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Submitted by System on 09/03/2006, 09:50. Print file.
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by david wee
davecw2@hotmail.com

=============================================================================
This file is best viewed in Notepad.


Last Modified 8-11-2001

Revision History
v0.1 8-7-2001 First appearence on GameFAQS

v0.2 Changes made below

+ Chapter 3.4 Expanded Section, Confidence
+ Chapter 3.5 Aiming and Short Statistical Discussion : its about pixels
+ Cleaner text layout

=============================================================================
Legal Note: You may copy this or portions of this FAQ for any public medium
only by emailing me for permission first. Also, please credit me for any
copied text contained herein.
=============================================================================



INTRODUCTION
=============================================================================

Counter-Strike is a video game that, in essence, is a test of your sense for
prediction. Prediction drives the stock market, it also drives the top
scores of Counter-Strike. Prediction, on a technical explanatory level
requires interpolation of both sound and visual cues, such as footsteps,
fast glimpses of the enemy going one direction or the other, broken grates,
guns lying on the floor, etc. It also requires a 'milling through' of
previous experiences with specific opponents.. For instance, for me to kill
the number one rated player on the server where I play at, I have to try
very hard, but I usually can predict where he will be, and that is almost
always where no one else is, and almost always in a flanking vector to the
majority of my own team. Hence, I use the position of the majority of my
team, look at any vectors that could flank it, and trace backwards, which
usually will lead to his position. He is a smart player, and he expects
people to use this reverse method on him, so he will do a "back-and-forth"
shuffle on certain maze-like levels to "wait out" any fish he is trying to
catch (where the fish think they are catching him!).. By waiting out, i
mean, waiting to get enough visual / audio clues to determine their
location, kill them, then move on to the main sector of the enemy team,
and of course, in a flanking direction.

Next, I would like to say hello to everyone on EverybodyDies... It is a great
server filled with good players, and of course, it is Punkbuster protected.

http://www.GameFAQS.com for updates.
=============================================================================
Before We Begin, Ping And Punkbuster

With CS1.3, there seems to be some compensation for people still playing
on modem (like me). I think bullets are now contained server side.


Punkbuster (www.punkbuster.com) is an anti-cheat device, that while no
longer supported, still keeps most cheats out of the game. Most servers
require you have punkbuster installed and operating while you play.

=============================================================================
Preface
=============================================================================

One must realize that counter-Strike is different from every other game out
there because life and death hinges upon split-second desicion making. You
reload at the wrong time; You decide tocover an open area with the wrong kind
of gun; You hold the mouse button three tenths a second too long or too
short; all of these, and you die.

I don't quite know how to explain how to get better; I can only offer factual
observations. It is up to you to log the hours of playtime. I know the best
players have very high play times, and the worst players are casual players.
It is sort of vicious by design : The new players will consistently die for
the next 10-20 hours of play time, and be horribly disappointed, while the
"old guard" will continue to rack up kill after kill, "oppressing" the new
people. This is the nature of the game, and you should accept that if you are
new to the game and want to become good. In other words, expect many days of
consistent failure and death to pass first. I suppose it is a trial by fire,
but there is nothing I love more than seeing new people consistently really
try to do well. The thing about beginners is that they usually take
consistently wrong actions, apart from team goals, you will notice that
they just "randomly run around". You don't do this. You run only because
it is harder to catch a running opponent. You run with your eyes completely
peeled at each pixel on the screen, scanning for enemy movement, and you
know precisely where you are going to go. You can distinguish a good player
because they are almost always scanning everything, everywhere, and if they
are camping for a short time, and they hear so much as a pin drop, they will
determine if it is necessary to relocate to gain a better predicted advantage.


=============================================================================
Chapter 1. The Most Important Aspect of Counter-Strike
=============================================================================

* Position is key. Position is 95% of the game. *

The other 5% is proper and rapid aim, and ability to tap the mouse at the
interval specified by the type of gun you are using. Some guns do not require
many taps, some, such as the AK-47 usually require at least 1 tap.

Notice the first few shots of any gun are much more accurate than those
following, that is, until you let go of the trigger, let the cursor settle
down (i.e. stop expanding its circle of damage), and re-fire. This is to
simulate the negative recoil effects on one's aim.

I would say, even though proper aim is first required to kill opponents,
it is only because you have situated your position such that their time to
find you, or bear target upon you is just long enough for you to kill them.

