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Submitted by System on 09/03/2006, 09:50. Print file.
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is needed, and hence, would treat every situation with the same quality, murderous care.

This following is a rough chart of typical # of bullets needed with reasonable aim at the upper torso. It is not a minimum nor a maximum, just a "typical" average from the "average" good player in any particular round on any particular level.

This # of bullets used per kill is not the number of bullets that actually hit the opponent, just the typical number sent his direction s.t. after n number of bullets sent, the opponent died.


Gun       # of bullets used per kill      Clip size
-----------------------------------------------------
MP5                      15                    30

Desert Eagle              3                     7 (still opponent)

Desert Eagle              6                     7 (strafing opponent)

Colt M4A1                 7                    30

AK-47                     3                    30

AWP                       1 *                  10

Sig552/SteyrAUG           9                    30


USP-45 CT Handgun         5                    12 (w/out silencer)

H&K UMP                   9                    25

Steyr Scout               2 *                  10




From this basic chart, we can extrapolate a time window based on rate of fire to estimate a seconds per kill per gun table.

Note that the Scout and the AWP are not included on the table because the time per kill is not relevent since the time it takes to find targets, reload, reposition etc.. it is not feasible for melee-ing multiple enemies at mid to close range. By melee-ing, I mean your bullets on multiple enemies within the span of 5 seconds or less.


Gun            milliseconds per kill        Clip size
-----------------------------------------------------
MP5                      ~600                  30

Desert Eagle             ~500                   7 (still opponent)

Desert Eagle             ~2000                  7 (strafing opponent)

Colt M4A1                ~400                  30

AK-47                    ~200                  30

AWP                       NA                   10

Sig552/SteyrAUG          ~1000                 30 (scope zoom)

Sig552/SteyrAUG          ~500                  30 (w/out scope zoom,close)


USP-45 CT Handgun        ~1000                 12 (w/out silencer)

H&K UMP                  ~600                  25

Steyr Scout               NA                   10



What can this chart tell us? Well, the AK-47 is well suited for multiple enemies, however I did not include cooling down time, cooling down time being the time it takes for the cursor to settle back into its default firing circle, hence it is somewhat deceptive. The Colt M4A1 has very good cool time, perhaps in the next FAQ update i will have a chart of Cooling times.


=============================================================================
Chapter 3.3   Sniping 101
=============================================================================

*   Only relocate when you think the enemy is on to you.  *

This means, if there are a squadron of enemies walking around  (not neccessarily towards your direction, but general sweeping of thier local area) and you take one out at long distance, if the footsteps start getting closer, take another shot, because they are directly challenging your ability to sniper effectively.

However, if the enemy is smart, he will not approach you directly, and will try to flank you by approaching you in a less-straight forward manner, so, you must relocate.. This usually means changing your line of fire at least
90 degrees to a completely different spot of cover. Of course, sometimes you have to drop the sniper rifle and pick up a submachine gun, but this is completely situational, and it is too hard to describe when to do this, but usually when you know you are getting boxed in on two opposite sides, then you probably want to go rifle/submachine gun, so grab anything on the ground. Sniping is essentially the art of patience even when your enemy is 20 feet away, and you are standing there for a very long time, the enemy will think you may try to relocate, but don't. Unless of course, he has friends trying to flank you by coming around to your blind side. In that situation, you should choose one direction from all available directions that the enemy is believed to be coming, and take out "one arm" of their two pronged attack. It is simply too hard to take on two opponents from different directions firing upon you, hence you should expect this to happen when playing against good players. If it is not feasible to snipe when going after one side of the attack, it is a good idea to switch to the secondary hand-gun, such as the desert Eagle, to do the job.

The main reason why you want to go after one or the other of all flanking enemies is that by killing one set of enemies from one flanking position, you now have time to set up your next round of kills because you have placed a certain amount of time between you and the other flanking arm, so, all you have to do is double back to your original position to find your next enemy.


Anti-Sniper
------------
It will take a few hours of practice to predict the body trajectory of jumping enemies trying to dodge your bullets. The smarter ones will stand still just long enough for you to think you can hit them, then move just when you are about to fire, causing you to re-aim. This is not a 'strafing' defense. This is simply moving only when you predict the sniper will fire upon you. My usual estimate is that it takes most people roughly 1 second to bear the correct aim and to fire; Hence, I move just before one second,
In the meantime for those 900 milliseconds or so, I try to fire upon him as much as possible. Repeat.


