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Weapon Strategy: Unlike the Commando assault rifle, the AUG has very high priority
against upclose targets. Keep
: 2.4b) Sniper Rifles ]----------------------------------------------------------]
This type of weapons serve one purpose only, take in a kill point with as little ammo
as possible. This feature is evident in the Artic(One-shot dead) and the Steyr
Scout(Two-shots dead) rifles. But like all sniper rifles, they suffer from "tunnel
vision syndrome" (can't see at close proximity and at very narrow angles) at 4x scope
mode.
Sometimes you zoom in at the wrong time, at the wrong target, some opponent would
come out from nowhere with knife in hand getting ready to stick it in you while
you're still obviously occupied. Or, a submahine gun opponent comes in close strafing
for his life, firing and chipping away some health points from you. If you're not
good enough to back up, switch weapons or something, say good bye to your precious,
expensive rifle.
:-----------------------------------------------------------[ f1.4-5 Steyr Scout ]
Unit Price : $ 2700
Ammo Price : ?
Bullet Size : .385
Type : armor piercing
Shots&Max : 10&60
Reload Delay: 0.75secs
Handling : Decent
Weapon Class : Light Sniper Rifle
Sp. Function : 2x & 4x scope
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 8/10 7/10
15m : 9/10 8/10
50m : 10/10 8/10
100m : 10/10 9/10
Learning Curve: Advanced
Manufactured by: Steyr
Weapon Analysis:
Weapon Strategy:
:-----------------------------------------------[ f1.4-6 AI Artic Warfare Magnum ]
Unit Price : $ 4750
Ammo Price : ?
Caliber : .338 Lapua Magnum
Shots&Max : 10&30
Reload Delay: 2.5 - 3secs.
Handling : Low
Weapon Class : Heavy Sniper Rifle
Sp. Function : 2x & 4x scope
Rate of fire : manual
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 4/10
15m : 10/10 7/10
50m : 9/10 9/10
100m : 9/10 10/10
Learning Curve: Super Advance
Manufactured by: Accuracy International
Weapon Analysis:
:----------------------------------------------------[ f1.4-7 H&K G3/SG-1 Sniper ]
Unit Price : $ 5000
Ammo Price : ?
Bullet Size : 51mm
Type : 7.62
Shots&Max : 30&90
Reload Delay: 1.5 - 2secs.
Handling : Fair
Weapon Class : Automatic Sniper Rifle
Sp. Function : 2x & 4x scope
Rate of fire : Automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 8/10
15m : 9/10 9/10
50m : 8/10 6/10
100m : 7/10 5/10
Weapon Analysis: I find the H&K Sniper a strange weapon. It provides the easy
handling of the Carbine and the Steyr Scout, and the sniper scope capabilities of a
manual load rifle.
Extremely accurate while standing, I think it's a little less powerful than the
Commando. If you can live without the 4x sniper scope, I recommend you pick the
Commando or the Carbine. If you want the high frag scores, master the Artic.
Weapon Strategy: Perfect camping weapon when buddied with the AWP. What makes this
weapon sucks: don't strafe/spray with it, never use this in close skirmishes, and
always aim for the head. This baby's rate of fire is slow, like 1 round every quarter
of a second. It's punching power is not as half as bad, just don't aim for the
kevlar. The slow rate of fire means the lack of 'hit animation'; that slight pause
opponents are into whenever they are hit by the Commando, Carbine and AUG rifles.
***Yeah I know, I still lack one sniper rifle... watch for it next time***
: Section 2.5) Machine Gun ]-----------------------------------------------------]
:-----------------------------------------------------[ f1.5-1 FN M249 PARA 5750 ]
Unit Price : $ 5750
Caliber : ?
Shots&Max : 100&200
Reload Delay: 1.75 - 2.5secs.
Handling : Low
Weapon Class : Machinegun
Sp. Function : N/A
Rate of fire : Automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 6/10
15m : 9/10 4/10
50m : 7/10 3/10
100m : 3/10 1/10
Weapon Analysis:
Weapon Strategy:
: Section 2.6) Combat Knife ]-----------------------------------------------------]
Weapon select 3
Standard issue weapon
Weapon Analysis: Using the knife is fairly simple, just get as close as you can to
your opponent, then rapidly press the fire button, which in my case, MOUSE1. Remember
to strafe while striking though, your target may have some cover fire lurking around.
