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in unfavorable conditions. That is why you should make it a habit
to rely on your teammates for protection. Following the "Team First,
You Last" technique given in Chapter 5, you should under most
conditions make your assault in the wake of a team member's charge.
Even when doing mid to long range assault sniping, you should follow
this lead. The reason is because at that range, enemy snipers are
likely to be camping, unless you are so good that you can hit them
that easily, the more unscrupulous sniper should let the team mate
take the bullet, then come in and kill the opposing sniper.
Still, valor is often required to win. If you're good enough and
have confidence in yourself, feel free to charge in and take the
key positions for yourself. This is especially true if your
teammates are slower than you are -- no sense in wasting precious
time waiting for someone to take the plunge for you.
High Ground
-------------------------------------
Camping and sniping is best done from a high position, where you
can get a good view of your enemy, right? Wrong! Although common
sense dictates this, the [gulay] school believes differently.
Although you do get to see a larger area, you also expose yourself
terribly to enemy vision. That's why I don't understand the logic
of camping in a sniper tower. If you go to high ground for sniping,
do it in an unexpected place in order to gain the advantage of
surprise, not the advantage of height and vision. Sniper towers
are often the first thing enemy snipers check.
I have another personal preference for not wanting to stay in high
places. Most people disagree with me, but I maintain that shooting
from a higher position is actually harder than shooting from ground
level. I also believe that shooting at a higher floor is easier than
shooting at a lower level. Why?
My reasoning is mathematical. Imagine yourself on a level, 2D plane
(like the ground). From one point on that plane to any other, there
are less lines. In contrast, imagine yourself on a higher point not
on that plane. You'll find there are more lines to any particular
point, because you are now on a 3D plane. The same goes true for
someone aiming at someone on the same level, and someone aiming
from a higher point. More lines, thus more aiming possibilities to
cover. Make sense? I don't know if you'll agree with me, but that's
how I see it.
Further, aiming at a higher floor is actually easier, with similar
reasoning. As discussed earlier, aiming from a higher point means
your entire set of aiming possibilities lies on a plane -- more
points. But aiming from a lower point to a higher level is simpler,
because you do not see the entire floor. Instead, you only see a
single line where the target will be moving from to shoot you. Thus,
there is a smaller set of aiming possibilities -- a single line.
It is therefore easier to aim at something higher, than to aim at
something lower.
To make this clearer, let me give a concrete example. Imagine the
balcony in CS_MANSION or CS_ESTATE. A terrorist sniping from that
balcony must cover an entire plane, the field below. A CT, however,
need only look at the single line where his vision intersects the
balcony. Make sense? I hope so.
-----------------------------------------------------------------
| In conclusion, a higher position will usually give you more |
| visibility, but make you an easier target. The main objective |
| of going to higher ground is to gain surprise, not visibility |
| or ease of targetting. |
-----------------------------------------------------------------
***
These are ground rules of the [gulay] style sniping school. However,
there is still more to learn: the special [gulay] style Arctic
Techniques, the hidden killing techniques (hisatsu) which will help
you beat all opponents.
-------------------------------------------------
|Movement Skill: Hyperspeed (Hisatsu! Shukuchi) |
-------------------------------------------------
This technique is the advanced, Arctic-specific application of three
general techniques: Weapon Switcing, Speed Buying and End Reloading.
When you have mastered these techniques, you can learn the Shukuchi.
The first order is to change to your knife at the beginning of the
round. This will allow you to run as fast as possible to wherever
you want to go (presumably to execute the Style of the Ages). That
is the most basic use of Shukuchi.
However, the advanced skill of Shukuchi is more than just speed at
the start of the round. By learning to switch weapons all the time,
you can get rid of one of the AWP's main drawbacks: weight. When
running, utilize weapon switching and you will be able to run fast,
as if you weren't using an Arctic.
The final level of Shukuchi is in actual combat. Once you have
mastered weapon switching, you can achieve tremendous speed in
between shots of the Arctic. The trick is to change weapons
exactly after you fire. Utilize the Hot and Cold firing
technique first to stop while firing. After firing, switch
to your knife or pistol immediately, to give yourself a quick
speed burst to run away from enemy fire. Or, you can switch back
to your Arctic again -- it is ready to fire! This can cut down
on the severe rechambering time that slows down the AWP's rate
of fire. Once you have mastered this technique, you will be a
cannonball AWP sniper who can seemingly move like an MP5 fighter.
