Jump to page:
Sponsors:
If you are on the Terrorists, use the Desert Eagle, or pick up a weapon on the ground. The Glock is not useful, it should be recycled at the closest recycling facility.
* The desert eagle is *the* weapon of choice for the * first few rounds, and remains the best side-arm when your primary clip runs out.
* When firing a desert eagle, learn to aquire a perfect * tracking cursor on the enemy, even when they try to jump, duck, sidestep, or fire to cause intimidation
=============================================================================
Chapter 4.2 Guns
=============================================================================
RESPONSE VS PREDICTION
----------------------
(i)Response
What is response? Response is the ability of a gun to respond to a previously unknown event, such as an enemy moving in by surprise, that was essentially unpredicted, and putting the enemy down, even when surprised.
(ii)Prediction
Prediction is the ability of a gun to put down an enemy moving into predicted territory, efficiently, without significant penalty of personal injury, and without time for the enemy to respond effectively before death.
I will use the following scale
Poor Good Very good Excellent Unsurpassed
The MP5. 30 Round Clip. Fast. Reliably accurate. Can even do wonders on long range one shot sniping. $1500, the best bargain in the game.
I think using the Mp5 is the best for fast rush levels, such dust.
It just wins rounds, and can really cover wide areas, and do close quarter combat also. Also its price allows purchase of grenades.
Good response, good prediction.
-------------------------------------------------------------------------
The Colt M-16 (the game calls it the M4A1).. Can take out enemies with three bullets to the chest. Silencer enable, it is even more accurate. 30 round clip, ultra fast rate of fire, light. The best thing about this gun is that you can control the first 10 rounds, which means, you can probably aim for the chest, and move slightly up as they are temporarily stunned and get the headshot (i.e. moving the cursor as you are firing on their body)
Very good response, good prediction.
-------------------------------------------------------------------------
The AK-47. 30 Round clip, One shot means near death. The most powerful automatic rifle in the game. It must be compensated for its wild uncontrable recoil by burst-firing only. Aim for the chest, hold for about 1/2 to 3/4 a second to let out 3-5 shots. Close up, nothing except the AWP kills faster than this.
Good response, Unsurpassed prediction.
When you fire the AK, learn where the head of any enemy *would* appear at any spot in your view. Crouch, and when you hear the enemy footsteps, figure out precisely where they are, and get the cursor lined up on the current non-existent enemy form. Counter-Strike is a game of using sound and the radar to interpolate your *EXACT* enemy position, and all of this has to be calculated on split-second demand. This takes a long time to master, but you want to get good at CS?
* There is no way to kill a good player unless he moves into your * cursor, not the other way around.
* you must learn to predict, or you die *
The AK-47 is perhaps my favorite weapon, simply because when you use it in the right situation, it is disastrous. It truly wrecks havoc on standing opponents, and while you are on above enemies raining fire down on them with an AK. Especialy when they try to take cover, you just rip with the AK and they all die.
-------------------------------------------------------------------------
The Sig552 / Steyr AUG. 30 round clips. Both are the same weapon, essentially. They are useful for long-range support, long-range sniping with its 2x zoom. This weapon can control open spaces from afar. Not many weapons can claim this ability. In fact, only the 552/AUG has the versatility to control open spaces and sideways, fast moving enemy.
-------------------------------------------------------------------------
The Steyr Scout / Artic Magnum Warfare. 10 round clips. Use these against enemy snipers first. The 4x zoom lets you take precision shots.
Poor response. Unsurpassed prediction.
-------------------------------------------------------------------------
The Steyr TMP / Mac10. 25 round clips. Ultra-fast rate of fire, poor accuracy. I would not use these weapons, but they are the cheapest submachine guns money can buy.
Poor response. Poor prediction.
-------------------------------------------------------------------------
The H&K UMP-45. 25 Round clip. Half the speed of fire of the MP5, but it does have a little bit more power per bullet. But again, I prefer the
MP5.
Good response. Good prediction.
=============================================================================
Chapter 5.1 Map By Map analysis
=============================================================================
cs_assault terrorists : go AK-47. Camp chokepoints, spread out amongst the upper rafters, one man at each corner, one man guarding the door (above the rafters, not on the ground), and try to sneak a few men out into the gates past the main garage door in the "shadows" to gain surprise kills. Mainly camp. This is a good map for one to learn the basic tactical elements such as using your radar to know which areas have been compromised : the venting system, if the enemy is inside, the garage entrance, the backdoor, and the bottom floor inside the wherehouse. counter-terrorists : go MP5-Navy. The Colt's aren't worth the money on this level, and the MP5's do a good job already for this range of fighting. Also mp5 is good for going through the vent system and breaking the back door entrance. Make sure you check the upper rafters in every corner. Storming the backdoor is a good idea, but you better have your best man be the point man, otherwise your team will get slaughtered if you have all your newbies go in, they will all get reamed because they do not know how to look around carefully enough. for both teams : looking is the most important aspect on this level.
