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The UnOfficial Counter-Terrorists and Terrorists Training Manual v 3.0
for Half-life: COUNTERSTRIKE Beta 7.1 and v. 1.0
by Terraknight
:=========================================================: TEAM MULTIPLAY GUIDE ]
:=========================================================: FAQ DISCLAIMER: ]
This team multiplay FAQ was made to serve as the purpose of giving tips and
unsolicited advice on how to play Counter-Strike 7.1. The author would be glad and
grateful if interested parties would ask before posting this document
electronically; and would zealously post the latest revision of the said doc
whenever available.
Half-Life(c) is a trademark of Sierra. CounterStrike(c) is a trademark of
Team CounterStrike(credits @ end), the guys behind this great game. Weapon names
used in the game and in this FAQ are owned by their respective manufacturers. Any of
the author's opinions on the said devices are matters of personal insights and views
reflected upon their use in the Counter-Strike game, and are purely objective. I
don't have to argue with anyone on how efficient those things could actually kill.
***Recommended viewing font and size: Courier New at pt. 9 or 10***
: What's new in this FAQ? ]------------------------------------------------------]
*new* fresher, user friendly lay-out
*new* weapons and strategies - including almost all CS v. 1.0 weapons
*new* map strategies - complete de_dust, cs_militia, cs_mansion
*more* stuff
: Some Unsolicited Author Ranting you might want to skip ]-----------------------]
Yeah, I know-- I've been really lazy updating this FAQ.
But I suppose you can't blame me either. With CS updates releases almost every week
and the amount of time I spend playing the game left me with little or no time at
all to update this project of mine. I guess since CS has finally got that darn VGUI
up and running and the game has finally hit the retail shelves, I've got to do the
FAQ right?
Anyways, I re-wrote the whole darn thing since a lot has of things has changed
regarding the game's look, feel and more. Besides, the fact that I've been spend
'til 8am (that's more than 5 hours of CS immersion=one hard, stiff shoulder for
days) playing the game has left me with headaches (lack of sleep).
And that's not all. E-mails requesting for copies of my FAQ are piling up my inbox,
and all I could show them is that old copy posted up at GameFAQS and in rest of the
Net.
Well, that's in the past folks. While I'm still perfecting my AWP skills (guess
there's more stiff shoulders and headaches coming my way) I'm commited in giving the
rest of the world the rest of FAQ. That means more maps, more guns and heck a lot
more tips on how you could survive a round or two of Counter-Strike without having
your ass blown up by that annoying HE grenade.
Enjoy the FAQ folks, and stay alive.
: Starting Up > What is Counter-Strike? Explaining the User Settings and Options Section 1.3:
Practice the Art of "One-Shot Kills" <
It takes considerable team wins and kills to rack off enough dough to buy the Artic
rifle. If you're planning to train yourself to be a sniper, acquaint yourself well
with this weapon. Find how can you use it with efficiency, and use it's weakness to
your advantage.
One good advice is to first learn on when pull the trigger. Sounds weird, but I've
seen to many people get fragged on end games because they thought they've got the
target on their crosshairs. Unfortunately for them, when they were actually
reloading, that's the time they got hit.
Wherever you can, use those dark areas in the map where visibility is low, but
there's enough space to strafe and move around. But as I always say: "Never stay
put in one position for too long."
+===========================================+------------------------+
| Should I turn the `Auto Aim' option off? | |
+===========================================+ |
| If the server got the autoaim on, go somewhere else. The |
| autoaim screws your actual aim, making it very difficult for you |
| to frag somebody at a distance. It suppose to work by sucking in |
| the cross hairs when it comes near a target, but you really don't |
| need it. (it works well when your targets are up close, but by |
| then you don't need help hitting a large target any more.) |
+--------------------------------------------------------------------+
Learn how to frag people at distances of over 30 meters without using the 4x scope,
if available. That saves you time from fumbling for buttons to push while you're busy
dodging bullets and fragging another person.
Learn how to switch weapons, if the situation demands for it. And if an opponent
is actually chipping your life away while getting close, back away. And back away
wisely.