---------------------------------------------------------------
| Sniping Skill: Shooting the Shadow (Hisatsu! Kage Utsugiri) |
---------------------------------------------------------------
"You can run, but you can't hide from my .338 Lapua Magnum round!"
-- Me
This is the first deadly skill of [gulay] sniping. The AWP has
the strongest penetration among all the CS guns. Take advantage
of this by learning to locate enemies hiding behind rocks,
crates, and other obstacles. They think they are safe, but
flimsy obstacles offer no protection from a [gulay] sniper.
The secret is to famliarize yourself with the common placement
where a person will stand when hiding behind crates. Familiarity
with the map is a must to master this skill. People tend to
crouch precisely at the corners of such obstacles where they
intersect with the wall. By using 3D-depth estimation, you can
pinpoint their exact location, fire, and kill. The downside is
that the AWP is no longer as powerful as before, so thicker
crates may require you to shoot twice now to kill an armored
opponent at full health. Still, learning this skill will strike
even more fear into the hearts of the enemy, for you are
teaching them that hiding is not a guarantee of safety.
The more advanced application of this technique can limit
movement on some maps. Certain defensive positions of opponents
are easy to undermine with this trick. A good example is in
CS_ASSAULT2K (or even in CS_ASSAULT). Terrorists like to camp
out inside the warehouse to wait for the CTs. Many of them stay
on the railway on the right side of the warehouse from the hostage
room. Little do they know that that part of the map is on a similar
level to the bridge outside. The crafty [gulay] CT sniper will move
on to the bridge and aim at the wall, behind which is the long
railway where the terrorists perch. Shooting a few shots here,
you can easily kill any terrorists camping inside.
This is the most advanced form of Kage Utsugiri. By studying the
enemy's camping habits, you can eliminate them without a fight
with a few well-placed shots. This skill is easily strengthened
when you have a dead teammate coaching you where the enemy is
hiding, but to master this technique you must learn the basic
intuition that will guide your hand.
SPECIAL NOTE: As of CS v1.1, Kage Utsugiri is no longer as
fearsome or deadly as it used to be. Chances are, you may
score a hit, but damage has been GREATLY decreased, so
typically it will take 2-3 shots to kill someone behind an
obstacle. Too inefficient.
-----------------------------------------------------------------
| Sniping Skill: Flash of the Dark Sky (Hisatsu! Yuugusora Sen) |
-----------------------------------------------------------------
This is the second deadly skill of the [gulay] school. Most
players find jumping as an easy and effective way of avoiding
enemy fire. You, as a sniper of the [gulay] school, should
teach him otherwise.
To be able to kill a person the moment he lands is the aim
of this skill. This is quite possible and logical because
CS jump trajectory is very easy to plot and estimate. Unless
your opponent is using stop-jumping techniques, you should be
able to kill him easily at the end of his jump.
The secret to this technique is to familiarize yourself with
the jumping physics of the CS engine. Once you have done so,
you can easily shoot down any jumping opponent with practice.
---------------------------------------------------------------
| Sniping Skill: Instant Death Blow (Hisatsu! Shun Satsu Sen) |
---------------------------------------------------------------
"Main cannon, Eva Black, Fire!"
-- Yamamoto Youko, Soreyuke! Uchuusenkan Yamamoto Youko
This is the third deadly sniper skill, the ultimate
refinement of the camping art. With this technique, you can
kill an opponent the very second he appears from your camped
position.
This skill is as much a mental skill as a physical one. To
achieve it, you mind must be working at a fast enough level
that your reaction time is at its zenith. This is a true
camper's Arctic skill. By pointing at the spot where your
opponent is most likely to appear, you fire immediately at
hit him as soon as he appears.
That is the physical aspect. The mental aspect is mastered
by keeping the mind at the edge of activity. By utilizing
mind exercise techniques, you can achieve this. Perhaps
the best method to achieve this mental level is by being
keenly aware of your breathing. A basic method is counting
while exhaling, but not while inhaling as you breath at
regular intervals. This will help train your mind to achieve
the concentration needed to execute Shun Satsu Sen.