The enemy team is hard to see, and can rain fire from anywhere. It is truly about carefully looking around before you take your steps while inside the warehouse. cs_italy terrorists : I prefer Sig552, because you can truly wreck havoc on CT's trying to make their way up the main corridor on the left from the Terrorist spawn position. Rushing Terrorists (which go into the house with the paintings and stuff) should go with MP5's. counter-Terrorists : Steyr Aug / Colt, you will normally see half the team buy colts, half the team with AUG's. This is a good mix. Aug's for the long range support, and Colt's for the quicker-invading CT's. for both teams: learn to move quickly, without hesitation or fear from campers. Eventually, by forcing yourself to move while checking for blind spots along the way, you will kill all campers, and that alone will bring your score to 3-1. The enemy on this level moves, and for some reason, stops at certain spots, most likely to fear that the enemy is doing the same on the other side; this fear is unwarrented. For instance, as a CT, you should quickly run to the left or to the right (or through the middle house, after you go up the boxes), and stop only to kill enemies. Flanking on this map is easier than most since the entire map is so maze-like.
cs_milita terrorists : camp the house, have snipers on the roofs and in the little crack on the very far right side of the house, on this rock wall.
Have men guarding the tunnels, not directly, but at the far corner between the two holes leading out, this way men can cover both spots with fewer men.
Sometimes, if you AWP, it is nice to run out in front of the house and hold the entire ground. An AWP down here from the Terrorist side is devastating, because the CT's have to contend with snipers on the roof, at the same time you are sniping them from the ground.
Rambo Terrorist Tactic : counter-terrorists : rush the tunnels, pour men out like lemmings into the other side of the terrorist house; use smoke grenades to 'lag' terrorist snipers (it is tremendously powerful, it slows down the computer to a grinding halt) when trying to go directly in front of the house, rush the fronts.
Rushing is key, causing a lot of havoc from the tunnel side and the front is necessary. It has to be a split effort acting in concert to cause the terrorist defense to fall. de_dust terrorists : MP5's are the weapon of choice, they are cheap, and you need to throw flash bangs coming out of the tunnels, so you need money for that. I would buy flash bangs and HE grenades and an MP5, which is quite expensive in total (about 2100). make sure when you rush out of the left side of the tunnel, you throw a flash bang before you exit, and turn your back to the flash grenade. If you see a white shimmer, the enemy is blinded, and you rush immediately, running to the back wall, to flush out any CT's hiding behind the boxes, then pushing forward to clean up the left bomb site. Sometimes things don't go according to plan, or all the CT's end up camping bomb site a, so go rush bomb site B. Bridge offensive: Usually bridge offensive works best *just* when your other half of the team is leaving the tunnels on the left into the CT side. What happens is that the CT's get swamped with too many targets coming from too many directions which results in death for the CT side. This is harder to achieve, but with Voice Communication now enabled, i think coordinating attacks this way is possible. counter-terrorists : hold the CT side.
=============================================================================
Concluding Thoughts
=============================================================================
Experiment with different ideas. This game is a game and a good game, as this is such, can always reflect innovative ideas. Inspiration to go behind enemy lines, or directly in front of them can lead to wonderful results. I normally am very cautious about taking on an entire troop of enemies, head on. But, I decided to test my skill in using the enemies to block each other as they fired upon me, and using various objects (the grey room in De_Vegas), i was able to take out 5 opponents that all were hunting me, by predicting each person's movement ( i kept a mental tab of each persons position and predicted movement!), i was able to triangulate out each person into a 1 on 1 battle, and because my aim was faster than theirs, I would win each battle. But they key was, after each exchange, go back into and check my mental list of each enemy and move accordingly so I could single out another opponent.
Having a running tab of enemy positions and movement vectors sounds like a tough thing, but it is doable. You should start with at least two enemies and be able to predict the next 20 seconds based on your own movement (and how they would respond as such). Continue to practice putting yourself out of the line of fire of multiple enemies while at the same time putting one enemy into yours, and continue down the list of the opposition.
I have seen really good players keep positional tabs on upwards of four people at the same time, while jumping over and under boxes, stairs gates, doors, windowsills, etc... taking each out one by one, and rapid positioning to obstruct enemy lines of fire while keeping active lines of fire for themselves.
