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Submitted by System on 09/03/2006, 09:50. Print file.
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Bullets per Kill : ~ 7
Avg. Damage/bullet : ~ 14 HP
Time per Kill : ~ 2.5 seconds

Efficiency : ~ 36%

The MP5 is the SMGer's staple gun. It's cheap ($1600), has a large clip
and has excellent recoil control. If you want to practice Auto-Firing,
then use this weapon. The general idea with the MP5 is to keep
the recoil under control whilst aiming at the chest, or slightly higher.

The 9mm rounds are the same calibre as in the Glock, so you can't expect
large amounts of damage per bullet unless you get a headshot, which is
surprisingly common with the MP5. The high rate of fire almost guarantees
a headshot if you aim carefully.

As stated before, engaging enemies at long range with any MP5 is both
ineffective and dangerous. Since most pistols have much do much more
damage and have better accuracy than an MP5, you should remember to
switch weapons at long range.

The MP5 is an excellent weapon against multiple enemies, because of its
low recoil and high rate of fire. It is certainly a viable choice after
losing the pistol round, knowing the enemy will spend all his money on
rifles and no armour.

With most Sub-machine guns, hold the trigger and keep the recoil under
control.

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

*** 3.4 - Assault Rifles ***

These form the meat of the weapons. Most players' favourite weapon will
be the M4A1. The assault rifles are also the general all-round best
choice. Medium prices, good firepower, and excellent training for
burst-firing.

>

Weapon Efficiency
--------------

Bullets per Kill : ~ 4
Avg. Damage/bullet : ~ 25 HP
Time per Kill : ~ 1 second

Efficiency : ~ 111%

The continually raging question on the GameFAQs boards, and indeed
everywhere it seems, is whether to keep this gun silenced or not
(some people like to call it a "suppressor", but honestly, that's
not really the point.)

There are conflicting reports as to the properties of this beautiful
gun. Some say that the silenced M4 does less damage; others say this
isn't so. I'm not sure about this particular point; I'll have to leave
it to you to figure out!

The recoil with the silenced version seems to be slightly more
controllable, and strangely, the recoil patterns are different. Some
say it's easier to get a headshot bursting at the neck with the
gun silenced, but others say the unsilenced version has more
PREDICTABLE recoil (not necessariliy GOOD recoil).

Here's a test you can try yourself. Get an M4A1 and shoot eye-level
at a nearby wall. Hold it for about a third of the clip, and you'll
notice a line of bullets in the shape of a forwardslash if you're
using the normal M4, or a "mushroom cloud" if it's silenced.

Overall, this is an excellent weapon for both the Auto and Burst firing
styles. Some claim that the M4 is merely a "souped up SMG"; but I
believe it is second only to the AK-47 in terms of burst capabilities.

>

Weapon Efficiency
--------------

Bullets per Kill : ~ 3
Avg. Damage/bullet : ~ 33 HP
Time per Kill : ~ 1 second

Efficiency : ~ 123%

This gun is my personal favourite. The greatest strength of the AK is
its incredible damage per round; just 2 bullets to the neck of an un-
armoured opponent will be fatal! Also, this gun has great accuracy,
(not to be confused with recoil), which makes burst firing a pleasure,
not a pain .. :)

OK, I might be overstating just a little here, but

"If you want to be good at CS, you should master the AK-47."

Someone who has MASTERED this weapon will have mastered the burst-fire
school of thought and be well on his way to Net/LAN domination. If you
have truly good control and command over this weapon, you can be better
than the best AWPer; the other much aspired weapon-to-be-mastered. The
AWP's weakness is close quarters, whilst the AK-47 really has no weak-
ness in terms of range.

Its one true weakness is its recoil. A mere 5 bullets in succession can
cause the gun to become wildly inaccurate. So it's extremely difficult
to use against MULTIPLE enemies. Try to avoid such situations at all
costs unless you are very good!

When using the AK, it's best to have the guerilla mentality.

"When we are few, we must utilitise our STRENGTH to our advantage.
Frustrate the enemy by our 'invisibility'. When we are many, we must
draw the enemy into the open, and OVERPOWER him ..."

