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best approach is the conservative approach, methinks.
Thus, you must particularly memorize the bonuses I marked with an
asterisk -- these are the bonuses which you cannot determine before
the round ends, and which are the most useful for estimating how
much income you will have next round. Other things, like killing
an opponent or hostage, you can check before the round ends in most
cases. Just keep in mind the ones marked with an asterisk. If you
have a good head for figures, you can also figure in the hostage
bonuses, but these are hard to keep track of, and doing so would
really detract from the fun of playing.
Next, make use of the prices I gave in the weapon guide. Also take careful
note of whether you will buy armor, and how much ammo you plan to take
along, and what peripherals (grenades, etc). Most people like fully loading
their ammo, so I have also included the maximum ammo you can carry. Keep
in mind that all weapons you buy come with a full clip, but no extra ammo,
unless you had some previously. For instance, as a terrorist, if you buy an
MP5 you will already have 40 rounds carried over from your default Glock.
Remember that CTs start with 24 .45 ACP rounds, terrorists with 40 9mm
rounds.
Carefully plan how much money you will spend each round. It helps to
remember how much you spend with the configurations you routinely buy. For
instance, I like buying an Arctic with 10 extra rounds and a full suit of
armor. That's $4750 + $125 + $1000, for a total of $5875. I also know how
much I will spend for a fully-loaded MP5: $1500 + $80 = $1580, plus armor
for $2580. Keep track how much money you expect to have, and compare it
with your standard configurations. That way you can have smooth sailing
while buying at the start of each round.
------------------------------------------
| Use the Hot Keys and Quick Buy Numbers |
------------------------------------------
Now that you've got a good grasp of the economics and the foresight to buy
what you want, let's get to the actual buying techniques. Many newbies rely
on the primary buy menu (defaults to F1, I think) to buy all their equipment,
even their ammunition. This is a big no-no, because it takes more key clicks
and wastes time. Instead, you should assign a key for the main buy menu only
to buy guns, and three more hotkeys for the three important submenus: primary
ammo, secondary ammo, and equipment.
With these four hotkeys and the "Quick Buy Numbers" I notated in the equipment
list, you can achieve godspeed in arming yourself. Quick numbers are the
corresponding menu slots of certain items. For instance, the MP5 is [3-1] in
the primary buy menu: assuming F1 is your hotkey for the buy menu, you would
press F1 to bring out the buy menu, then '3' for SMGs, then '1' for the MP5.
Check out the Quick Buy Numbers in the weapons list.
This is how you should buy:
Step 1: Before the round begins, know what to buy
Step 2: Buy your main and secondary guns with the primary buy menu
Step 3: Buy your ammo with the ammo hotkeys
Step 4: Buy your armor
Step 5: Buy other peripherals (grenades, bomb kit, etc)
My controls are configured this way: Bind Command
F1 - Buy Menu BUY
F2 - Buy Primary Ammo BUYAMMO1
F3 - Buy Secondary Ammo BUYAMMO2
F4 - Buy Equipment BUYEQUIP
In case you haven't configured your controls properly, you can quick
configure them using the binding technique. For instance, to bind
the buy equipment menu to F4, type at the console:
BIND "F4" "BUYEQUIP"
Using Quick Buy Numbers, I can buy whatever configuration I chose ahead
of time in a second or so. For instance, as a terrorist one of my favorite
setups is an AK-47 with 2 extra clips, full armor, and a flashbang. As
soon as the round starts, I very quickly press F1-4-1-F2-F2-F4-2-F4-3.
Nine simple keystrokes, all in a few seconds. I am ready for action
while most newbies are still deciding what weapon to buy.
-----------------------------------------
| Start moving the moment you buy items |
-----------------------------------------
Some servers have a few seconds at the start of the round to buy equipment,
but many more do not. Thus, it is imperative to learn how to apply the
buying technique above WHILE moving. It depends on your control setup, but
if you modify your controls be sure to do to keep all your buy keys right
next to your move keys, so you can achieve this technique. To ensure that
you don't waste time and thus lose strategic ground, be sure to master
buying while running. This is useful because most of the time you cannot
press all those keys in under a second. Further, sometimes you may have to do
twelve or more keystrokes, if you choose to buy a secondary weapon. This can
take up to three seconds or even more, and those three seconds are crucial,
best spent already running for your objective than standing at your base.