The actual use of this technique, though, is not strictly for
camping, but rather for stopping at narrow passes where your
opponent is likely to show up or follow you. By waiting at a
bottleneck and shifting to your 2x scope, you wait for an
enemy to burst from cover and get into your sights. As soon
as he does, shoot. He dies.
In case you didn't figure it out, this is the technique used
with the Style of the Ages.
--------------------------------------------------------------
| Sniping Skill: Catching the Movement (Hisatsu! Nigeto Sen) |
--------------------------------------------------------------
This is the fourth and final deadly sniper skill. As of the
moment, this is the most advanced technique I have learned.
I do not know if I care to call this my ougi, but it is at
the moment my finest achievement.
By finely honing your mental concentration, you can exist in
a world which has one purpose: shooting a moving enemy in an
eyeblink. With this technique, you can track down a moving
opponent, estimate his position, and shoot with lethal
results. This all occurs in a very short span of time.
This technique requires intense, constant concentration. To
train it, an ideal spot is at the end of a tunnel where an
opponent can suddenly enter. Keep your cursor aimed at the
spot directly next to the wall where the enemy is likely to
come from. His movement the moment he comes from the edge
of the wall should register in your mind. As he moves away,
swing the mouse immediately in his direction. When you fire,
you should be able to hit him.
By training in this fashion, you can master this technique.
Do not confuse this skill with the instant death technique:
Shun Satsu Sen. This is a different skill beyond that technique.
It allows you a fluidity to kill opponents not from a set point.
Master it, and you can kill any opponent anywhere from mid to
long range. Combined with Shun Satsu Sen, this is the lethal
technique to kill in an eyeblink. Perhaps you could call it
Shun Ten Satsu (Instant Heavenly Murder), in honor of Tenken
no Soujiro, God's gift to nature.
"I see, you make an attack using the speed of the Shukuchi.
It is indeed worthy of being called Shun Ten Satsu."
-- Himura Kenshin, Rurouni Kenshin
------------------------------------------------------------------
| Sniping Skill: Two Headed Dragon Flash (Hiken! Nipun Ryuu Sen) |
to rely on your teammates for protection. Following the "Team First,
You Last" technique given in Chapter 5, you should under most
conditions make your assault in the wake of a team member's charge.
Even when doing mid to long range assault sniping, you should follow
this lead. The reason is because at that range, enemy snipers are
likely to be camping, unless you are so good that you can hit them
that easily, the more unscrupulous sniper should let the team mate
take the bullet, then come in and kill the opposing sniper.
Still, valor is often required to win. If you're good enough and
have confidence in yourself, feel free to charge in and take the
key positions for yourself. This is especially true if your
teammates are slower than you are -- no sense in wasting precious
time waiting for someone to take the plunge for you.
High Ground
-------------------------------------
Camping and sniping is best done from a high position, where you
can get a good view of your enemy, right? Wrong! Although common
sense dictates this, the [gulay] school believes differently.
Although you do get to see a larger area, you also expose yourself
terribly to enemy vision. That's why I don't understand the logic
of camping in a sniper tower. If you go to high ground for sniping,
do it in an unexpected place in order to gain the advantage of
surprise, not the advantage of height and vision. Sniper towers
are often the first thing enemy snipers check.
I have another personal preference for not wanting to stay in high
places. Most people disagree with me, but I maintain that shooting
from a higher position is actually harder than shooting from ground
level. I also believe that shooting at a higher floor is easier than
shooting at a lower level. Why?
My reasoning is mathematical. Imagine yourself on a level, 2D plane
(like the ground). From one point on that plane to any other, there
are less lines. In contrast, imagine yourself on a higher point not
on that plane. You'll find there are more lines to any particular
point, because you are now on a 3D plane. The same goes true for
someone aiming at someone on the same level, and someone aiming
from a higher point. More lines, thus more aiming possibilities to
cover. Make sense? I don't know if you'll agree with me, but that's
how I see it.
Further, aiming at a higher floor is actually easier, with similar
reasoning. As discussed earlier, aiming from a higher point means
your entire set of aiming possibilities lies on a plane -- more
points. But aiming from a lower point to a higher level is simpler,
because you do not see the entire floor. Instead, you only see a
single line where the target will be moving from to shoot you. Thus,
there is a smaller set of aiming possibilities -- a single line.
