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Submitted by System on 09/03/2006, 09:50. Print file.
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using the auto-fire style, this is your gun. Oh, and as of v1.0, this is a
terrorist-only gun. It is also quite cumbersome and you will move quite slowly.

NAME: Sig 550 Commando (Krieg 550 Commando) [4-8]
COST: $4200
AMMO: 5.56mm NATO
CLIP/MAX: 30/90
CLIP COST: $60 (30)
ACCURACY: Low
MOVE ACC: Low
RECOIL: Medium
RATE OF FIRE: Slow
AUTOFIRE: Yes
SPECIAL OPTION: 4x Sniper Scope
NOTES: This is a CT-only gun that was introduced in v1.0. It is probably the
worst sniper gun in the game. It is not a good sniper/assault hybrid, because
the rate of fire still means you will be eaten up by MP5s and its cousin, the
Sig 552. Its damage, while stronger than most assault guns, is the weakest
in the sniper class. Its strengths are its relatively cheap price (for a
sniper gun), its large clip, and its fast rate of fire. It also has a 4x
sniper scope, which gives it a slight edge over the Aug and the 552 at long
range. It also does the most damage among the 5.56mm guns in the game
(although it does the least damage among all the sniper rifles). This gun
is best used when there are no "true" snipers on the field, against SMGs at
the edge of their effective range.

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4.f -- Machine Guns

There is only one machine gun in this game, the FN Para. It is good only in
the hands of a specialist, it is not the kind of gun a newbie should use.
And yet, for some reason, newbies love to buy this gun. I wonder why?

NAME: FN M249 Para (ES M249) [5-1]
COST: $5750
AMMO: 5.56mm NATO
CLIP/MAX: 100/200
CLIP COST: $60 (30)
ACCURACY: Medium
MOVE ACC: Low
RECOIL: High
RATE OF FIRE: Medium
AUTOFIRE: Yes
SPECIAL OPTION: None
NOTES: This full-sized machine gun is a modified version of the M249. The M249
was supposed to be the standard machine gun issue that would replace the M4 in
the US Army. This gun is NOWHERE as good as the M249 is supposed to be, though.
It is very, very heavy, easily the heaviest gun in the game. This gun is like
an over-souped version of the AK-47, slow, but very painful and quite accurate.
Still, I find this to be a rather pathetic gun, and the only reason I would
recommend you buy it is for its huge magazine clip -- 100 shots. You practically
don't need to reload at all, unless you splurge your fire on the walls of the
opponent's encampment: the true use of this gun. The best use of the gun so far
by my estimate. Hope to score hits by spraying on the walls. Otherwise, it is
too slow for serious close combat use, is quite inaccurate except in small
bursts, has virtually no accuracy while moving, and is very, very expensive.
I'd pick it up if someone left it and I had no weapon, but I would never trade
my AK-47 or Carbine for it.

TRIVIA: Heavier guns tend to have lower recoil. Why does the M249 have
such horrendous recoil?

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4.g -- Other Equipment

Aside from guns, there are other things you can purchase to help you in
your life and death struggle. These can be bought through the use of your
buy equipment key. (Bind this as 'buyequip' -- see Binding Technique)

NAME: Kevlar Armor [1]
COST: $650
NOTES: This will provide your torso area with extra protection. For more
details, see the Damage section in Chapter III.

NAME: Kevlar Armor with Helmet [2]
COST: $1000
NOTES: Same as normal armor, except the helmet works wonders in stopping
those headshots. Buy this and not the first one whenever possible.

NAME: Flashbang [3]
COST: $200
NOTES: Also known as the concussion grenade, flashbangs do no damage
whatsoever, but blind anyone caught in its blast for an amount of time
dependent on the victim's proximity. Looking up or away doesn't matter;
you'll be blinded just the same. However, the blast does not go through
objects, so you can keep your vision by ducking behind an obstacle.
Most people frown on the flashbang, but those few seconds of blindness
can be far more damaging than an HE explosion. You can carry up to two
of these at a time.

NAME: HE Grenade [4]
COST: $300
NOTES: Most players prefer this grenade. It explodes in a small radius,
and anyone inside that radius is damaged a certain amount. This damage
is almost never enough to kill anyone from full health, but is good
enough to weaken enemies and damage their armor. Because of the blast
radius, this is a favorite item for clearing several enemies in one
fell swoop. You can carry only one of these at a time.

NAME: Smoke Grenade [5]
COST: $300
NOTES: Most people consider this a useless item. However, it is perhaps
the single most effective grenade to aid in breaching an enemy's well-
camped position. Once thrown, it does no damage, but it releases a
cloud of billowing smoke for a few long seconds. The smoke impairs
the visibility of everyone. Needless to say, this is the perfect
weapon to get past those sniper-prone areas.