Make this weapon a habit whenever you find yourself rushing out of enemy fire in
order to reload.
: Section 2.7) Grenades ]--------------------------------------------------------]
Weapon select 4
Grenades have plenty of uses. The perfect crowd control weapon, the best weapon
against opponents staging an ambush in dark, hard to hit areas and the number reason
why the CT teams are afraid to storm in and blast every Terrorist faction to
oblivion. Every person detailed to go guard the exits should be equipped with one,
and should be trained in throwing, timing and other related skills to use this weapon
with efficiency.
:----------------------------------------[ f1.8-3 Concussion "Flashbang" Grenade ]
Price: $ 250
Max effective range: 6-8 meters
Weapon Analysis: The Flashbang grenade provide excellent crowd control cover for any
purpose. Aside from depriving the opponent a visual field to work with, it is an
effective diversionary tool to provide ample cover for entrance, blitz, then exit.
Snipers positioned far from the field of explosion are not affected by the blast at
all. As the name implies, it "whites out" the screens of every body looking at its
direction, good up to 5 meters.
:--------------------------------------------[ f1.8-4 HE(High Explosive) Grenade ]
Price: $ 300
Max effective range: 5-6 meters
Weapon Analysis: The Flashbang grenade provide excellent crowd control cover for any
purpose. Aside from depriving the opponent a visual field to work with, it is an
effective diversionary tool to provide ample cover for entrance, blitz, then exit.
Snipers positioned far from the field of explosion are not affected by the blast at
all.
:--------------------------------------------[ f1.8-5 SG(Smoke and Gas) Grenade ]
Price: $ 450
Max effective range: inf.
Weapon Analysis: Now here's the equipment I've been literally dying to get my hands
into. The Smoke Grenade is the perfect equalizer for Artic Snipers or any kind of
snipers for that matter. It fogs the target's field of vision long enough for a
decent escape or tactical strike. In fact, if used properly, all of us MP5 would have
a field day in the frag charts.
: Section 2.8) Equipment ]-------------------------------------------------------]
:-----------------------------------------------------------[ f1.8-1 Kevlar vest ]
Price: $ 800
+ 100 upper body armor
Weapon Analysis: The Kevlar vest provides decent upper torso protection against all
weapons fire, but not against the Artic Rifle. If attempting close range combat
against a sniper though, it is advisable to at least wear one.
+==================================================================+
| Using the flashlight actually makes it harder for anyone who |
| is using a sniper scope to get a hit, both on LAN & 'Net games. |
| |
| Those additional light sources actually brings down ping |
| times, I don't know whether broadband multiplay games suffer |
| from the same thing. On our place's LAN, there where cases when |
| the mouse is harder to control, it's like the crosshairs are |
| jumping from one point to another, rather than sliding. |
+==================================================================+
:--------------------------------------------------[ f1.8-2 Kevlar vest + Helmet ]
Price: $ 1000
+ 100 body & head armor
Weapon Analysis: The Kevlar vest provides decent upper torso protection against all
weapons fire, but not against the Artic Rifle. If your an Artic sniper looking for
long range duels with another of your kind, don't wear one. If attempting close range
combat against a sniper though, it is advisable to at least wear one.
