Jump to page:
Sponsors:
Sp. Function : Burst Mode
Rate of fire : selectable automatic/semiautomatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 8/10 6/10
15m : 6/10 4/10
50m : 7/10 1/10
100m : ?/10 ?/10
Learning Curve: Intermediate
Manufacured by: Glock
Weapons analysis: Burst mode means that the Glock18 fires three bullets at a time.
This reduces the number of shots per clip to 7, as against to the H&K .45's 12 round
per clip. While the weapon's power doesn't comper much against the ferocity of the
Desert Eagle, this weapon is effective when used by long-time players in the early
games-- when everyone is probably without kevlar protection.
Weapon Strategy: I would tell handgun users to strafe a lot while firing, coz its
their one main advantage against every other novice to "oh-you-jumped-in-
and-surprised-me" high caliber weapon. Burst Mode fires 3 shots is one trigger
pull, kinda like an automatic weapon. The feature makes up for the lack of punching
power, and it rips up kevlar pretty good.
Remember that you are more likely to unload a clip faster than any other weapon
whenever the Glock18 is in "burst mode". Try this little tip: use the semi-automatic
mode to initial hit your target, then switch to burst fire when you that animation
indicating you just hit your opponent.
At semi-automatic mode, this weapon is less than a match against any other handgun.
You can have clips that can run up to 20 per clip, 120 bullets total though, so don't
be shy in firing away at this mode.
Other Notes: It's good to remind yourself to always the Glock18 while steady, it
seems really ineffective when used as a strafing weapon. It's really hard especially
when you miss with all three bullets while in "Burst Mode" since the short puse that
seems to follow is an invitation to trouble everytime.
:--------------------------------------------------------->[ f1.1-3 Desert Eagle ]
Unit Price : $ 650
Ammo Price : ?
Caliber : .5
Shots&Max : 7&48
Reload Delay: 2 secs.
Handling : Low
Weapon Class : Power
Sp. Function : N/A
Rate of fire : semi automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 8/10 4/10
15m : 6/10 3/10
50m : 3/10 2/10
100m : ?/10 ?/10
Learning Curve: Beginner
Manufactured by: ?
Weapon Analysis: The Desert Eagle is a kick-ass handgun that has one glaring flow:
it's 7 bullet per clip stat. Sure it can go through some wall, crates and obstacles
to frag an opponent. That cool, considering that even the esteemed FN P90 can't get
through a wooden door. This handgun is also more than a much against the MP5 at
extremely close range.
Weapon Strategy: Ah, the good ole Desert Eagle. Fire it at point blank, make sure to
aim wherever it hits.
Other notes: Always partner this handgun with the Artic AWP, if you're not a dead aim
with your primary weapon at extremely close range. Three direct hits from this weapon
at point blank are enough to stop that pesky MP5er.
:------------------------------------------------------------->[ f1.1-4 Sig P228 ]
Unit Price : $ 750
Ammo Price : $ 50
Caliber : 9mm
Shots&Max : 13&54
Reload Delay: 1.5 secs.
Handling : High
Weapon Class : Distance
Sp. Function : N/A
Rate of fire : semi automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 6/10
15m : 10/10 10/10
50m : 6/10 5/10
100m : ?/10 ?/10
Learning Curve: Beginner
Manufacured by: Sig Industries
Weapon Analysis: I have found this handgun to be a very reliable weapon, especially
during skirmishes still early in the game. The rate of fire is fairly decent, and is
a better alternative than your standard issue weapons. If you're thinking of gaining
an early lead on scores, make this weapon a habit; if not the buying HE grenades.
Weapon Strategy: The Desert Eagle suffers a bit in accuracy when firing at opponents
at a distance. This weapon has better stopping power at long distance firefights
because it performs better while the moving sideways. This makes the opponent easier
to hit while the you'll maintaining a safe pattern of movement that would keep you
out of any incoming bullets.
:------------------------------------------------------->[ f1.1-5 Double Beretta ]
Unit Price : $ 1000
Ammo Price : 50
Caliber : 9mm
Shots&Max : 30&120 (that's 15 rounds per gun)
Reload Delay: 2.5 secs.