NAME: Defuse Kit [6]
COST: $200
NOTES: In bomb maps, CTs can purchase this to drastically cut down bomb
defusal time. At $200, many CTs may find expensive, but it can mean the
difference between winning the round (and the $2750 bonus) or losing.
Most terrorists leave the bomb at a certain time to prevent getting
killed. If they wait to the last possible moment, a CT who comes in
after the terrorists have fled won't have enough time to disarm it
(provided the server didn't mess with the bomb explosion time). However,
with the defuse kit, the CT can make it just in the nick of time. Thus,
terrorists up against CTs with defuse kits must stay to the death, or
risk having the bomb defused.

NAME: Night Vision [7]
COST: $1250
NOTES: This is one worthless piece of equipment. Although being able to
see in the dark areas of the map is vital to CS, the Night Vision in
this game is so poorly done that it's more of a headache than of help.
It simply ups the gamma a bit and changes the palette to a greener
color, but the palette change is volatile and quite painful to the eye.
If you want night vision, there's a cheaper, better way: see the
Dirty Tricks section.

NAME: Knife
COST: Free!
SPECIAL FUNCTION: Sadistic Stab
AUTOFIRE: Yes!
NOTES: You don't actually buy this, you always have it. Since it is a
weapon, I might as well discuss it. The knife in the early beta days
was one dangerous weapon. Two or three slashes was more than enough
to kill a fully-armored agent. Now, however, knife damage has been
weakened drastically, making normal knife attacks less than half the
strength of what they used to be. The special weapon function is not
a setting change, but a secondary attack of the knife: the sadistic
stab. This does roughly as much damage as the old knife used to do
with a normal attack, but takes longer to execute. In the old days I
would recommend switching to the knife whenever you were at point
blank range. Nowadays, since it does so little damage, I hesitate
to do such. If you manage to get the jump on your enemey, sure. Then
again, maybe not.

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4.h -- Weapon Movement Speeds

Right, different weapon weights contribute to different weapon speeds.
Here is how movement speed is rated depending on what weapon you equip.
This is a rough guide, estimated from experience.

(Fastest)
Knife, Grenades
H&K USP, Glock, Desert Eagle, Sig P228, Five Seven
Benelli M3, Benelli XM1014, Dual Beretta, Steyr Tactical Machine
Ingram MAC-10, MP5, FN P90, Steyr Scout
Steyr AUG, Sig Commando, M4 Carbine
Krieg Commando
G3/SG-1 Sniper
AK-47
Artic Warfare Magnum
FN M249 PARA
(Slowest)


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3.e1 -- Ammo

These are the strengths of the different ammo types in Counter Strike,
from weakest to strongest. Take note that this is by no means definitive,
I did not check with the CS team or read a guide about them. Nor did I
interview gun experts. Instead I relied on a much simpler method:
I computed ammo to cost ratios! I honestly have no idea if this is
accurate, but it seems to fit with my experience.

Here is the order, from weakest to strongest:

Cost Ratio Ammo
--------------------------------------------
(0.66) 9mm Parabellum
(1.00) 5.7x28mm
(1.00) .338 Lapua Magnum (5.7 P90 Round)
(2.00) 5.56mm NATO
(2.08) .45 ACP
(2.67) 7.62mm NATO
(3.84) .357 Sig
(5.71) .50 Action Express
(8.13) *12 gauge
(12.5) .338 Lapua Magnum (Sniper Round)
--------------------------------------------

* - the 12 gauge buckshot used in shotguns is a special case.
Apparently, one buckshot shoots 8 smaller projectiles which
are concentrated at the start of the shot, but which disperse
as range increases. In close range, the highly concentrated
buckshot can do almost as much damage as a .338, but from mid
range it only does about as much as a 9mm, and at long range
it does next to nothing (and might not even hit).

Anyway, keep in mind that ammo does damage based on its size
and the power of its gunpowder charge. In general, the
stronger the ammo, the more damage, but recoil also tends to
be stronger. Also, remember that armor piercing ability
varies: the best AP rounds are the 5.56mm, 7.62mm, 5.7mm,
.50 and .338 calibre.

-------------------------------------------------------------------------------
4.i -- Weapon Damage Table

Here is a rough table to show the comparative strengths of each
gun. These are NOT the actual damage values for shooting an enemy!
The methodology used to obtain these values was shooting a hostage
at point-blank range with each gun. While hostages take damage
differently from a real agent, these values should help gauge
the relative strength of each gun.

A few things to remember:

* Armor skews the damage values as well. Certain ammo types do better
against armor than others. I was unable to test armor penetration.

* Certain shots do more damage, mostly depending on your angle of
entry into the body. These provide "damage ranges." In the table,
a single number is average damage, with minimum and maximum damage
given if the damage range is very big. Damage range is usually
large when shooting the body, but more stable when shooting the
extremities.

* An X means a shot there killed the hostage in one shot.

* The groin apparently is a critical hit area of the Body. Shooting
there often gives the maximum Body damage.

* Headshots are always lethal (to hostages, anyway)

* With the exception of the AWP, these are currently v1.0 damage
values, not v1.1. I've only tested the AWP in v1.1, since the
damage was apparently tweaked a lot. Hopefully I will be able
to test out all the other guns in for v1.1 in future versions.

CS WEAPON DAMAGE ON HOSTAGES TABLE

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Weapon | Body Leg Arm
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