So when you're up against multiple opponents firing on you, try to
withdraw or reposition yourself so you can take them out one by one.
Slowly, you're "chewing away at the base", until suddenly the last
guy finds all his buddies dead.

When using the AK-47, aim for the head, neck or chest and let out a
short burst (2-5 bullets).

>

Weapon Efficiency
--------------

Bullets per Kill : ~ 5
Avg. Damage/bullet : ~ 20 HP
Time per Kill : ~ 1 second

Efficiency : ~ 103%

It seems the CS Team had to make one CT weapon complement another T
weapon; ie. M4A1 vs. AK-47, Steyr Aug vs. Sig552.

The Aug has one great point, which is that it has no movement penalty.
The crosshairs don't increase in size when moving, as do other guns.
(Note that if 'cl_dynamiccrosshair is set to 1' then this is no longer
special!) The Aug has great accuracy, powerful rounds, but poor recoil.
It also has a slow reload time.

The Sig552 and the Aug are in fact the same price.

(s = scoped, us = unscoped)

Gun Recoil (s/us) Rate of Fire (s/us) Accuracy (s/us) Damage
--- ------------ ------------------ -------------- ------
AUG Bouncy/Poor High/Very High V. Good/Good High
Sig Less bouncy/ High/High V. Good/Average High
poor

From this table it might seem that the Aug is a slightly better choice.
However, it does not list reload times, on which the Sig takes virt-
ually half the Aug's reload time. But it really comes down to prefer-
ence.

When at close range, these weapons are very powerful. When you're up
point blank, I'd say you go full auto until your enemy is dead - but
still aim carefully before you pull the trigger!

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

*** 3.5 - Para Machine Gun ***

Weapon Efficiency
--------------

Bullets per Kill : ~ 7
Avg. Damage/bullet : ~ 12.5 HP
Time per Kill : ~ 3 seconds

Efficiency : ~ 35%

It's the most expensive gun in the game at $5600; but if you can co-
ordinate with your teammates well enough, you can really control some
chokepoints on the map with its massive 100-bullet clip! It also
possesses the rifle ability to pierce doors, walls and other obstac-
les.

If you're ever crazy enough to actually use this gun, it's best used
for providing cover fire for rushers at the start game. It's next to
useless in a one on one situation.

Using this gun is like an extreme case of quantity over quality. With
a massive clip, there IS a small chance you could take out a few enem-
ies with this baby if you go Schwarzenegger - but I don't think it's
worth the money.

Therefore, the average player should buy this gun for the following
reasons:

- it's too expensive; you could afford an AWP, or two AKs,
or an AK and a M4A1 with the money you spend to get the Para
- its recoil and accuracy are poor, and it's the heaviest gun
in the game
- you may look very "n00bish" :)
- it's very hard to use!

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

*** 3.6 - Sniper Rifles ***

>

Weapon Efficiency
--------------

Bullets per Kill : ~ 1
Avg. Damage/bullet : ~ 100+ HP
Time per Kill : ~ 1 second

Efficiency : ~ 190%

This is the most powerful gun in the game (of course you knew that).
Any direct* hit to the waist or above will kill a fully armoured
opponent.

- Pros - - Cons -

Virtual one-hit "KO" Very heavy (you look like you're
walking when you're running with
an AWP)
Expensive ($4750)
Expensive ammo ($12 per bullet)
Low accuracy**


Most AWPers have to wait until the third round before they get their
hands on an AWP; so staying live whilst AWPing is strangely more
vital for an AWPer, than say an SMGer. Losing that expensive rifle,
and worse, letting an enemy grab it, is an AWPer's worst nightmare.


-----------------------------------------------------------------------
* direct hit means that the shot did not glance off the side of the
opponent. Glancing shots do substantially LESS damage.

** if you didn't realise already, the AWP has been tweaked to make
movement accuracy virtually non-existent.
-----------------------------------------------------------------------

(I'll give a plug to Mochan's FAQ right here. Read his AWPing tips. I
may or may not be accused of ripping from his FAQ at this point, but
I swear it's my own experiences I draw from - though I borrow from his
naming conventions.)

There are several things you want to consider when training with an
AWP:
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