Handling : High
Weapon Class : Style?
Sp. Function : N/A
Rate of fire : semi automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 6/10
15m : 10/10 10/10
50m : 6/10 5/10
100m : ?/10 ?/10
Learning Curve: Advanced
Manufactured by: ?
Weapon analysis: A good weapon for all those John Woo fans who wanna do it like
Castor Troy (Nicholas Cage/John Travolta flick Face/Off). Not for those who has this
habit of reloading often :). Anyways, this weapon bites(a lot) when aiming at a foe
at about 15 meters, and improves as the target get closer. Damage per bullet hit is
pretty sad at about 8-10 meters. But this weapon remains a sure deal if you want to
frag in style.
Weapon Strategy: When equipped with this weapon, remind your self not to reload only
if you clip is below 5 bullets of something. It's hard to underestimate this weapon's
really long reload delay, and it's always fatal if you find yourself in the middle of
a firefight while reloading the damn thing.
When firing your Double Beretta, keep it at bursts of 5 or less, to keep the
accuracy and the hits up. And just like it's 9mm handgun counterpart-- the Glock18,
keep the crosshairs at your opponents shoulder area to rack up those head shots.
:-------------------------------------------------------->[ f1.1-6 FN Five-Seven ]
Unit Price : $ 750
Ammo Price : $ 50
Caliber : 5.7 x 28mm
Shots&Max : 20&?
Reload Delay: .80 secs.
Handling : Intermediate
Weapon Class : Style
Sp. Function : N/A
Rate of fire : semi-automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 8/10
15m : 8/10 7/10
50m : 6/10 5/10
100m : ?/10 ?/10
Learning Curve: Intermediate
Manufactured by: Fabrique Nationale
Weapon Analysis: Not much could be said about the FN5-7 except that it's suppose to
be an equalizer of sorts when up against the Desert Eagle, or the even the Double
Beretta. It's feel while aiming at high mouse sensitivity gives it a much higher
priority than the CT standard issue-- the H&K .45 because it delivers slightly higher
damage per bullet hit plus it has 20 ammo to boot.
Weapon Strategy:
: Section 2.2) Shotguns -primary weapon- ]---------------------------------------]
Are weapons made to provide maximum damage for close quarter combat involving
multiple targets. It has pellets for bullets, which scatter in varying directions,
hitting anything in its path. This weapon is suitable for use in narrow corridors or
rooms, and against submachine wielding beginner type opponent-- it has the fastest
reload time compared to all weapons, but has the magazine of a handgun. Like the
handgun, the shotgun's maximum damage will reduce at increasing distance. Use this
weapon specifically for large crowds of opponents at extremely close range, nothing
more.
:---------------------------------------------------[ f1.2-1 Benelli M3 Super 90 ]
Unit Price : $ 1700
Ammo Price : ?
Caliber : 12 gauge
Shots&Max : 7&48
Reload Delay: 1/4 second
Handling : Decent
Weapon Class : Spread Damage
Sp. Function : N/A
Rate of fire : manual
Accuracy(while standing): Accuracy(while strafing):
5meters: 9/10 7/10
15m : 7/10 6/10
50m : 4/10 1/10
100m : ?/10 ?/10
Learning Curve: Advance
Manufactured by: Benelli
Weapon Analysis: The Super 90 shotgun packs a lot of punch per round of ammunition
shot. Each shot fired takes a second to chamber in another ammo, and to some newbies
who are used to automatic weapons dishing with high rate of fire this feature could
be down right annoying. But wait, this shotgun require minimum skill in accuracy when
firing at any range, since it's spread shot assures a hit as long as its used at the
direction of the target. The shotgun's concussive damage is enough to frag opponents
at 5 meters or less if they forgot their kevlar protection, and the spread shot is
enough help for anyone who wants to aim at an opponents head and get away with it.
Weapon Strategy: The Super 90 shotgun lacks priority when it comes to "strafe"
friendly objects like the MP5 or the Steyr AUG. One tip to follow when firing at such
situation is to run and head for immediate cover, and wait out 'til he runs out of
ammo. Submachine guns and other assault rifles tend to empty themselves in a second
or two. Your Super 90 also has no chance against sniping opponents who are in between
door openings and obstacles. This weapon is a must for maps with extremely narrow
spaces, like the Vegas and the Resident Evil maps.