FINAL NOTE: I haven't explored this fully, but you can if you want.
You can use bind scripts to simplify this entire process. Imagine
assigning one key for your "MP5 Configuration," and having to just
press that one key to get fully suited up. Go see the links section
for sites going in-depth in the use of scripts.
-------------------------------------------------------------------------------
5.a6 - End Reloading Technique
This is a very simple technique that many people do not do. Most likely,
they will reload at the start of the next round, which is a big waste of
time. In order to achieve maximum speed, you should always start the
next round fully loaded. Doing this is simple:
---------------------------------------------
| Reload the moment the previous round ends |
---------------------------------------------
It's as easy as that! Make it a habit to press your reload button as
soon as your team wins the round. When the next round starts, your gun
will automatically be fully loaded, even if you hadn't finished reloading
yet (it happens with slow reload guns like the AWP, Steyr Aug, and FN Para).
If you reload at the end of the round, you will be free to utilize the
Speed Buying technique in the next round. Most importantly, you will
be able to switch to your knife immediately and run for whatever key
point you have to secure as soon as possible.
-------------------------------------------------------------------------------
5.a7 - Bunny Hopping
This is a funny technique which is very hard to master. Actually, I
haven't actually managed to pull it off yet, but Paul Kerr assures
me that it works. You just need lots of practice.
Remember in Thief Gold, where you could run, jump, and at the precise
moment that you land jump again, and so on? With each successive jump,
by spending as little time as possible on the ground, you increase your
velocity, as if you were falling down a long pit. It's a bug which is
present in almost all the older FPS games, Quake II included (and thus,
Counter Strike by default).
If you do this properly in CS, you can achieve inhuman speed while
travelling in a straight line. This is actually bordering on being
a cheat, but since its usefulness is limited and it is very, very
difficult to pull off, I don't consider it as such. You actually
have to work hard to pull this one off! Cheats are usually things
which give instant results without training, so this thing is still
valid in my book.
===============================================================================
5.b -- Defensive Techniques
These techniques are invaluable for keeping yourself alive. Defense is the
most important, more important than offense. Defense comes first. Most
advanced offensive techniques can only be learned after first mastering the
basic defensive movement techniques. To become a true fighting god, you must
master the basic defensive movement techniques.
-------------------------------------------------------------------------------
5.b1 - Side Stepping
Side-stepping is a very useful skill for staying alive. Even beginners
have little trouble hitting a stationary target, but a moving target is
far more difficult to hit. Especially when the target is moving from
side to side, directly perpendicular to you. To ensure that your opponents
have as much trouble as possible hitting you, the zig zag side stepping
technique is essential.
Basically, you just side step directly left and right when your opponents
start shooting you. Barring taking cover and not showing yourself, this
technique is the best defense against one-shot Arctic snipers. Assaulters
should master this technique first and foremost, because they are often
in the line of fire.
--------------------------------------------------------------
| Side-stepping decreases your accuracy, but keeps you alive |
--------------------------------------------------------------
The drawback to side-stepping is that your accuracy goes down dramatically.
A shot you might have made easily while standing, will often go wild while
side-stepping. Thus, you generally should only attempt side-stepping while
fighting at close to mid-range, especially while using pistols or the more
accurate assault weapons like the MP5 and M4 Carbine.
TRIVIA: Everyone calls "side-stepping" "strafing." This owes to the
morons at Apogee and id who erroneously called side-stepping strafing,
thus leading an entire generation of gamers to believe that 'to strafe'
means 'to sidestep.' In truth, however, to strafe simply means to fire
in rapid succession at a target. As good old Websters would put it:
strafe: to rake (as ground troops) with fire at close range and esp.
with machine-gun fire from low-flying aircraft
There you go! Diablo II got it right, whereas Wolf 3D, Doom, and just
about every mindless FPS game in the market got it wrong! Anyway, since
everyone uses it in that manner I suppose it's acceptable as
"colloquialism." Hey, when enough people start to believe something
long enough, it becomes true, right?
-------------------------------------------------------------------------------
5.b2 - Ducking
Ducking is an important defensive technique, and is also an offensive trick.
