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"I dodged it... Ack! Sword and sheath..."
-- Udo Jinee, Rurouni Kenshin
This is an extra technique which is not fully in use by
the gulay school. However, anything goes, and if you
learn this technique it might save your life. Use it
when when someone gets too close to you for comfort, but
you're too low on life for comfort.
Simply switch to your handgun before the skirmish begins,
and use figure eight sidestepping to hit your opponent.
The aim is to stun him, not kill him. When you get in
that one good shot to stun him, switch to your AWP. Since
you already hit him with your handgun, your AWP should be
pointed straight at him. Shoot and finish him off while
he's stopped.
Most pistols have decent stopping power, meaning if you hit
your opponent (particularly the chest) they will be stunned
for a moment, their aim knocked up and unable to move.
This makes it easier to kill them quickly with your
AWP at close range.
Of course, this is not easy to do, and it is crucial
that you get the initiative and hit them before they
hit you. There is also the argument that, if you already
hit them with the pistol, why bother switching to the AWP?
Why not finish him off with the pistol? Well, the answer
here is that this technique should be used as a last
ditch effort when you are down on life and you run into
someone at close range. If you have a little life and
your opponent has a lot, trying to finish him off with
your pistol is not a good idea, especially if he's
packing a true assault weapon. But, if you can nail him
with the AWP, then his high life is not an issue. The
problem is hitting with the single fire AWP -- it can be
quite a problem, and all your enemy needs is one shot as
well, and he probably has a fast-firing weapon.
The way to increase your chances is to stun him with your
hand gun, since it has a high rate of fire, then switch
to the AWP and finish him off. This technique works well
with the stock terrorist gun -- the Glock. It also works
with the USP, but the USP is strong enough to finish a
weakened opponent by itself. I don't recommend this
technique with the Eagle, though. If you're using an
Eagle, just rely on it to finish the enemy off: it's
strong enough.
========================
How to Defeat the Arctic
------------------------
This section is for people who want to go up against the arctic.
However, by knowing your own weakness, an Arctic player can
compensate and adjust his fighting style. The AWP player should
know this just as well, if not better, than his opponent.
One of the things to consider is to learn how your opponent aims:
whether they use Glide Aiming or Mouse Aiming. It is often easy
to tell. If your opponent is side-stepping at range with the funny
gait that only the AWP, then you are sure he is Glide Aiming. If
he is standing still or kneeling down, then you know he is Mouse
Aiming.
The key to surviving an arctic attack is to watch the point of his
gun. Before the sniper has drawn a bead on you, his gun will be
pointing away from you. You will still actually be able to see
the barrel and stock of the AWP. However, once the gun is pointed
at you, all you will see is a dot as the barrel lines up with your
eye. It is at this crucial moment that you either jump or dash or
do whatever movement you feel is appropriate. In that split second
before he fires, you must move as fast as you can, for your life
depends on it. If you can achieve this, then you have learned the
basic skill needed to survive an AWP sniper.
The next skill you will have to learn depends on you. What weapon
are you using? If you are using an MP5, Carbine, or other automatic
weapon, then you should engage in the Anti-Arctic Technique that was
detailed in Chapter 5 (under offensive techniques). You can use the
same technique as well using a pistol, although it will be harder.
If you are using a shotgun, don't even think about it. You have
practically no chance of winning. Duck for cover, and find a way
to get closer while under cover. You can also run the gauntlet
and try zig-zagging closer to your opponent, but that is highly
risky and not a very smart thing to do.
Barring these techniques, you could use a smoke grenade and/or some
flashbangs to get closer. Smoke Grendades are the sniper's worst
friend.
Things get interesting, however, when the weapon you are using is
a sniper as well. Then, we get an intersting sniper duel.
The Arctic Duel
--------------------
Regardless of whether you use a G3, Scout, Krieg or AWP, the
fundamental rules of sniper duelling is the same. But the
culmination of this ancient dance is the classic Arctic vs.
Arctic. It is very funny to see two AWP snipers locked in a
ferocious duel as they strut left and right, occasionally jumping,
firing earth-shaking shots all the while.
There are two basic courses of action for a sniper in a sniper
duel. The first is stand the opponent off and attack relentlessly,
hoping to hit him first. This is where the scenario I painted
earlier occurs: two snipers hopping around like idiots at the
ends of a vast expanse. Here, you must rely on the various
basic offensive-defensive techniques outlined earlier: Hot and
Cold Firing, Jump Aiming, Ducking, and Sidestepping. Just keep
going until one of you wins or gives up.
"I'll teach you who you picked a fight with."
-- Yamamoto Youko, Soreyuke! Uchuusenkan Yamamoto Youko
But the smart dueller will not fall for such an insane joust.
The motto of the [gulay] skill is to shoot first, then run away.