Other Notes: This weapon is an excellent trainer for the AWP. The Super 90 teaches
the value of every shot (since there is a nasty reload in between) and the competence
of using the HUD crosshairs when firing. Take advantage of the Super 90's ability to
produce a delaying hit animation whenever it's ammo hits.
:--------------------------------------------------------[ f1.2-2 Benelli XM1014 ]
Unit Price : $ 3000
Ammo Price : ?
Caliber : 12 gauge
Shots&Max : 7&32
Reload Delay: 1/2 second
Handling : Decent
Weapon Class : Spread Damage
Sp. Function : N/A
Rate of fire : semi-automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 7/10
15m : 7/10 4/10
50m : ?/10 1/10
100m : ?/10 ?/10
Learning Curve: Intermediate
Manfactured by: Benelli
: Section 2.3) Submachine Guns -primary weapon- ]-------------------------------]
Provide maximum rate of fire without the low priority handling of machine guns
and automatic rifles. They are good middle-ground choices as weapons, provide decent
damage at medium range, and does little to hamper player movement. They are
designed to rip apart kevlar, but their weak punching power does not pierce through
concrete, doors, even galvanized roofing(unlike rifles).
:----------------------------------------------------------[ f1.3-1 H&K MP5-Navy ]
Unit Price : $ 1500
Ammo Price : $ 20
Caliber : 9mm
Shots&Max : 30&120
Reload Delay: 1.15 secs.
Handling : High
Weapon Class : rate of fire
Sp. Function : N/A
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 10/10
15m : 7/10 9/10
50m : 5/10 5/10
100m : 1/10 ?/10
Learning Curve: Intermediate
Manufactured by: Heckler & Koch
Weapon Analysis: The MP5 is the most recognizable short arms weapon in the modern
world today. With hundreds of variations and appearance in international released
films, it's obvious why the MP5 has remained both Ct and Terro favorite. First is the
Rate of fire : selectable automatic/semiautomatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 8/10 6/10
15m : 6/10 4/10
50m : 7/10 1/10
100m : ?/10 ?/10
Learning Curve: Intermediate
Manufacured by: Glock
Weapons analysis: Burst mode means that the Glock18 fires three bullets at a time.
This reduces the number of shots per clip to 7, as against to the H&K .45's 12 round
per clip. While the weapon's power doesn't comper much against the ferocity of the
Desert Eagle, this weapon is effective when used by long-time players in the early
games-- when everyone is probably without kevlar protection.
Weapon Strategy: I would tell handgun users to strafe a lot while firing, coz its
their one main advantage against every other novice to "oh-you-jumped-in-
and-surprised-me" high caliber weapon. Burst Mode fires 3 shots is one trigger
pull, kinda like an automatic weapon. The feature makes up for the lack of punching
power, and it rips up kevlar pretty good.
Remember that you are more likely to unload a clip faster than any other weapon
whenever the Glock18 is in "burst mode". Try this little tip: use the semi-automatic
mode to initial hit your target, then switch to burst fire when you that animation
indicating you just hit your opponent.
At semi-automatic mode, this weapon is less than a match against any other handgun.
You can have clips that can run up to 20 per clip, 120 bullets total though, so don't
be shy in firing away at this mode.
Other Notes: It's good to remind yourself to always the Glock18 while steady, it
seems really ineffective when used as a strafing weapon. It's really hard especially
when you miss with all three bullets while in "Burst Mode" since the short puse that
seems to follow is an invitation to trouble everytime.
:--------------------------------------------------------->[ f1.1-3 Desert Eagle ]
Unit Price : $ 650
Ammo Price : ?
Caliber : .5
Shots&Max : 7&48
Reload Delay: 2 secs.
Handling : Low
Weapon Class : Power
Sp. Function : N/A
Rate of fire : semi automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 8/10 4/10
15m : 6/10 3/10
50m : 3/10 2/10
100m : ?/10 ?/10
Learning Curve: Beginner
Manufactured by: ?