Ducking will help you take cover behind smaller obstacles, but it is also
equally effective at making you a smaller target when in plain sight. The
drawback to ducking, though, is that an opponent aiming for your body might
get a headshot when you duck. Still, that is a calculated risk you will have
to take, because ducking gives you the added advantage of increasing your
accuracy as you counterattack. That is why ducking is also an offensive tactic.
-----------------------------------
| Ducking increases your accuracy |
-----------------------------------
In general, you must choose from one of these two techniques when fighting
an opponent. You can either keep side-stepping while firing back in order
to make yourself a harder target, but you also sacrifice your own accuracy.
Ducking is less defensive, as you will be easier to hit than a side-stepping
maniac, but the trade-off is that you will have an easier time hitting your
opponent. It is your call, but you should adapt a tactic based on your
opponent's weapon. For instance, if your enemy is using an MP5, ducking can
be safe, but if he is using an Arctic, ducking is a stupid thing to do, and
side-stepping would be better.
-------------------------------------------------------------------------------
5.b3 - Jumping
Jumping is also a defensive technique which can save your skin. However, it
is not as important a technique as side-stepping or ducking. Jumping is more
the coward's technique: you will usually want to side-step and jump only when
you have no intention whatsoever of fighting back. Unlike side-stepping and
ducking which is meant as evasive techniques while counter-attacking, jumping
should only be used for purely evasive purposes. Why?
---------------------------------------
| Accuracy goes to shit while jumping |
---------------------------------------
Remember this basic truth, and you'll go a long way in Counter Strike. Lots of
newbies like jumping around while firing back at their enemies. Small wonder
most of their shots miss. If you're going to attack while dodging, stick to
side-stepping. Jumping while sidestepping is a purely defensive, escaping
tactic. However:
----------------------------------------------
| Be careful jumping around an Arctic player |
----------------------------------------------
A skilled sniper will calculate the end of your jump and aim their, tagging
you instantly as you land. Avoid jumping in plain sight of an arctic
wielding opponent; it is a quick way to die. If you must jump, begin the jump
where the opponent cannot see you, thus he will have trouble anticipating
your jump and your landing. Or, jump only when the end point of your jump is
concealed from the Arctic's deadly line of sight. Jumping also plays a role
in Arctic-to-Arctic duels. More on that later.
Thus, you must particularly memorize the bonuses I marked with an
asterisk -- these are the bonuses which you cannot determine before
the round ends, and which are the most useful for estimating how
much income you will have next round. Other things, like killing
an opponent or hostage, you can check before the round ends in most
cases. Just keep in mind the ones marked with an asterisk. If you
have a good head for figures, you can also figure in the hostage
bonuses, but these are hard to keep track of, and doing so would
really detract from the fun of playing.
Next, make use of the prices I gave in the weapon guide. Also take careful
note of whether you will buy armor, and how much ammo you plan to take
along, and what peripherals (grenades, etc). Most people like fully loading
their ammo, so I have also included the maximum ammo you can carry. Keep
in mind that all weapons you buy come with a full clip, but no extra ammo,
unless you had some previously. For instance, as a terrorist, if you buy an
MP5 you will already have 40 rounds carried over from your default Glock.
Remember that CTs start with 24 .45 ACP rounds, terrorists with 40 9mm
rounds.
Carefully plan how much money you will spend each round. It helps to
remember how much you spend with the configurations you routinely buy. For
instance, I like buying an Arctic with 10 extra rounds and a full suit of
armor. That's $4750 + $125 + $1000, for a total of $5875. I also know how
much I will spend for a fully-loaded MP5: $1500 + $80 = $1580, plus armor
for $2580. Keep track how much money you expect to have, and compare it
with your standard configurations. That way you can have smooth sailing
while buying at the start of each round.
------------------------------------------
| Use the Hot Keys and Quick Buy Numbers |
------------------------------------------
Now that you've got a good grasp of the economics and the foresight to buy
what you want, let's get to the actual buying techniques. Many newbies rely
on the primary buy menu (defaults to F1, I think) to buy all their equipment,
even their ammunition. This is a big no-no, because it takes more key clicks
and wastes time. Instead, you should assign a key for the main buy menu only
to buy guns, and three more hotkeys for the three important submenus: primary
ammo, secondary ammo, and equipment.
