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Submitted by System on 09/03/2006, 09:50. Print file.
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- don't waste bullets (even if you have an SMG, ie. MP5)
- don't reload your primary if you KNOW there is an enemy coming
closer; exception is if you're out of ammo :)
- only reload when you're sure you're safe and you're not
vulnerable to surprise attacks
- never reload whilst moving forward into enemy territory - it's
dangerous

You have to resist that urge to reload after having sprayed 4 bullets
from your full clip! The tendency to keep clips at their "top
capacity" at all times is only a defeatist one.

As an AWP/Scout sniper, you should be even more attuned to "smart
reloading". Good AWPers shouldn't buy the full 30-round clip each
round; it's a waste of money, time and could potentially benefit your
enemy if you somehow get killed.

If you're good enough, just one clip of 10 bullets could nab you 10
kills. That's the sort of philosophy you should have with sniper rifles
- minimise reloading, and maximise accuracy so you don't reload as
often in the first place.

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

*** 7.8 - PODBots ***

This section discusses the Count Floyd's popular bot "PODBot" aka "Ping
of Death Bot", its main features and advantages & disadvantages.

I will only go through stuff that's relevant to a player's improvement,
not all the available 'bells & whistles'.

Features:

- goal-oriented gameplay (ie. planting bombs, rescuing
hostages etc)
- tweakable vars such as bot-chatting, skill level, customisable
names
- react to most radio commands

Advantages:

- tend to strafe a lot, practicing against strafing targets is
difficult but can help aiming
- react reasonably well to most radio commands

Disadvantages:

- have some sort of minor wallhacking abilities
- poor recoil; Floyd should tweak the code so that the bots
don't always hold the trigger for the same amount of time,
regardless of what gun they are using!
- poor sniping; PODBots are hopeless at sniping
- poor accuracy; from a medium to long range they tend to be very
inaccurate
- poor weapon selections; seems to favour shotguns over SMG's!
- funny reaction to being flashbanged
- don't reload until emptied a clip
- lack unpredictability in general

Even though this list is based on my opinion, I'm sure those of you who
do use PODBots have noticed most of these things I've mentioned.

So to overcome the bot's weakness(es) and make practicing offline a bit
more challenging you could play in a small map (eg. cs_bloodstrike),
and select "Pistol Mode" from the menu. Because pistols aren't as fast
firing as other guns, they tend to be more accurate with them. And of
course you could always manually max out the bot abilities in the
"podbot.cfg" file.

Practicing with bots can be fun and challenging at times, but sooner or
later you'll realise that they're really there for hardcore aiming
practice, and little else! And of course there's little adrenalin
factor in facing computer opponents.

And a word of warning (from personal experience): don't play with bots
for too long or you'll find playing against humans something of a shock
- try to focus on aiming practice and don't get too used to the routes
bots take!

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

*** 7.9 - CS Websites ***

The following is a list of Counter-Strike related sites on the
Internet:

Counter-Strike Specific
-----------------------

www.counter-strike.net The official CS site
csnation.counter-strike.net Great CS site - skins, models,
tweaks, discussions/forums,
strategy guides, CS News
www.cs-maps.jolt.co.uk CS Maps for download
www.counter-hack.net Anti-Hack site dedicated to online
games
www.summerblue.net/games/cs_report/ The most comprehensive CS Guide
www.cscentral.com Various Map tricks

Strategy/Discussion
--------------------

www.gamefaqs.com You already know this
www.gamespot.com They do quite in-depth guides for
major fps's

Other
-----

www.icantlose.com Some funny screenshots/statistics
www.botepidemic.com PODBot Website
www.nuclearbox.com/podbot
www.shackes.com Latest news on major games (clans etc)

www.sogamed.com Demos, news
www.gotfrag.com Esports (CS, WC3 etc), and demos
www.gamers.nu Esports, demos, articles etc
www.schroet.com Team Schroet Kommando
www.team3d.net Team 3D


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

Section 8: Map Analysis

(Note: So far I have only done de_dust2. In the future I'll
follow up with more maps.)