If you're being attacked in an open field, lead the aggressor to a narrow
corridor or alley. That way you can guess where he's going to come from, and
anticipate by moving your crosshairs to that direction. If the enemy have the
advantage of being on a high ground, HE grenade him to death, or take cover in
someplace perpendicular to his location. He'll have a hard time aiming that rifle 90
degrees down, of course, by then you'll see his animation before he see yours and you
can take the first shot(3D cards work by processing nearby objects in 3D, and far
away objects in 2D, that way it could run efficiently. Problem is, you could look
through corners at certain angles because 2D objects don't have depth to begin with.)
There's nothing really hard in hitting your target, even if your moving yourself.
If he's approaching you to take advantage of your weapon's weakness, don't use
the scope and wait his animation become big enough for you to hit, maybe at 10 to 15
meters. When he moves in closer than that, use your handgun.
Switching weapons enable you to move without feeling heavy with your Artic. You
could also remind yourself not to repeat your strafing pattern, and to include
crouching movements and even use a 3D dimensional enviroment to your advantage.
Sometimes people tend to forget the objects in 3D have depth, and using this tip
could help you frag people behind door and walls, above and below buildings, and
especially while on the move.
And there's one thing: adjust to a higher mouse sensitivity whenever you equip
yourself with the Artic. That helps alot in zeroing on a target 50 meters away
and on the move, since you need so little mouse movement to adjust your crosshairs.
> Section 1.4: Cheat whilst you can. <
Having to cheat your way through this game is pretty easy, since as of this faq
version, CS is still in beta. Almost all the maps contain some sort of bug which,
everyone CT or Terrorist, can take advantage.
For example, Terrorists have the distinct advantage in some maps where the mission
forces the CS deep into its opponent's home court. The advantage lies in the fact
that a) Terrorists can reload their armor, ammo and grenades if the battle is taken
into their homecourt; b) Since CT have to move into a much smaller space, snipers
have a disadvantage against strafers; and c) it's hard to coordinate a well-planned,
tactical strike-- especially over the internet based games.
Cheating doesn't really have to be entering a bunch of codes to gain advantage, it's
using every trick in book to gain some.
+==========================+----------------------------------------+
| Are you `Trigger Happy'? | |
+==========================+ |
| Most CS beginners tend to misuse the automatic weapons-- guns |
| which wait all the bullets in the magazine to be fired before |
| being reloaded then chambered. What they do is spray off bullets |
| at the opponent's direction and pray that they frag them first. |
| One observation-- once they pull trigger, they never let go, even |
| if they're firing at air. Most of time, it doesn't end that way. |
| |
| The lesson here is that accuracy is very important, make sure |
| that all the bullets you've fired counts. If both of you are |
| strafing and firing at each other at circles, take the necessary |
| action to put a stop at it. Most of my opponents online always |
| wonder why I always frag them first even if they're equipped with |
| a much powerful weapon(MP5-Navy vs Commando) even at long |
| distances. |
| |
| Don't waste your bullets firing at nothing, and someday you'll |
| thank yourself for breaking the habit. |
+-------------------------------------------------------------------+
Low on cash to actually buy an Artic? Buy a reliable handgun, load up on spare
ammo, armor and grenades. Then go on a kamikaze strike using the Flashbangs as a
diversion, then use the HE to chip away their health, then finish off with some well
placed "head shots". This strategy works better with a team mate leading the way,
since you could use the help on firepower. You might find some good guns
the "fallen ones" might have left behind.
Aside from scavenging for weapons, use the hostages as bait. Whether you're a CT or
Terrorist, those hostages provide good cover on one on one firefights. Remember, if
you kill an hostage, that's a whopping deduction to your cash count. But if you can
make the enemy kill the hostage instead of you, you're good and he's pissed off.
Speaking of head shots, keep an automatic weapon at head level while firing and
strafing at the same time. All the submachine guns are good for this purpose; their
high rate of fire makes it sure you could place some hits at the head area.
> Section 1.5: It doesn't hurt to camp, just don't get caught napping <
One of the main lessons of camping is that you never camp alone. You may frag a
couple while in the process, but it's a slim assurance of the win if you're up
against a bundle.
What are the best weapons to take to your camping trip? Well, the Artic AWP gets the
most votes out there, especially if you consider yourself a natural dead-eye. The
Benelli Super 90 seems a good choice, 'coz you'd likely to have wounded opponents w
wielding broken kevlar. Other sniping 'assault' rifles are okay; just stay clear of
AWP opponents over really-long distances.