With these four hotkeys and the "Quick Buy Numbers" I notated in the equipment
list, you can achieve godspeed in arming yourself. Quick numbers are the
corresponding menu slots of certain items. For instance, the MP5 is [3-1] in
the primary buy menu: assuming F1 is your hotkey for the buy menu, you would
press F1 to bring out the buy menu, then '3' for SMGs, then '1' for the MP5.
Check out the Quick Buy Numbers in the weapons list.
This is how you should buy:
Step 1: Before the round begins, know what to buy
Step 2: Buy your main and secondary guns with the primary buy menu
Step 3: Buy your ammo with the ammo hotkeys
Step 4: Buy your armor
Step 5: Buy other peripherals (grenades, bomb kit, etc)
My controls are configured this way: Bind Command
F1 - Buy Menu BUY
F2 - Buy Primary Ammo BUYAMMO1
F3 - Buy Secondary Ammo BUYAMMO2
F4 - Buy Equipment BUYEQUIP
In case you haven't configured your controls properly, you can quick
configure them using the binding technique. For instance, to bind
the buy equipment menu to F4, type at the console:
BIND "F4" "BUYEQUIP"
Using Quick Buy Numbers, I can buy whatever configuration I chose ahead
of time in a second or so. For instance, as a terrorist one of my favorite
setups is an AK-47 with 2 extra clips, full armor, and a flashbang. As
soon as the round starts, I very quickly press F1-4-1-F2-F2-F4-2-F4-3.
Nine simple keystrokes, all in a few seconds. I am ready for action
while most newbies are still deciding what weapon to buy.
-----------------------------------------
| Start moving the moment you buy items |
-----------------------------------------
Some servers have a few seconds at the start of the round to buy equipment,
but many more do not. Thus, it is imperative to learn how to apply the
buying technique above WHILE moving. It depends on your control setup, but
if you modify your controls be sure to do to keep all your buy keys right
next to your move keys, so you can achieve this technique. To ensure that
you don't waste time and thus lose strategic ground, be sure to master
buying while running. This is useful because most of the time you cannot
press all those keys in under a second. Further, sometimes you may have to do
twelve or more keystrokes, if you choose to buy a secondary weapon. This can
take up to three seconds or even more, and those three seconds are crucial,
best spent already running for your objective than standing at your base.
FINAL NOTE: I haven't explored this fully, but you can if you want.
You can use bind scripts to simplify this entire process. Imagine
assigning one key for your "MP5 Configuration," and having to just
press that one key to get fully suited up. Go see the links section
for sites going in-depth in the use of scripts.
-------------------------------------------------------------------------------
5.a6 - End Reloading Technique
This is a very simple technique that many people do not do. Most likely,
they will reload at the start of the next round, which is a big waste of
time. In order to achieve maximum speed, you should always start the
next round fully loaded. Doing this is simple:
---------------------------------------------
| Reload the moment the previous round ends |
---------------------------------------------
It's as easy as that! Make it a habit to press your reload button as
soon as your team wins the round. When the next round starts, your gun
will automatically be fully loaded, even if you hadn't finished reloading
yet (it happens with slow reload guns like the AWP, Steyr Aug, and FN Para).
If you reload at the end of the round, you will be free to utilize the
Speed Buying technique in the next round. Most importantly, you will
be able to switch to your knife immediately and run for whatever key
point you have to secure as soon as possible.
-------------------------------------------------------------------------------
5.a7 - Bunny Hopping
This is a funny technique which is very hard to master. Actually, I
haven't actually managed to pull it off yet, but Paul Kerr assures
me that it works. You just need lots of practice.
Remember in Thief Gold, where you could run, jump, and at the precise
moment that you land jump again, and so on? With each successive jump,
by spending as little time as possible on the ground, you increase your
velocity, as if you were falling down a long pit. It's a bug which is
present in almost all the older FPS games, Quake II included (and thus,
Counter Strike by default).
If you do this properly in CS, you can achieve inhuman speed while
travelling in a straight line. This is actually bordering on being
a cheat, but since its usefulness is limited and it is very, very
difficult to pull off, I don't consider it as such. You actually
have to work hard to pull this one off! Cheats are usually things
which give instant results without training, so this thing is still
valid in my book.
===============================================================================
5.b -- Defensive Techniques
These techniques are invaluable for keeping yourself alive. Defense is the
most important, more important than offense. Defense comes first. Most
advanced offensive techniques can only be learned after first mastering the
basic defensive movement techniques. To become a true fighting god, you must
master the basic defensive movement techniques.