+=============================+--------------------------------------+
| How does Kevlar Armor work? | |
+=============================+ |
| It's funny how a piece of cloth could provide some protection |
| against a piece of metal propelled many times the speed of sound. |
| Yes, that's exactly what kevlar does, it resists the penetration |
| of bullets. Exactly how, you might ask? |
| |
| The principle behind it is fairly simple, stop the bullet by |
| absorbing the energy that makes the bullet move in the first |
| place. It's strength is behind its design, it stretches like a |
| trampolin mat with someone jumping on top of it. Instead of |
| actually stopping the bullet like a brick wall, it absorbs the |
| kinetic energy of a speeding bullet. No energy, no motion. |
| |
| That's why it still chips away health points when it hits you. |
| Even though the kevlar stops the bullets from punching a hole into |
| your body, it won't stop a rain of lead from beating the crap out |
| of you. In real life, you could get bruises and even break a rib |
| from getting hit with too many bullets at the same time. |
| |
| Shotguns are "one-shot" killers at 2m or less. Note that your |
| the integrity of your kevlar remains intact. You don't die b'coz |
| of bullet wounds, but the shotgun pellets inflict severe |
| concussion and internal damage. |
| |
| Damaged kevlar does more harm than good. Since kevlar armor |
| consists of a layer of material which leaves the bullet in the |
| vest, the overall strength of the armor is reduced. Since kevlar, |
| is only 4% elastic(it stretches up to 4/100 its size before |
| breaking) damage will cause that number to fall, meaning it would |
| lose its `trampolin' effect on bullets before being of any use. |
| |
| Armed authorities wearing kevlar usually removes them after |
| being damaged, even though it only got one bullet shot in it. You |
| should refill your armor too every respawn, as long as it's |
| damaged. |
+--------------------------------------------------------------------+
:--------------------------------------[ f1.8-6 Defuse Kit(CT Team Members only) ]
Price: $ 500
Use Equipment Hotkey
Weapon Analysis: Defuse planted C4 bomb in security area. If successful, the CT
team wins. A must for all CT members playing "protect the base from C4 attacks"
maps like cs_dedust.
:-------------------------------------------------[ f1.8-6 Night Vision Glasses ]
Price: $ 1200
Default hotkey "N"
Weapon Analysis: All-green vision for low visibility scenarios. What's next...
thermal signiture glasses?
:---------------------------------------: Article 3. ADVANCE SCENARIO STRATEGIES ]
:------------------------------: Section 3.a) The Assault Map(cs_assault) Trainer ]
What should I know about the Assault Map, whether I'm a Terrorist or a CT?
Secure all exits first, and report in all attempts to get out or in, whether its an
opponent or not. Dark, shadowy areas are good places to set up ambushes and sniper
placements. If you're strapped for cash, this map is a perfect for gun vultures who
would rather wait out for the fallen to leave their guns behind.:)
against upclose targets. Keep
: 2.4b) Sniper Rifles ]----------------------------------------------------------]
This type of weapons serve one purpose only, take in a kill point with as little ammo
as possible. This feature is evident in the Artic(One-shot dead) and the Steyr
Scout(Two-shots dead) rifles. But like all sniper rifles, they suffer from "tunnel
vision syndrome" (can't see at close proximity and at very narrow angles) at 4x scope
mode.
Sometimes you zoom in at the wrong time, at the wrong target, some opponent would
come out from nowhere with knife in hand getting ready to stick it in you while
you're still obviously occupied. Or, a submahine gun opponent comes in close strafing
for his life, firing and chipping away some health points from you. If you're not
good enough to back up, switch weapons or something, say good bye to your precious,
expensive rifle.
:-----------------------------------------------------------[ f1.4-5 Steyr Scout ]
Unit Price : $ 2700
Ammo Price : ?
Bullet Size : .385
Type : armor piercing
Shots&Max : 10&60
Reload Delay: 0.75secs
Handling : Decent
Weapon Class : Light Sniper Rifle
Sp. Function : 2x & 4x scope
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 8/10 7/10
15m : 9/10 8/10
50m : 10/10 8/10
100m : 10/10 9/10
Learning Curve: Advanced
Manufactured by: Steyr
Weapon Analysis:
Weapon Strategy:
:-----------------------------------------------[ f1.4-6 AI Artic Warfare Magnum ]
Unit Price : $ 4750
Ammo Price : ?
Caliber : .338 Lapua Magnum
Shots&Max : 10&30
Reload Delay: 2.5 - 3secs.
Handling : Low
Weapon Class : Heavy Sniper Rifle
Sp. Function : 2x & 4x scope
Rate of fire : manual
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 4/10
15m : 10/10 7/10
50m : 9/10 9/10
100m : 9/10 10/10
Learning Curve: Super Advance
Manufactured by: Accuracy International
Weapon Analysis:
:----------------------------------------------------[ f1.4-7 H&K G3/SG-1 Sniper ]
Unit Price : $ 5000
Ammo Price : ?