Weapon Analysis: The Desert Eagle is a kick-ass handgun that has one glaring flow:
it's 7 bullet per clip stat. Sure it can go through some wall, crates and obstacles
to frag an opponent. That cool, considering that even the esteemed FN P90 can't get
through a wooden door. This handgun is also more than a much against the MP5 at
extremely close range.
Weapon Strategy: Ah, the good ole Desert Eagle. Fire it at point blank, make sure to
aim wherever it hits.
Other notes: Always partner this handgun with the Artic AWP, if you're not a dead aim
with your primary weapon at extremely close range. Three direct hits from this weapon
at point blank are enough to stop that pesky MP5er.
:------------------------------------------------------------->[ f1.1-4 Sig P228 ]
Unit Price : $ 750
Ammo Price : $ 50
Caliber : 9mm
Shots&Max : 13&54
Reload Delay: 1.5 secs.
Handling : High
Weapon Class : Distance
Sp. Function : N/A
Rate of fire : semi automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 6/10
15m : 10/10 10/10
50m : 6/10 5/10
100m : ?/10 ?/10
Learning Curve: Beginner
Manufacured by: Sig Industries
Weapon Analysis: I have found this handgun to be a very reliable weapon, especially
during skirmishes still early in the game. The rate of fire is fairly decent, and is
a better alternative than your standard issue weapons. If you're thinking of gaining
an early lead on scores, make this weapon a habit; if not the buying HE grenades.
Weapon Strategy: The Desert Eagle suffers a bit in accuracy when firing at opponents
at a distance. This weapon has better stopping power at long distance firefights
because it performs better while the moving sideways. This makes the opponent easier
to hit while the you'll maintaining a safe pattern of movement that would keep you
out of any incoming bullets.
:------------------------------------------------------->[ f1.1-5 Double Beretta ]
Unit Price : $ 1000
Ammo Price : 50
Caliber : 9mm
Shots&Max : 30&120 (that's 15 rounds per gun)
Reload Delay: 2.5 secs.
Handling : High
Weapon Class : Style?
Sp. Function : N/A
Rate of fire : semi automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 6/10
15m : 10/10 10/10
50m : 6/10 5/10
100m : ?/10 ?/10
Learning Curve: Advanced
Manufactured by: ?
Weapon analysis: A good weapon for all those John Woo fans who wanna do it like
Castor Troy (Nicholas Cage/John Travolta flick Face/Off). Not for those who has this
habit of reloading often :). Anyways, this weapon bites(a lot) when aiming at a foe
at about 15 meters, and improves as the target get closer. Damage per bullet hit is
pretty sad at about 8-10 meters. But this weapon remains a sure deal if you want to
frag in style.
Weapon Strategy: When equipped with this weapon, remind your self not to reload only
if you clip is below 5 bullets of something. It's hard to underestimate this weapon's
really long reload delay, and it's always fatal if you find yourself in the middle of
a firefight while reloading the damn thing.
When firing your Double Beretta, keep it at bursts of 5 or less, to keep the
accuracy and the hits up. And just like it's 9mm handgun counterpart-- the Glock18,
keep the crosshairs at your opponents shoulder area to rack up those head shots.
:-------------------------------------------------------->[ f1.1-6 FN Five-Seven ]
Unit Price : $ 750
Ammo Price : $ 50
Caliber : 5.7 x 28mm
Shots&Max : 20&?
Reload Delay: .80 secs.
Handling : Intermediate
Weapon Class : Style
Sp. Function : N/A
Rate of fire : semi-automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 8/10
15m : 8/10 7/10
50m : 6/10 5/10
100m : ?/10 ?/10
Learning Curve: Intermediate
Manufactured by: Fabrique Nationale
Weapon Analysis: Not much could be said about the FN5-7 except that it's suppose to
be an equalizer of sorts when up against the Desert Eagle, or the even the Double
Beretta. It's feel while aiming at high mouse sensitivity gives it a much higher
priority than the CT standard issue-- the H&K .45 because it delivers slightly higher
damage per bullet hit plus it has 20 ammo to boot.