It is therefore easier to aim at something higher, than to aim at
something lower.
To make this clearer, let me give a concrete example. Imagine the
balcony in CS_MANSION or CS_ESTATE. A terrorist sniping from that
balcony must cover an entire plane, the field below. A CT, however,
need only look at the single line where his vision intersects the
balcony. Make sense? I hope so.
-----------------------------------------------------------------
| In conclusion, a higher position will usually give you more |
| visibility, but make you an easier target. The main objective |
| of going to higher ground is to gain surprise, not visibility |
| or ease of targetting. |
-----------------------------------------------------------------
***
These are ground rules of the [gulay] style sniping school. However,
there is still more to learn: the special [gulay] style Arctic
Techniques, the hidden killing techniques (hisatsu) which will help
you beat all opponents.
-------------------------------------------------
|Movement Skill: Hyperspeed (Hisatsu! Shukuchi) |
-------------------------------------------------
This technique is the advanced, Arctic-specific application of three
general techniques: Weapon Switcing, Speed Buying and End Reloading.
When you have mastered these techniques, you can learn the Shukuchi.
The first order is to change to your knife at the beginning of the
round. This will allow you to run as fast as possible to wherever
you want to go (presumably to execute the Style of the Ages). That
is the most basic use of Shukuchi.
However, the advanced skill of Shukuchi is more than just speed at
the start of the round. By learning to switch weapons all the time,
you can get rid of one of the AWP's main drawbacks: weight. When
running, utilize weapon switching and you will be able to run fast,
as if you weren't using an Arctic.
The final level of Shukuchi is in actual combat. Once you have
mastered weapon switching, you can achieve tremendous speed in
between shots of the Arctic. The trick is to change weapons
exactly after you fire. Utilize the Hot and Cold firing
technique first to stop while firing. After firing, switch
to your knife or pistol immediately, to give yourself a quick
speed burst to run away from enemy fire. Or, you can switch back
to your Arctic again -- it is ready to fire! This can cut down
on the severe rechambering time that slows down the AWP's rate
of fire. Once you have mastered this technique, you will be a
cannonball AWP sniper who can seemingly move like an MP5 fighter.
---------------------------------------------------------------
| Sniping Skill: Shooting the Shadow (Hisatsu! Kage Utsugiri) |
---------------------------------------------------------------
"You can run, but you can't hide from my .338 Lapua Magnum round!"
-- Me
This is the first deadly skill of [gulay] sniping. The AWP has
the strongest penetration among all the CS guns. Take advantage
of this by learning to locate enemies hiding behind rocks,
crates, and other obstacles. They think they are safe, but
flimsy obstacles offer no protection from a [gulay] sniper.
The secret is to famliarize yourself with the common placement
where a person will stand when hiding behind crates. Familiarity
with the map is a must to master this skill. People tend to
crouch precisely at the corners of such obstacles where they
intersect with the wall. By using 3D-depth estimation, you can
pinpoint their exact location, fire, and kill. The downside is
that the AWP is no longer as powerful as before, so thicker
crates may require you to shoot twice now to kill an armored
opponent at full health. Still, learning this skill will strike
even more fear into the hearts of the enemy, for you are
teaching them that hiding is not a guarantee of safety.
The more advanced application of this technique can limit
movement on some maps. Certain defensive positions of opponents
are easy to undermine with this trick. A good example is in
CS_ASSAULT2K (or even in CS_ASSAULT). Terrorists like to camp
out inside the warehouse to wait for the CTs. Many of them stay
on the railway on the right side of the warehouse from the hostage
room. Little do they know that that part of the map is on a similar
level to the bridge outside. The crafty [gulay] CT sniper will move
on to the bridge and aim at the wall, behind which is the long
railway where the terrorists perch. Shooting a few shots here,
you can easily kill any terrorists camping inside.
This is the most advanced form of Kage Utsugiri. By studying the
enemy's camping habits, you can eliminate them without a fight
with a few well-placed shots. This skill is easily strengthened
when you have a dead teammate coaching you where the enemy is
hiding, but to master this technique you must learn the basic
intuition that will guide your hand.