Bullet Size : 51mm
Type : 7.62
Shots&Max : 30&90
Reload Delay: 1.5 - 2secs.
Handling : Fair
Weapon Class : Automatic Sniper Rifle
Sp. Function : 2x & 4x scope
Rate of fire : Automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 8/10
15m : 9/10 9/10
50m : 8/10 6/10
100m : 7/10 5/10
Weapon Analysis: I find the H&K Sniper a strange weapon. It provides the easy
handling of the Carbine and the Steyr Scout, and the sniper scope capabilities of a
manual load rifle.
Extremely accurate while standing, I think it's a little less powerful than the
Commando. If you can live without the 4x sniper scope, I recommend you pick the
Commando or the Carbine. If you want the high frag scores, master the Artic.
Weapon Strategy: Perfect camping weapon when buddied with the AWP. What makes this
weapon sucks: don't strafe/spray with it, never use this in close skirmishes, and
always aim for the head. This baby's rate of fire is slow, like 1 round every quarter
of a second. It's punching power is not as half as bad, just don't aim for the
kevlar. The slow rate of fire means the lack of 'hit animation'; that slight pause
opponents are into whenever they are hit by the Commando, Carbine and AUG rifles.
***Yeah I know, I still lack one sniper rifle... watch for it next time***
: Section 2.5) Machine Gun ]-----------------------------------------------------]
:-----------------------------------------------------[ f1.5-1 FN M249 PARA 5750 ]
Unit Price : $ 5750
Caliber : ?
Shots&Max : 100&200
Reload Delay: 1.75 - 2.5secs.
Handling : Low
Weapon Class : Machinegun
Sp. Function : N/A
Rate of fire : Automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 6/10
15m : 9/10 4/10
50m : 7/10 3/10
100m : 3/10 1/10
Weapon Analysis:
Weapon Strategy:
: Section 2.6) Combat Knife ]-----------------------------------------------------]
Weapon select 3
Standard issue weapon
Weapon Analysis: Using the knife is fairly simple, just get as close as you can to
your opponent, then rapidly press the fire button, which in my case, MOUSE1. Remember
to strafe while striking though, your target may have some cover fire lurking around.
Make this weapon a habit whenever you find yourself rushing out of enemy fire in
order to reload.
: Section 2.7) Grenades ]--------------------------------------------------------]
Weapon select 4
Grenades have plenty of uses. The perfect crowd control weapon, the best weapon
against opponents staging an ambush in dark, hard to hit areas and the number reason
why the CT teams are afraid to storm in and blast every Terrorist faction to
oblivion. Every person detailed to go guard the exits should be equipped with one,
and should be trained in throwing, timing and other related skills to use this weapon
with efficiency.
:----------------------------------------[ f1.8-3 Concussion "Flashbang" Grenade ]
Price: $ 250
Max effective range: 6-8 meters
Weapon Analysis: The Flashbang grenade provide excellent crowd control cover for any
purpose. Aside from depriving the opponent a visual field to work with, it is an
effective diversionary tool to provide ample cover for entrance, blitz, then exit.
Snipers positioned far from the field of explosion are not affected by the blast at
all. As the name implies, it "whites out" the screens of every body looking at its
direction, good up to 5 meters.
:--------------------------------------------[ f1.8-4 HE(High Explosive) Grenade ]
Price: $ 300
Max effective range: 5-6 meters
Weapon Analysis: The Flashbang grenade provide excellent crowd control cover for any
purpose. Aside from depriving the opponent a visual field to work with, it is an
effective diversionary tool to provide ample cover for entrance, blitz, then exit.
Snipers positioned far from the field of explosion are not affected by the blast at
all.
:--------------------------------------------[ f1.8-5 SG(Smoke and Gas) Grenade ]
Price: $ 450
Max effective range: inf.
Weapon Analysis: Now here's the equipment I've been literally dying to get my hands
into. The Smoke Grenade is the perfect equalizer for Artic Snipers or any kind of
snipers for that matter. It fogs the target's field of vision long enough for a
decent escape or tactical strike. In fact, if used properly, all of us MP5 would have
a field day in the frag charts.