* The desert eagle is *the* weapon of choice for the * first few rounds, and remains the best side-arm when your primary clip runs out.
* When firing a desert eagle, learn to aquire a perfect * tracking cursor on the enemy, even when they try to jump, duck, sidestep, or fire to cause intimidation
=============================================================================
Chapter 4.2 Guns
=============================================================================
RESPONSE VS PREDICTION
----------------------
(i)Response
What is response? Response is the ability of a gun to respond to a previously unknown event, such as an enemy moving in by surprise, that was essentially unpredicted, and putting the enemy down, even when surprised.
(ii)Prediction
Prediction is the ability of a gun to put down an enemy moving into predicted territory, efficiently, without significant penalty of personal injury, and without time for the enemy to respond effectively before death.
I will use the following scale
Poor Good Very good Excellent Unsurpassed
The MP5. 30 Round Clip. Fast. Reliably accurate. Can even do wonders on long range one shot sniping. $1500, the best bargain in the game.
I think using the Mp5 is the best for fast rush levels, such dust.
It just wins rounds, and can really cover wide areas, and do close quarter combat also. Also its price allows purchase of grenades.
Good response, good prediction.
-------------------------------------------------------------------------
The Colt M-16 (the game calls it the M4A1).. Can take out enemies with three bullets to the chest. Silencer enable, it is even more accurate. 30 round clip, ultra fast rate of fire, light. The best thing about this gun is that you can control the first 10 rounds, which means, you can probably aim for the chest, and move slightly up as they are temporarily stunned and get the headshot (i.e. moving the cursor as you are firing on their body)
Very good response, good prediction.
-------------------------------------------------------------------------
The AK-47. 30 Round clip, One shot means near death. The most powerful automatic rifle in the game. It must be compensated for its wild uncontrable recoil by burst-firing only. Aim for the chest, hold for about 1/2 to 3/4 a second to let out 3-5 shots. Close up, nothing except the AWP kills faster than this.
Good response, Unsurpassed prediction.
When you fire the AK, learn where the head of any enemy *would* appear at any spot in your view. Crouch, and when you hear the enemy footsteps, figure out precisely where they are, and get the cursor lined up on the current non-existent enemy form. Counter-Strike is a game of using sound and the radar to interpolate your *EXACT* enemy position, and all of this has to be calculated on split-second demand. This takes a long time to master, but you want to get good at CS?
* There is no way to kill a good player unless he moves into your * cursor, not the other way around.
* you must learn to predict, or you die *
The AK-47 is perhaps my favorite weapon, simply because when you use it in the right situation, it is disastrous. It truly wrecks havoc on standing opponents, and while you are on above enemies raining fire down on them with an AK. Especialy when they try to take cover, you just rip with the AK and they all die.
-------------------------------------------------------------------------
The Sig552 / Steyr AUG. 30 round clips. Both are the same weapon, essentially. They are useful for long-range support, long-range sniping with its 2x zoom. This weapon can control open spaces from afar. Not many weapons can claim this ability. In fact, only the 552/AUG has the versatility to control open spaces and sideways, fast moving enemy.
-------------------------------------------------------------------------
The Steyr Scout / Artic Magnum Warfare. 10 round clips. Use these against enemy snipers first. The 4x zoom lets you take precision shots.
Poor response. Unsurpassed prediction.
-------------------------------------------------------------------------
The Steyr TMP / Mac10. 25 round clips. Ultra-fast rate of fire, poor accuracy. I would not use these weapons, but they are the cheapest submachine guns money can buy.
Poor response. Poor prediction.
-------------------------------------------------------------------------
The H&K UMP-45. 25 Round clip. Half the speed of fire of the MP5, but it does have a little bit more power per bullet. But again, I prefer the
MP5.
Good response. Good prediction.
=============================================================================
Chapter 5.1 Map By Map analysis
=============================================================================
cs_assault terrorists : go AK-47. Camp chokepoints, spread out amongst the upper rafters, one man at each corner, one man guarding the door (above the rafters, not on the ground), and try to sneak a few men out into the gates past the main garage door in the "shadows" to gain surprise kills. Mainly camp. This is a good map for one to learn the basic tactical elements such as using your radar to know which areas have been compromised : the venting system, if the enemy is inside, the garage entrance, the backdoor, and the bottom floor inside the wherehouse. counter-terrorists : go MP5-Navy. The Colt's aren't worth the money on this level, and the MP5's do a good job already for this range of fighting. Also mp5 is good for going through the vent system and breaking the back door entrance. Make sure you check the upper rafters in every corner. Storming the backdoor is a good idea, but you better have your best man be the point man, otherwise your team will get slaughtered if you have all your newbies go in, they will all get reamed because they do not know how to look around carefully enough. for both teams : looking is the most important aspect on this level.