-------------------------------------------------------------------------------
5.b1 - Side Stepping
Side-stepping is a very useful skill for staying alive. Even beginners
have little trouble hitting a stationary target, but a moving target is
far more difficult to hit. Especially when the target is moving from
side to side, directly perpendicular to you. To ensure that your opponents
have as much trouble as possible hitting you, the zig zag side stepping
technique is essential.
Basically, you just side step directly left and right when your opponents
start shooting you. Barring taking cover and not showing yourself, this
technique is the best defense against one-shot Arctic snipers. Assaulters
should master this technique first and foremost, because they are often
in the line of fire.
--------------------------------------------------------------
| Side-stepping decreases your accuracy, but keeps you alive |
--------------------------------------------------------------
The drawback to side-stepping is that your accuracy goes down dramatically.
A shot you might have made easily while standing, will often go wild while
side-stepping. Thus, you generally should only attempt side-stepping while
fighting at close to mid-range, especially while using pistols or the more
accurate assault weapons like the MP5 and M4 Carbine.
TRIVIA: Everyone calls "side-stepping" "strafing." This owes to the
morons at Apogee and id who erroneously called side-stepping strafing,
thus leading an entire generation of gamers to believe that 'to strafe'
means 'to sidestep.' In truth, however, to strafe simply means to fire
in rapid succession at a target. As good old Websters would put it:
strafe: to rake (as ground troops) with fire at close range and esp.
with machine-gun fire from low-flying aircraft
There you go! Diablo II got it right, whereas Wolf 3D, Doom, and just
about every mindless FPS game in the market got it wrong! Anyway, since
everyone uses it in that manner I suppose it's acceptable as
"colloquialism." Hey, when enough people start to believe something
long enough, it becomes true, right?
-------------------------------------------------------------------------------
5.b2 - Ducking
Ducking is an important defensive technique, and is also an offensive trick.
Ducking will help you take cover behind smaller obstacles, but it is also
equally effective at making you a smaller target when in plain sight. The
drawback to ducking, though, is that an opponent aiming for your body might
get a headshot when you duck. Still, that is a calculated risk you will have
to take, because ducking gives you the added advantage of increasing your
accuracy as you counterattack. That is why ducking is also an offensive tactic.
-----------------------------------
| Ducking increases your accuracy |
-----------------------------------
In general, you must choose from one of these two techniques when fighting
an opponent. You can either keep side-stepping while firing back in order
to make yourself a harder target, but you also sacrifice your own accuracy.
Ducking is less defensive, as you will be easier to hit than a side-stepping
maniac, but the trade-off is that you will have an easier time hitting your
opponent. It is your call, but you should adapt a tactic based on your
opponent's weapon. For instance, if your enemy is using an MP5, ducking can
be safe, but if he is using an Arctic, ducking is a stupid thing to do, and
side-stepping would be better.
-------------------------------------------------------------------------------
5.b3 - Jumping
Jumping is also a defensive technique which can save your skin. However, it
is not as important a technique as side-stepping or ducking. Jumping is more
the coward's technique: you will usually want to side-step and jump only when
you have no intention whatsoever of fighting back. Unlike side-stepping and
ducking which is meant as evasive techniques while counter-attacking, jumping
should only be used for purely evasive purposes. Why?
---------------------------------------
| Accuracy goes to shit while jumping |
---------------------------------------
Remember this basic truth, and you'll go a long way in Counter Strike. Lots of
newbies like jumping around while firing back at their enemies. Small wonder
most of their shots miss. If you're going to attack while dodging, stick to
side-stepping. Jumping while sidestepping is a purely defensive, escaping
tactic. However:
----------------------------------------------
| Be careful jumping around an Arctic player |
----------------------------------------------
A skilled sniper will calculate the end of your jump and aim their, tagging
you instantly as you land. Avoid jumping in plain sight of an arctic
wielding opponent; it is a quick way to die. If you must jump, begin the jump
where the opponent cannot see you, thus he will have trouble anticipating
your jump and your landing. Or, jump only when the end point of your jump is
concealed from the Arctic's deadly line of sight. Jumping also plays a role
in Arctic-to-Arctic duels. More on that later.
Jump to page:
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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
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- 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