So, the question is, when do you change your position? Well, for one, if
there are less people on the map, and you hear so much as a pin drop from
somewhere that doesn't have your teammates signal on the radar, you should
immediately decide how to gain a strategic positional advantage, first by
predicting his entry point (which requires you to examine all possible
openings), and then by seeking him out or waiting for him to arrive.
I will discuss more of this in chapter 3.


=============================================================================
Chapter 2. Good and bad Players.
=============================================================================


Bad players are simply inexperienced players. What I suggest is to keep a log
of your play time.

Do not feel frustrated until you have exceeded at least 3000 minutes of game
time (i.e. time you log on to servers to quit).

Around the 3000 minute mark, you should see results.

Follow good players. See what they do. Shadow their movements.

Good players are simply polar opposites of bad players. Good players take
initiative, they go through a different route almost every round, or two
rounds, or three at most. Good players know the value of proper aim. By
this, they will hit you with as few bullets as possible. Good players know
that aim is more important than anything at the critical moment of conflict.
Secondary considerations are amount of ammo spent to kill per victim to get
the maximum number of kills without reloading.


* As a beginner try not to worry about killing multiple *
people per single clip.

And whatever you do, try not to camp. If you must camp, camp so your line of
fire is perpindicular to the predicted line of enemy movement.

However, most new players will not be able to estimate major lanes of
traffic, nor understand the proper distance required to camp back, which is
dependent upon the gun.

I suggest not following the rest of the team, hope to get a kill, die,
repeat. I suggest following your own line of reasoning, such as flanking,
running when you are fairly sure of enemy absence, walking when you are
unsure, running to gain attention, then doubling back while walking to set
a trap of sorts.

That kind of reasoning will take you all the way. And it must come from your
own head, not orders from your teammates.

The number one problem I see with bad players is lack of confidence.
Confidence breeds a number of good qualities, primarily alertness,
responsiveness, and a dedication to eradicate the opposing team. Notice,
in good players, they take one out, and simply move to the next one. It is
as if they had a laundry list of players. In fact, they will keep a mental
tab of each opponent's skill, by observation, and hunt with care accordingly.

So what kind of things do we see with lack of confidence? This will be
covered in Chapter 3.4.

=============================================================================
Chapter 3.1 The Initial Confrontation : Targeting And Re-Targeting
=============================================================================

The immediacy of the conflict situation is fantastically pressure-packed.
The first thing you will notice is the number of enemies aiming at you. If
there are two or more, and they are still bearing their cursor upon you (you
can tell because they have not yet begun firing), try to run such that only
one enemy can have the proper line of fire, in other words, try to form a
line between you and the average interpolated line between your opponents,
if you think you can move before they bear target. This will cause only one
of your opponents to be able to bear fire upon you, and he will block the
rest of his partners from taking proper shots at you. This also has the
advantage of multiple headshots with sub-machineguns against your enemy
and at least some level of incidental splash damage.


* My enemy thinks he will kill me *
because he is putting more bullets into the air
and sending them my way. Little does he know,
in his excitement, eagerness, and emotion
that one bullet to his head,
will be all that i fire.

Okay, perhaps I went overboard on that one, but I wanted to drive home the
point that accuracy is what counts. Learning how to be accurate and target
fast is the goal. Especially with the AK-47, take that extra 300 milliseconds
to bear true aim, it will pay off in a show-down situation.

Again, clock your number of minutes played, aim is more of a developed skill,
not a genetic predisposition.

Do not be frustrated, a few really good players on a particular server will
probably keep most new players at a 1-10 ratio or worse.


=============================================================================
Chapter 3.2 Multiple Enemies
=============================================================================


* They will think they can take you out, *
since they are many, and you are one.

If you can run from multiple enemies without losing any strategic position
(or if position in that locale is irrelevent), then do so in an attempt to
gain a position such that your ability to predict the enemy's movement into
your line of fire is higher and greater than their ability to respond.



* And then they will think you need to reload, *
that you spent over half your clip
on one of thier men,
and they will be mistaken again,
because you will have
only used three bullets out of your thirty.

This is perhaps my most favorite trick. Well, its not really a trick, I just
simply use only 3-15 bullets (depending upon the gun) to dispatch an opponent
into the Elysian Fields. When the next enemy comes, he will assume you don't
have enough bullets to finish him on that clip, so he may be a little less
careful. A good player however, will assume that one bullet will all that
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