Weapon Strategy:
: Section 2.2) Shotguns -primary weapon- ]---------------------------------------]
Are weapons made to provide maximum damage for close quarter combat involving
multiple targets. It has pellets for bullets, which scatter in varying directions,
hitting anything in its path. This weapon is suitable for use in narrow corridors or
rooms, and against submachine wielding beginner type opponent-- it has the fastest
reload time compared to all weapons, but has the magazine of a handgun. Like the
handgun, the shotgun's maximum damage will reduce at increasing distance. Use this
weapon specifically for large crowds of opponents at extremely close range, nothing
more.
:---------------------------------------------------[ f1.2-1 Benelli M3 Super 90 ]
Unit Price : $ 1700
Ammo Price : ?
Caliber : 12 gauge
Shots&Max : 7&48
Reload Delay: 1/4 second
Handling : Decent
Weapon Class : Spread Damage
Sp. Function : N/A
Rate of fire : manual
Accuracy(while standing): Accuracy(while strafing):
5meters: 9/10 7/10
15m : 7/10 6/10
50m : 4/10 1/10
100m : ?/10 ?/10
Learning Curve: Advance
Manufactured by: Benelli
Weapon Analysis: The Super 90 shotgun packs a lot of punch per round of ammunition
shot. Each shot fired takes a second to chamber in another ammo, and to some newbies
who are used to automatic weapons dishing with high rate of fire this feature could
be down right annoying. But wait, this shotgun require minimum skill in accuracy when
firing at any range, since it's spread shot assures a hit as long as its used at the
direction of the target. The shotgun's concussive damage is enough to frag opponents
at 5 meters or less if they forgot their kevlar protection, and the spread shot is
enough help for anyone who wants to aim at an opponents head and get away with it.
Weapon Strategy: The Super 90 shotgun lacks priority when it comes to "strafe"
friendly objects like the MP5 or the Steyr AUG. One tip to follow when firing at such
situation is to run and head for immediate cover, and wait out 'til he runs out of
ammo. Submachine guns and other assault rifles tend to empty themselves in a second
or two. Your Super 90 also has no chance against sniping opponents who are in between
door openings and obstacles. This weapon is a must for maps with extremely narrow
spaces, like the Vegas and the Resident Evil maps.
Other Notes: This weapon is an excellent trainer for the AWP. The Super 90 teaches
the value of every shot (since there is a nasty reload in between) and the competence
of using the HUD crosshairs when firing. Take advantage of the Super 90's ability to
produce a delaying hit animation whenever it's ammo hits.
:--------------------------------------------------------[ f1.2-2 Benelli XM1014 ]
Unit Price : $ 3000
Ammo Price : ?
Caliber : 12 gauge
Shots&Max : 7&32
Reload Delay: 1/2 second
Handling : Decent
Weapon Class : Spread Damage
Sp. Function : N/A
Rate of fire : semi-automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 7/10
15m : 7/10 4/10
50m : ?/10 1/10
100m : ?/10 ?/10
Learning Curve: Intermediate
Manfactured by: Benelli
: Section 2.3) Submachine Guns -primary weapon- ]-------------------------------]
Provide maximum rate of fire without the low priority handling of machine guns
and automatic rifles. They are good middle-ground choices as weapons, provide decent
damage at medium range, and does little to hamper player movement. They are
designed to rip apart kevlar, but their weak punching power does not pierce through
concrete, doors, even galvanized roofing(unlike rifles).
:----------------------------------------------------------[ f1.3-1 H&K MP5-Navy ]
Unit Price : $ 1500
Ammo Price : $ 20
Caliber : 9mm
Shots&Max : 30&120
Reload Delay: 1.15 secs.
Handling : High
Weapon Class : rate of fire
Sp. Function : N/A
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 10/10
15m : 7/10 9/10
50m : 5/10 5/10
100m : 1/10 ?/10
Learning Curve: Intermediate
Manufactured by: Heckler & Koch
Weapon Analysis: The MP5 is the most recognizable short arms weapon in the modern
world today. With hundreds of variations and appearance in international released
films, it's obvious why the MP5 has remained both Ct and Terro favorite. First is the
Jump to page:
Sponsors:
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
Scripting FAQ - Half-Life - Counterstrike FAQ by System on 09/03/2006, 09:50
- 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