The enemy team is hard to see, and can rain fire from anywhere. It is truly about carefully looking around before you take your steps while inside the warehouse. cs_italy terrorists : I prefer Sig552, because you can truly wreck havoc on CT's trying to make their way up the main corridor on the left from the Terrorist spawn position. Rushing Terrorists (which go into the house with the paintings and stuff) should go with MP5's. counter-Terrorists : Steyr Aug / Colt, you will normally see half the team buy colts, half the team with AUG's. This is a good mix. Aug's for the long range support, and Colt's for the quicker-invading CT's. for both teams: learn to move quickly, without hesitation or fear from campers. Eventually, by forcing yourself to move while checking for blind spots along the way, you will kill all campers, and that alone will bring your score to 3-1. The enemy on this level moves, and for some reason, stops at certain spots, most likely to fear that the enemy is doing the same on the other side; this fear is unwarrented. For instance, as a CT, you should quickly run to the left or to the right (or through the middle house, after you go up the boxes), and stop only to kill enemies. Flanking on this map is easier than most since the entire map is so maze-like.
cs_milita terrorists : camp the house, have snipers on the roofs and in the little crack on the very far right side of the house, on this rock wall.
Have men guarding the tunnels, not directly, but at the far corner between the two holes leading out, this way men can cover both spots with fewer men.
Sometimes, if you AWP, it is nice to run out in front of the house and hold the entire ground. An AWP down here from the Terrorist side is devastating, because the CT's have to contend with snipers on the roof, at the same time you are sniping them from the ground.
Rambo Terrorist Tactic : counter-terrorists : rush the tunnels, pour men out like lemmings into the other side of the terrorist house; use smoke grenades to 'lag' terrorist snipers (it is tremendously powerful, it slows down the computer to a grinding halt) when trying to go directly in front of the house, rush the fronts.
Rushing is key, causing a lot of havoc from the tunnel side and the front is necessary. It has to be a split effort acting in concert to cause the terrorist defense to fall. de_dust terrorists : MP5's are the weapon of choice, they are cheap, and you need to throw flash bangs coming out of the tunnels, so you need money for that. I would buy flash bangs and HE grenades and an MP5, which is quite expensive in total (about 2100). make sure when you rush out of the left side of the tunnel, you throw a flash bang before you exit, and turn your back to the flash grenade. If you see a white shimmer, the enemy is blinded, and you rush immediately, running to the back wall, to flush out any CT's hiding behind the boxes, then pushing forward to clean up the left bomb site. Sometimes things don't go according to plan, or all the CT's end up camping bomb site a, so go rush bomb site B. Bridge offensive: Usually bridge offensive works best *just* when your other half of the team is leaving the tunnels on the left into the CT side. What happens is that the CT's get swamped with too many targets coming from too many directions which results in death for the CT side. This is harder to achieve, but with Voice Communication now enabled, i think coordinating attacks this way is possible. counter-terrorists : hold the CT side.
=============================================================================
Concluding Thoughts
=============================================================================
Experiment with different ideas. This game is a game and a good game, as this is such, can always reflect innovative ideas. Inspiration to go behind enemy lines, or directly in front of them can lead to wonderful results. I normally am very cautious about taking on an entire troop of enemies, head on. But, I decided to test my skill in using the enemies to block each other as they fired upon me, and using various objects (the grey room in De_Vegas), i was able to take out 5 opponents that all were hunting me, by predicting each person's movement ( i kept a mental tab of each persons position and predicted movement!), i was able to triangulate out each person into a 1 on 1 battle, and because my aim was faster than theirs, I would win each battle. But they key was, after each exchange, go back into and check my mental list of each enemy and move accordingly so I could single out another opponent.
Having a running tab of enemy positions and movement vectors sounds like a tough thing, but it is doable. You should start with at least two enemies and be able to predict the next 20 seconds based on your own movement (and how they would respond as such). Continue to practice putting yourself out of the line of fire of multiple enemies while at the same time putting one enemy into yours, and continue down the list of the opposition.
I have seen really good players keep positional tabs on upwards of four people at the same time, while jumping over and under boxes, stairs gates, doors, windowsills, etc... taking each out one by one, and rapid positioning to obstruct enemy lines of fire while keeping active lines of fire for themselves.
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