Regardless of whether you hit or not. If you missed, that's where
the Arctic Duel starts. As you miss, your opponent will shoot back
at you. What you do is you hide back from where you came from, just
enough so that you are no longer visible. You should still have a
view of a part of your opponent's side of the field. If your
opponent is predictable (and stupid), he will try to follow after
you, trying to get into position to shoot you. What he doesn't know
is that you are prepared for him.
After you have taken cover, sit in place, aim at where he is likely
to appear, and engage the Shun Satsu Sen. The moment he appears, fire.
You have the Shun Satsu Sen on your side, your aim is set, you should
win easily.
However, if your opponent is less predictable, or has some shred of
common sense, he will not fall for the trap and follow you. He will
stay in place as well, and attempt a Shun Satsu Sen of his own. The
solution to this is simple. You take the battle back to him. But you
do NOT edge out to get a glimpse of him. That would be stupid. What
you do is you JUMP from cover and land a goodly distance from where
his gun is pointed. Utilizing the Jump Aiming technique, finish him
off as you land.
Now, what if your opponent tries the same technique on you? Then put
together the deadly sniper skills of the [gulay] school: Yuugusora
Sen and Nigeto Sen -- catch his movement and let loose with flash of
the dark sky. He will be toast.
One last consideration: if you get into the Arctic duel and your
opponent ducks for cover, you can either chase after him with the
Jump Aiming technique, or make use of the first sniping skill:
Kage Utsugiri, Shooting the Shadow. Hit him behind wherever he's
hiding and end the battle.
Of course, you might wonder what's stopping your opponent from doing
the same stuff to you? Well, from my experience, the majority of
snipers do not follow the philosophies of [gulay] sniping. Surely
there exist people who use some of its techniques, and there are
probably others who know all these techniques as well. And of
course, as of this writing, many people now have access to these
techniques. Still, the majority of people will probably act the
predicatable way -- the way which the [gulay] sniping school was
formulated to defeat. People who run after you when you duck for
cover, people who zigzag towards you, these are the most common
reactions of the majority of players. Be assured that this skill
is the "sneakier" skill that will give you the edge.
And in the end, what it all really boils down to is a battle of
skill. When you both use the same techniques, the victor is the
one who is better, and in most cases, the one who is the luckier.
That is the harsh way of the Arctic Duel.
Stop The Jump (Tobu o Tomete)
-----------------------------
An added tidbit that is limited in use. It's a funny technique,
but can help you defeat those snipers who've mastered Yuugusora Sen
(catching the jump). Someone who has learned the Yuugusora Sen can
catch you at the end of your jump easily. To make it more difficult
for the sniper, you can "stop" your jump mid-air and screw his aim.
While jumping in one direction, simply tap the key in to move in
the opposite direction. This will make you freeze in mid-air, and
fall straight down. While this doesn't always work, it makes you
far more unpredicatable, and could save your life from the dreaded
AWP sniper.
===============================================================================
7B. H&K MP5-Navy [3-1]
-------------------------------------------------------------------------------
NOTE:
The MP5 is the archetypal weapon for the assault, quick firing
close-range combat guns. Most of these techniques apply as well
for the other guns in its class: the TMP, the P90, the M4 Carbine,
and even the the Mac-10.
(In the absence of the other gun sections, use this as reference)
Why Use the MP5?
-----------------------------------------
It is arguably one of the finest, if not the best close combat weapon
in the game. It has insane firing rate, unparalleled handling and is
still quite effective for sniping at medium range. All this for the
incredible cheap price of $1500. Win or lose, you can buy this gun.
Any time. All the time.
Weaknesses
----------------------------------
1.) Poor attack power. While stronger than the other guns with the
same ammo type (TMP, Glock, Berreta), the 9mm still does weak damage
and has poor penetration at best.
2.) Limited range ability: the MP5 is a killer up-close, but is a
little inaccurate at range. You can still steal some kills at
medium range, but long range is dubious. The weak attack power also
means a luck shot at range is less likely to do much damage compared
to the rifles.
3.) Weak against armored opponents. Again, a consequence of the 9mm round.
It will take about five shots to kill a healthy armored opponent.
------------------------------------------
How to Use the MP5: General Principles
==========================================
-------------------
| Always Sidestep |
-------------------
The MP5 has the second best handling in the game (best is the TMP). This
is true even while going full-auto. Thus, to be truly effective with the
MP5, learn to sidestep while attacking. Always. Master the Figure Eight
technique if you want to be able to kill opponents while taking minimal
or no damage.
------------------------------------------
| Use Full-Auto Fire as much as possible |
------------------------------------------
Because the MP5 has very weak attack power, you must compensate by firing
full auto, to do as much damage as quickly as possible. And since the MP5
has minimal recoil and great close-range accuracy even while moving, this
is not a problem.
------------------------
| Fight at Close Range |
"I dodged it... Ack! Sword and sheath..."