=============================================================================
Chapter 3.4   Bad Memories: The Killer Within You
=============================================================================


This section will try to present an offensive tactic that uses psychology to gain more kills. The key is this. Choose a spot that you know they will come through, or not. I.e. A major chokepoint. Kill three-five people.


They now have bad memories of that location.

Then, they will not go that route the second time. They will assume, that since you got "so lucky" there, that you will probably stay there. But you will not. Instead, you will go in precisely the opposite direction the next round. And you will run with the knife, to get to a second chokepoint. And they will completely not expect you. In other words, they go to one place, they all die. By psychology, they go to another route the next round, but again, you are there, they all die. The key is to go where the masses of the opposition lie, and beat them to the spot. Then unleash hell. You can easily go 14-1 and more using this tactic. Eventually they will get the clue they should not bunch up and be much more cautious about every single step they take. Congratualations, you have now made your mark as a bad memory in your opposition.

* To know the enemy's mind is to conquer the enemy. *

A word about confidence. Think to yourself, Im going to kill every single terrorist/counter-terrorist I see. That is final. There is no room for
"I hope i get one". Everyone will die, and I will live. Well, I have noticed great players go into "CS Trances" where they just have this unimaginable run upwards of 20 to 30 kills or more before they die. Then they will revert back to their normal self. Call it an unlikely alignment of the planets, luck, but I believe it was when they were at their apex; the apex being any emotion such as fear, lack of confidence of one's abilities, fear of dying quickly, was simply shoved aside for brute reason and fast reaction. Fast reaction goes hand in hand with reason. When you must react fast, you can only do what you essentially know what works. And you only know what works by experience, which is when you didn't die. Hence, you know only do what you think is reasonable per situation, and clearly, if you already can sense the situation, you can react without even really thinking. I believe, if you can actually put yourself in the shoes of your on-screen representation, you will actually make better decisions, because you will give it more thought and more brainpower to make an immediate, informed decision. I remember one time when I was playing de_train and I was on the CT side, I ran through the back entrance to the Terrorist spawn side, and a T was hitting me with burst fired AK-47 from the end of the corridor near the brick walls. I tried firing, but got very few shots in (you never stay too still with an AK-47 on you), so I decided to run into the main central train/courtyard area. But then, I decided to backtrack, because
I predicted that he predicted I would move into that area, so I ran a bit towards that way, but walked back quietly to sneak back upon him as he tried going into the courtyard area to meet me. For really good players, you can hesitate long enough for them to *think* you are doubling back on their back-side, then go to the original location you wanted to go.

I think it is fair to say, you can only become good when you start realizing your mistakes. You should curse the mistakes that could have been avoided.
An example of a mistake that could not have been avoided is walking into a room, and then seeing 4 campers bear fire upon you. An example of a mistake that could have been avoided is taking sight of an enemy, chasing after him, and not paying attention to the footsteps behind or to the side of you.

=============================================================================
Chapter 3.5   Aiming and Short Statistical Discussion : its about pixels
=============================================================================

If I plan to guard a certain passage point from my enemy, notice that the closer up I am to the expected appearence, the larger my pixel representation will be, hence, I will take more screen room, and thus be an easier target, than if I were sitting as far back as possible, minimizing the number of pixels used to display my character. In other words, suppose we pick a random point on the screen. There are many pixels, pick one, lets say at position (x,y) on your monitor.  Now, if I sit up close, my pixels will take up, say 9% of the screen pixels. If I were to sit far away, my pixels would take up, say 4% of the screen pixels.

It is obvious that any random pixel would have, on average, a shorter distance to one of the 9% of the pixels, than to 4% of the pixels, because there are 5% more pixels that could potentially be closer to position (x,y).

Hence, we would always like to sit as far back as possible, when guarding passage points.

Let me mention that this is for guarding territory when it is fairly certain that there will be at least some warning (i.e. footsteps) from opponents on a flanking vector.


In the next update, I will discuss field of vision as a function of time, and how you can use this to your advantage, or be caught in disadvantage, and including positional knowledge, strafing, millsecond advtanges, etc.


=============================================================================
Chapter 4.1   Hand-Guns
=============================================================================

If you are playing Counter-Terrorists, I would use the USP-45 with the silencer enabled. The stealth afforded by the silencer truly leverages the power of a good camping spot.  In addition, you can buy armor the first round, which also leverages yourself against unarmored terrorists carrying desert eagles. Of course desert eagle is strong, but the armor will help some, and alot more than none at all.
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