SPECIAL NOTE: As of CS v1.1, Kage Utsugiri is no longer as
fearsome or deadly as it used to be. Chances are, you may
score a hit, but damage has been GREATLY decreased, so
typically it will take 2-3 shots to kill someone behind an
obstacle. Too inefficient.
-----------------------------------------------------------------
| Sniping Skill: Flash of the Dark Sky (Hisatsu! Yuugusora Sen) |
-----------------------------------------------------------------
This is the second deadly skill of the [gulay] school. Most
players find jumping as an easy and effective way of avoiding
enemy fire. You, as a sniper of the [gulay] school, should
teach him otherwise.
To be able to kill a person the moment he lands is the aim
of this skill. This is quite possible and logical because
CS jump trajectory is very easy to plot and estimate. Unless
your opponent is using stop-jumping techniques, you should be
able to kill him easily at the end of his jump.
The secret to this technique is to familiarize yourself with
the jumping physics of the CS engine. Once you have done so,
you can easily shoot down any jumping opponent with practice.
---------------------------------------------------------------
| Sniping Skill: Instant Death Blow (Hisatsu! Shun Satsu Sen) |
---------------------------------------------------------------
"Main cannon, Eva Black, Fire!"
-- Yamamoto Youko, Soreyuke! Uchuusenkan Yamamoto Youko
This is the third deadly sniper skill, the ultimate
refinement of the camping art. With this technique, you can
kill an opponent the very second he appears from your camped
position.
This skill is as much a mental skill as a physical one. To
achieve it, you mind must be working at a fast enough level
that your reaction time is at its zenith. This is a true
camper's Arctic skill. By pointing at the spot where your
opponent is most likely to appear, you fire immediately at
hit him as soon as he appears.
That is the physical aspect. The mental aspect is mastered
by keeping the mind at the edge of activity. By utilizing
mind exercise techniques, you can achieve this. Perhaps
the best method to achieve this mental level is by being
keenly aware of your breathing. A basic method is counting
while exhaling, but not while inhaling as you breath at
regular intervals. This will help train your mind to achieve
the concentration needed to execute Shun Satsu Sen.
The actual use of this technique, though, is not strictly for
camping, but rather for stopping at narrow passes where your
opponent is likely to show up or follow you. By waiting at a
bottleneck and shifting to your 2x scope, you wait for an
enemy to burst from cover and get into your sights. As soon
as he does, shoot. He dies.
In case you didn't figure it out, this is the technique used
with the Style of the Ages.
--------------------------------------------------------------
| Sniping Skill: Catching the Movement (Hisatsu! Nigeto Sen) |
--------------------------------------------------------------
This is the fourth and final deadly sniper skill. As of the
moment, this is the most advanced technique I have learned.
I do not know if I care to call this my ougi, but it is at
the moment my finest achievement.
By finely honing your mental concentration, you can exist in
a world which has one purpose: shooting a moving enemy in an
eyeblink. With this technique, you can track down a moving
opponent, estimate his position, and shoot with lethal
results. This all occurs in a very short span of time.
This technique requires intense, constant concentration. To
train it, an ideal spot is at the end of a tunnel where an
opponent can suddenly enter. Keep your cursor aimed at the
spot directly next to the wall where the enemy is likely to
come from. His movement the moment he comes from the edge
of the wall should register in your mind. As he moves away,
swing the mouse immediately in his direction. When you fire,
you should be able to hit him.
By training in this fashion, you can master this technique.
Do not confuse this skill with the instant death technique:
Shun Satsu Sen. This is a different skill beyond that technique.
It allows you a fluidity to kill opponents not from a set point.
Master it, and you can kill any opponent anywhere from mid to
long range. Combined with Shun Satsu Sen, this is the lethal
technique to kill in an eyeblink. Perhaps you could call it
Shun Ten Satsu (Instant Heavenly Murder), in honor of Tenken
no Soujiro, God's gift to nature.
"I see, you make an attack using the speed of the Shukuchi.
It is indeed worthy of being called Shun Ten Satsu."
-- Himura Kenshin, Rurouni Kenshin
------------------------------------------------------------------
| Sniping Skill: Two Headed Dragon Flash (Hiken! Nipun Ryuu Sen) |
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