-- Udo Jinee, Rurouni Kenshin
This is an extra technique which is not fully in use by
the gulay school. However, anything goes, and if you
learn this technique it might save your life. Use it
when when someone gets too close to you for comfort, but
you're too low on life for comfort.
Simply switch to your handgun before the skirmish begins,
and use figure eight sidestepping to hit your opponent.
The aim is to stun him, not kill him. When you get in
that one good shot to stun him, switch to your AWP. Since
you already hit him with your handgun, your AWP should be
pointed straight at him. Shoot and finish him off while
he's stopped.
Most pistols have decent stopping power, meaning if you hit
your opponent (particularly the chest) they will be stunned
for a moment, their aim knocked up and unable to move.
This makes it easier to kill them quickly with your
AWP at close range.
Of course, this is not easy to do, and it is crucial
that you get the initiative and hit them before they
hit you. There is also the argument that, if you already
hit them with the pistol, why bother switching to the AWP?
Why not finish him off with the pistol? Well, the answer
here is that this technique should be used as a last
ditch effort when you are down on life and you run into
someone at close range. If you have a little life and
your opponent has a lot, trying to finish him off with
your pistol is not a good idea, especially if he's
packing a true assault weapon. But, if you can nail him
with the AWP, then his high life is not an issue. The
problem is hitting with the single fire AWP -- it can be
quite a problem, and all your enemy needs is one shot as
well, and he probably has a fast-firing weapon.
The way to increase your chances is to stun him with your
hand gun, since it has a high rate of fire, then switch
to the AWP and finish him off. This technique works well
with the stock terrorist gun -- the Glock. It also works
with the USP, but the USP is strong enough to finish a
weakened opponent by itself. I don't recommend this
technique with the Eagle, though. If you're using an
Eagle, just rely on it to finish the enemy off: it's
strong enough.
========================
How to Defeat the Arctic
------------------------
This section is for people who want to go up against the arctic.
However, by knowing your own weakness, an Arctic player can
compensate and adjust his fighting style. The AWP player should
know this just as well, if not better, than his opponent.
One of the things to consider is to learn how your opponent aims:
whether they use Glide Aiming or Mouse Aiming. It is often easy
to tell. If your opponent is side-stepping at range with the funny
gait that only the AWP, then you are sure he is Glide Aiming. If
he is standing still or kneeling down, then you know he is Mouse
Aiming.
The key to surviving an arctic attack is to watch the point of his
gun. Before the sniper has drawn a bead on you, his gun will be
pointing away from you. You will still actually be able to see
the barrel and stock of the AWP. However, once the gun is pointed
at you, all you will see is a dot as the barrel lines up with your
eye. It is at this crucial moment that you either jump or dash or
do whatever movement you feel is appropriate. In that split second
before he fires, you must move as fast as you can, for your life
depends on it. If you can achieve this, then you have learned the
basic skill needed to survive an AWP sniper.
The next skill you will have to learn depends on you. What weapon
are you using? If you are using an MP5, Carbine, or other automatic
weapon, then you should engage in the Anti-Arctic Technique that was
detailed in Chapter 5 (under offensive techniques). You can use the
same technique as well using a pistol, although it will be harder.
If you are using a shotgun, don't even think about it. You have
practically no chance of winning. Duck for cover, and find a way
to get closer while under cover. You can also run the gauntlet
and try zig-zagging closer to your opponent, but that is highly
risky and not a very smart thing to do.
Barring these techniques, you could use a smoke grenade and/or some
flashbangs to get closer. Smoke Grendades are the sniper's worst
friend.
Things get interesting, however, when the weapon you are using is
a sniper as well. Then, we get an intersting sniper duel.
The Arctic Duel
--------------------
Regardless of whether you use a G3, Scout, Krieg or AWP, the
fundamental rules of sniper duelling is the same. But the
culmination of this ancient dance is the classic Arctic vs.
Arctic. It is very funny to see two AWP snipers locked in a
ferocious duel as they strut left and right, occasionally jumping,
firing earth-shaking shots all the while.
There are two basic courses of action for a sniper in a sniper
duel. The first is stand the opponent off and attack relentlessly,
hoping to hit him first. This is where the scenario I painted
earlier occurs: two snipers hopping around like idiots at the
ends of a vast expanse. Here, you must rely on the various
basic offensive-defensive techniques outlined earlier: Hot and
Cold Firing, Jump Aiming, Ducking, and Sidestepping. Just keep
going until one of you wins or gives up.
"I'll teach you who you picked a fight with."
-- Yamamoto Youko, Soreyuke! Uchuusenkan Yamamoto Youko
But the smart dueller will not fall for such an insane joust.
The motto of the [gulay] skill is to shoot first, then run away.