: Section 2.8) Equipment ]-------------------------------------------------------]
:-----------------------------------------------------------[ f1.8-1 Kevlar vest ]
Price: $ 800
+ 100 upper body armor
Weapon Analysis: The Kevlar vest provides decent upper torso protection against all
weapons fire, but not against the Artic Rifle. If attempting close range combat
against a sniper though, it is advisable to at least wear one.
+==================================================================+
| Using the flashlight actually makes it harder for anyone who |
| is using a sniper scope to get a hit, both on LAN & 'Net games. |
| |
| Those additional light sources actually brings down ping |
| times, I don't know whether broadband multiplay games suffer |
| from the same thing. On our place's LAN, there where cases when |
| the mouse is harder to control, it's like the crosshairs are |
| jumping from one point to another, rather than sliding. |
+==================================================================+
:--------------------------------------------------[ f1.8-2 Kevlar vest + Helmet ]
Price: $ 1000
+ 100 body & head armor
Weapon Analysis: The Kevlar vest provides decent upper torso protection against all
weapons fire, but not against the Artic Rifle. If your an Artic sniper looking for
long range duels with another of your kind, don't wear one. If attempting close range
combat against a sniper though, it is advisable to at least wear one.
+=============================+--------------------------------------+
| How does Kevlar Armor work? | |
+=============================+ |
| It's funny how a piece of cloth could provide some protection |
| against a piece of metal propelled many times the speed of sound. |
| Yes, that's exactly what kevlar does, it resists the penetration |
| of bullets. Exactly how, you might ask? |
| |
| The principle behind it is fairly simple, stop the bullet by |
| absorbing the energy that makes the bullet move in the first |
| place. It's strength is behind its design, it stretches like a |
| trampolin mat with someone jumping on top of it. Instead of |
| actually stopping the bullet like a brick wall, it absorbs the |
| kinetic energy of a speeding bullet. No energy, no motion. |
| |
| That's why it still chips away health points when it hits you. |
| Even though the kevlar stops the bullets from punching a hole into |
| your body, it won't stop a rain of lead from beating the crap out |
| of you. In real life, you could get bruises and even break a rib |
| from getting hit with too many bullets at the same time. |
| |
| Shotguns are "one-shot" killers at 2m or less. Note that your |
| the integrity of your kevlar remains intact. You don't die b'coz |
| of bullet wounds, but the shotgun pellets inflict severe |
| concussion and internal damage. |
| |
| Damaged kevlar does more harm than good. Since kevlar armor |
| consists of a layer of material which leaves the bullet in the |
| vest, the overall strength of the armor is reduced. Since kevlar, |
| is only 4% elastic(it stretches up to 4/100 its size before |
| breaking) damage will cause that number to fall, meaning it would |
| lose its `trampolin' effect on bullets before being of any use. |
| |
| Armed authorities wearing kevlar usually removes them after |
| being damaged, even though it only got one bullet shot in it. You |
| should refill your armor too every respawn, as long as it's |
| damaged. |
+--------------------------------------------------------------------+
:--------------------------------------[ f1.8-6 Defuse Kit(CT Team Members only) ]
Price: $ 500
Use Equipment Hotkey
Weapon Analysis: Defuse planted C4 bomb in security area. If successful, the CT
team wins. A must for all CT members playing "protect the base from C4 attacks"
maps like cs_dedust.
:-------------------------------------------------[ f1.8-6 Night Vision Glasses ]
Price: $ 1200
Default hotkey "N"
Weapon Analysis: All-green vision for low visibility scenarios. What's next...
thermal signiture glasses?
:---------------------------------------: Article 3. ADVANCE SCENARIO STRATEGIES ]
:------------------------------: Section 3.a) The Assault Map(cs_assault) Trainer ]
What should I know about the Assault Map, whether I'm a Terrorist or a CT?
Secure all exits first, and report in all attempts to get out or in, whether its an
opponent or not. Dark, shadowy areas are good places to set up ambushes and sniper
placements. If you're strapped for cash, this map is a perfect for gun vultures who
would rather wait out for the fallen to leave their guns behind.:)
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Weapon Fix FAQ