As I stated before, knowledge of the map is vital. You can't just
wander around aimlessly. At least you have to keep your mind working,
and thinking about what the enemy is doing and how he is playing.

Here are some pointers in the most common maps. (You can refer to the
overview bmp's in your cstrike/overviews directory because my ASCII art
skills aren't very good).

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

*** 8.1 - de_dust2 ***

Map Diagram:
______ ______
| | | |
|-------- -----------/ \-----|
| 8 ____ 1 |
|_ |_| |----------| 2 |
\ A / | / / / / /| |--------|
| | CT |/ / / / / | |______________
| ------------| / / |__________II |
--------------| |/ / / / / / / /| _7____ |
| | |_/_/_/_/_/_/_/_| |/ / /| |______
| II 9 |/_/_/| |
| | _______________ _________ 3 |
| | |/ / / / / / / \6 / / / / / | \
| | | / / / / / / |--|/ / / / /| |
| | |/ / / / / / / / / / / / / |_______|
| | | / / / / / / / / / /|-----/ |
/ | |/_/_/ / / / / / / / | T |
|_________ __| \ / / / / / / /| |
| |_| II \_____ \ /_/_/_/_/_/_/ |
| |_ / / |5 |/| | | |
/ B __|/ / | |/| |--|--| 4a |
/_______ / / / / | ___ 4 |__|__| |
| |_/_/_/_/| | | |
| | _________10 | |__________________ |
|_______|_____| |__| |_____|

Legend:

A - Bombsite A
B - Bombsite B
II - Double doors
CT - Counter-Terrorist spawn site
T - Terrorist spawn site

/ - shading (inaccessible areas)

|--|
|__| or |_| This represents a crate or a bunch of crates

1 to 10 - Significant locations

1:

This is the "Bombsite A bunker". Because of its location down the path
from Bombsite A, it's an excellent camping/AWPing position. During the
start-game, some CT's like to hide here waiting to ambush rushing T's.
Though it's not a very good place for that purpose because you're
trapped if you're discovered.

2:

This is the CT pack's favourite rushing location (well, at least from
my experience). It's very defensible, meaning that it's hard for the
T's to get past the doors without getting killed very quickly.

3:

This is where some T's like to camp, especially AWPers. They try to
snipe the double doors near point 9. It's risky, because usually they
have CT counterparts sniping THEM from behind the same doors.

4:

The T's usually camp or advance very cautiously once they reach this
point, because they know they're at a chokepoint. This is one of worst
places a T can go through; on the other side they could face close
range attack from TWO sides - this happens a lot. CT's at point 5 and
also at point 10 massacre them!

4a:

The T's might (during the next round, see point 4) decide to camp a bit
farther back, usually with AWPs. They are extremely vulnerable to being
flanked this way.

5:

An excellent chokepoint camping opportunity for a CT. One of my
personal favourites during the first few rounds. Beware, certain T's
can backstab you if you wait at point 5 too long. (See Gameplay
Dynamics).

6:

Some T's rush to this hiding position where they can backstab advancing
CT's. It's dangerous and difficult, because of the large number of CT's
that usually travel up towards point 6.

7:

This is where the larger T pack would usually wait for the CT's to come
past the double doors, though occasionally the T pack changes to
Bombsite B route. This location is a poor one; there are virtually 4
ways of being flanked. From point 2, point 9, point 3, etc.

8:

The CT's occasionally like to camp all along the path from point 1 to
point 8. This is generally good, because it prevents the T's from
getting to bombsite A. However, this location itself isn't very good,
because T's can rush from point 9 up the steps, and also use the "CT
Spawn Route" - running from Bombsite B to A.

9:

This location is where a lot of T's rush in the start game, if they
haven't been hindered by advancing CT's along the p.9-p.3 pathway. At
the start of the round, some T's go to point 7, and a small group
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