Regardless of whether you hit or not. If you missed, that's where
the Arctic Duel starts. As you miss, your opponent will shoot back
at you. What you do is you hide back from where you came from, just
enough so that you are no longer visible. You should still have a
view of a part of your opponent's side of the field. If your
opponent is predictable (and stupid), he will try to follow after
you, trying to get into position to shoot you. What he doesn't know
is that you are prepared for him.
After you have taken cover, sit in place, aim at where he is likely
to appear, and engage the Shun Satsu Sen. The moment he appears, fire.
You have the Shun Satsu Sen on your side, your aim is set, you should
win easily.
However, if your opponent is less predictable, or has some shred of
common sense, he will not fall for the trap and follow you. He will
stay in place as well, and attempt a Shun Satsu Sen of his own. The
solution to this is simple. You take the battle back to him. But you
do NOT edge out to get a glimpse of him. That would be stupid. What
you do is you JUMP from cover and land a goodly distance from where
his gun is pointed. Utilizing the Jump Aiming technique, finish him
off as you land.
Now, what if your opponent tries the same technique on you? Then put
together the deadly sniper skills of the [gulay] school: Yuugusora
Sen and Nigeto Sen -- catch his movement and let loose with flash of
the dark sky. He will be toast.
One last consideration: if you get into the Arctic duel and your
opponent ducks for cover, you can either chase after him with the
Jump Aiming technique, or make use of the first sniping skill:
Kage Utsugiri, Shooting the Shadow. Hit him behind wherever he's
hiding and end the battle.
Of course, you might wonder what's stopping your opponent from doing
the same stuff to you? Well, from my experience, the majority of
snipers do not follow the philosophies of [gulay] sniping. Surely
there exist people who use some of its techniques, and there are
probably others who know all these techniques as well. And of
course, as of this writing, many people now have access to these
techniques. Still, the majority of people will probably act the
predicatable way -- the way which the [gulay] sniping school was
formulated to defeat. People who run after you when you duck for
cover, people who zigzag towards you, these are the most common
reactions of the majority of players. Be assured that this skill
is the "sneakier" skill that will give you the edge.
And in the end, what it all really boils down to is a battle of
skill. When you both use the same techniques, the victor is the
one who is better, and in most cases, the one who is the luckier.
That is the harsh way of the Arctic Duel.
Stop The Jump (Tobu o Tomete)
-----------------------------
An added tidbit that is limited in use. It's a funny technique,
but can help you defeat those snipers who've mastered Yuugusora Sen
(catching the jump). Someone who has learned the Yuugusora Sen can
catch you at the end of your jump easily. To make it more difficult
for the sniper, you can "stop" your jump mid-air and screw his aim.
While jumping in one direction, simply tap the key in to move in
the opposite direction. This will make you freeze in mid-air, and
fall straight down. While this doesn't always work, it makes you
far more unpredicatable, and could save your life from the dreaded
AWP sniper.
===============================================================================
7B. H&K MP5-Navy [3-1]
-------------------------------------------------------------------------------
NOTE:
The MP5 is the archetypal weapon for the assault, quick firing
close-range combat guns. Most of these techniques apply as well
for the other guns in its class: the TMP, the P90, the M4 Carbine,
and even the the Mac-10.
(In the absence of the other gun sections, use this as reference)
Why Use the MP5?
-----------------------------------------
It is arguably one of the finest, if not the best close combat weapon
in the game. It has insane firing rate, unparalleled handling and is
still quite effective for sniping at medium range. All this for the
incredible cheap price of $1500. Win or lose, you can buy this gun.
Any time. All the time.
Weaknesses
----------------------------------
1.) Poor attack power. While stronger than the other guns with the
same ammo type (TMP, Glock, Berreta), the 9mm still does weak damage
and has poor penetration at best.
2.) Limited range ability: the MP5 is a killer up-close, but is a
little inaccurate at range. You can still steal some kills at
medium range, but long range is dubious. The weak attack power also
means a luck shot at range is less likely to do much damage compared
to the rifles.
3.) Weak against armored opponents. Again, a consequence of the 9mm round.
It will take about five shots to kill a healthy armored opponent.
------------------------------------------
How to Use the MP5: General Principles
==========================================
-------------------
| Always Sidestep |
-------------------
The MP5 has the second best handling in the game (best is the TMP). This
is true even while going full-auto. Thus, to be truly effective with the
MP5, learn to sidestep while attacking. Always. Master the Figure Eight
technique if you want to be able to kill opponents while taking minimal
or no damage.
------------------------------------------
| Use Full-Auto Fire as much as possible |
------------------------------------------
Because the MP5 has very weak attack power, you must compensate by firing
full auto, to do as much damage as quickly as possible. And since the MP5
has minimal recoil and great close-range accuracy even while moving, this
is not a problem.
------------------------
| Fight at Close Range |
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Weapon Fix FAQ






