strike game engine, aswell as some flaws that concern realism. The report refers to CS 1.3, and although a lot of the errors documented by the report have been corrected in CS 1.4/1.5, a lot of relevant info can still be gleaned from it.

The most interesting thing is accuracy and recoil in CS. There are many unrealistic implementations of recoil in CS. For instance, firing (and holding for full-auto) an M4A1 at a wall will result in a random dispertion of bullet decals on the wall - ie. you have a random chance of hitting something within the boundaries of your expanding crosshairs. In that sense, as long as a target is inside your crosshairs, you have a random chance of hitting any of the hitboxes on his body; this would explain the apparent frequency of, if I may use the term, "bullshit headshots".

This random bullet-to-target implementation is completely unrealistic.
With a real automatic rifle, each bullet lands right next to the previous shot, and so firing auto would actually leave a long line of bullet marks, not a wild "cloud". (Note that this problem has been greatly reduced since CS 1.4, and only applies to a few guns in
CS 1.5).

A player could jump around a corner, and having not enough time to aim at his target, simply spray wildly and hit his opponent's head - which is absurd considering that he didn't have time to aim - and therefore how on earth did he hit his target, and even kill him with a headshot?

The author of the report also discusses interesting aspects of the CS netcode implementation (cl_cmdrate, cl_updaterate, that sort of thing), aswell as going through most of the weapons.

An excellent read, and very informing!


*** Section 11: Clan 5v5 and LAN/Public Servers ***

This FAQ was written mainly for the LAN/Pub player to get some info on CS in that environment, however, I believe that every once in a while they need to be reminded how CS is meant to be played ;)

The following is a *comparison* of the two playing environments.

LAN/Public Servers
------------------

1) The most obvious difference is the number of players. Most public servers have between 12 to 32 player slots. This can lead to a very crowded map and the top one or two players are completely dominating the scoreboard.
There is less ability for flanking and the smart (but cowardly) player waits for most of his and the enemy team to die before rushing out.

2) Despite the chaotic atmosphere, the Gameplay Dynamics still apply and thus there is still strategy, but almost inevitably the top player is almost equal to his entire team in terms of killing power. He always leads the rush and kills the most enemies per round - if he were to suddenly switch sides, his previous team would suddenly find itself without leadership.

3) It is very difficult to co-ordinate complex maneuvres, because most of the lesser players tend to follow the others, and take kills only by chance. On the other hand, the best players have exceptional positional awareness and seek out the enemy, and don't just wander aimlessly.

Interestingly, I have never seen a close, large public match. Nearly every time one team resolves itself as the dominant, and the other almost "submissive".
(See Gameplay Dynamics).

High calibre Clans (5v5)
------------------

This category includes those teams competing in the CAL\CPL, CB Eurocup etc.

1) Teamplay is essential - although personal skill is still vital, and a strong team can't be without strong players, strategy is even more important. Especially since the changes between CS 1.3 and CS 1.4 (See
Section 10), teamplay has become the most important factor over plain killing skills.

"Teamplay" comprises:

-> communication: for instance, when someone spots the enemy, they can give detailed information through voice-comm, instead of just typing it or radioing "enemy spotted"
-> awareness: when a player dies, his teammates know exactly where he died and thus heighten their positional awareness
-> "strats" (strategies): due to long hours of practice, clans can come up with diverse strategies for attacking and defending, such as grenade spams, team boosting, decoy rushes etc which all become familiar to the player.

2) Familiarity and practice with fellow clan members leads to a very robust and flexible team. Map strategies become second-nature and positional awareness is heightened. As opposed to large pubs, where due to the large number of enemies, a single player can possibly only have a vague image of what locations the enemy is clustered at, and can only do so much to break those strongholds.

3) Because there are only 10 players, the gameplay becomes more balanced, and less favoured towards the defending team (CTs on DE maps). The attacking team probably has the advantage (except in de_aztec), because of the way the CTs have to spread out.


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

Appendix A: Kill/Death Ratios

Suppose that every round a player kills AT MOST 9 opponents, and suppose also that every round he is killed. So his average would be ..
4.5 kills per round; and his kd would be 4.5:1 ...

This is a (random) representation:

Round  Kills   Deaths   Overall    Immediate
-----  -----   ------   -------    ---------
1        9         1     9:1         9:1
2        16        2     8:1         7:1
3        22        3     7.33:1      6:1

Suddenly, in the 4th round, he scores a death after only one kill.

4        23        4     5.75:1      1:1


Most human players will have kd's that progress in this fashion; ie. from their average or higher that decreases gradually to being quite low. Usually a ratio will become harder and harder to maintain as the rounds progress ... a single death can drastically change the ratio.
Psychology plays a large factor in this "KD decrease" phenomenon. I've experienced it many times when playing against both bots and humans; but I suppose it's probably because I don't practice what I preach (as much); ie. don't get too repetitive, or you'll find your nice streak ends rather swiftly.

I suppose that's what most players have; a STREAK, which bumps up their
K-D from what their average would be. But it doesn't last, unless of course they continually adapt.

If you really pay attention, you'll find that your KD Ratio reflects the way you are playing - and the way others are too. If the ratio itself is quite high, yet you are only in the middle of the table, you know you're probably not being aggressive enough. Once you know your average KD, you can, at any time during the game, check to see how you're going and notice how it reflects your current style.

A lesser used ratio is the Kills per Round Ratio; it's actually a better indication of your killing power/frequency. Finding your average in K/R, and then comparing to your current situation can help too.

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

Appendix B: Console Tweaks

Enter the following commands in the console by pressing the "~" key in- game (1 means true, 0 means false): adjust_crosshair                    change crosshair colour cl_corpsestay x                     specify time in seconds that dead bodies are visible cl_dyamiccrosshair 0                the crosshair only changes size when weapon is fired cl_himodels 1                       use detailed models cl_minmodels 1                      T's use 1337 model, CT's use GIGN cl_righthand 1                      weapon is in the right hand fastsprites 0, 1 or 2               change the smoke quality ( higher degrades image quality) fps_max 100                         set the frames per second limit
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10

Sponsors:

Other files from this game:
  1. Half-Life - Counterstrike document by System on 14/03/2006, 06:30
  2. Half-Life - Counterstrike trainer by System on 14/03/2006, 06:30
  3. Half-Life - Counterstrike document by System on 14/03/2006, 06:30
    Buy-Script
  4. Half-Life - Counterstrike document by System on 14/03/2006, 06:30
  5. Half-Life - Counterstrike hints by System on 09/03/2006, 09:50
  6. Half-Life - Counterstrike hints by System on 09/03/2006, 09:50
    Weapons and Tactics Guide
  7. Half-Life - Counterstrike FAQ by System on 09/03/2006, 09:50
    Scripting FAQ
  8. Half-Life - Counterstrike FAQ by System on 09/03/2006, 09:50
  9. Half-Life - Counterstrike FAQ by System on 09/03/2006, 09:50
  10. Half-Life - Counterstrike solution by System on 09/03/2006, 09:50
    De_Dust2 Strategy Guide
  11. Half-Life - Counterstrike FAQ by System on 09/03/2006, 09:50
  12. Half-Life - Counterstrike FAQ by System on 09/03/2006, 09:50
    Weapon Fix FAQ