Get yourself a Desert Eagle, too. If you're camping on a budget, the Eagle is a good
weapon to have around before you take on a shopping trip (that is, salvage yourself a
good primary weapon like those mentioned above).
Another good camping trip, requires the perennial camper a good location. In this
case lettme give out a few examples. In de_dust map, the CT deployment area is one
such area. In de_aztec, it's the courtyard area fronting the wooden doors to the left
and right, the dark corridor to the right, and of course the big all crate set in
diagonal position. Both the CT and Terrorist deployment grounds here are bad places
to camp into, since there's no place in there you could frag all your you opponents
without compromising your position.
+--------------------------------------------------------------------+
| When 'camping', HE grenades are a must. Full-armor kevlars are |
| good buys too. |
+--------------------------------------------------------------------+
"What you see, what you hear, what you feel...
when you leave, Leave it here." - Silence Creed
: ARTICLE 2. Counter-Strike WEAPONS TRAINING ]-----------------------------------]
I've updated the early versions of this FAQ's section and combined the weapon stats
and strategies. Since I expect this FAQ to grow in dimension pending the retail
release of Counter-Strike, It would be easier to add more weapons as they come.
And oh, you can obtain more detailed background info on the guns themselves from
playing a VGUI(that vee-gooey) game.
: Section 2.1) Handguns -secondary weapon- ]-------------------------------------]
is one of your two standard issue weapons. Handguns are in a specific weapons
class which deals large amounts of damage at close range. They are light and
accurate up to 20 meters, and has very high priority at about 2 to 5 meters. They
also carry small magazines, and it must be made a habit to reload them before
and after encounters. Damage is reduced with increasing range, but accuracy is very
high due the weapon's light and easy handling.
Secondary weapon: keyboard key "2"
Primary weapon : keyboard key "1"
Combat knife : keyboard key "3"
Grenade : keyboard key "4"
***Author's Note: Accuracy values based on author's maximum mouse sensitivity, played
on a CS LAN game.***
:---------------------------------------------->[ f1.1-1 H&K .45 Tactical Pistol ]
Unit Price : $ 500
Ammo Price : ?
Caliber : .45 ACP
Shots&Max : 12&54
Reload Delay: 1-2 secs.
Handling : High
Weapon Class : rate of fire
Sp. Function : suppressor
Rate of fire : semi-automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 8/10
15m : 8/10 6/10
50m : 6/10 4/10
100m : 4/10 1/10
Learning Curve: Beginner
Manufactured by: Heckler & Koch
Weapons analysis: Personally, the H&K .45 is my weapon of choice (for now) b'coz I
suck at the Terrorist's handgun of choice-- the Glock18. While yes, the Glock18 does
have more bullets (that's 20 against the Tactical Pistol's 12 or against anyhandgun
available in CS for that matter) there's some factors that made me swing in favor of
this handgun's side.
First is damage power per bullet per hit. The Tactical has superb punching power as
againt the Glock18, which has the selectable 'Burst Fire' mode to compensate for
that. But the Tactical Pistol does better with its choice of .45 bullets that
performs well-- without the silencer.
Weapon Strategy: This weapon's main advantage above the Glock18 is its ability to
inflict more damage per bullet ratio. Aim the weapon along the lines of the target's
shoulder blade. For long range sniping, the active crosshairs help in fragging
opponents, and suppress the urge to unload the clip in a heartbeat.
Use the weapon's suppressor whenever doing this, since the accuracy is a little bit
better. Since handguns doesn't inflict that much damage over long distances, hitting
the opponent is key rather than chipping them to death.
Against multiple opponents, unload your weapon on the nearest target, duck for cover
to reload; then run away facing the nearest opponent while firing. Jumping helps
too, but only against opponents with handguns.
Other notes: The H&K .45 seems to lose some of its punching power when equipped with
the suppressor accessory. Why equip with the suppressor? Well, it makes the shot more
accurate at distances. It also aids a little in getting those 'headshots,' which is
exactly the point of all this handgun training.
:------------------------------------------>[ f1.1-2 Glock18 Select "Burst" Fire ]
Unit Price : $ 400
Ammo Price : ?
Caliber : 9mmx28
Shots&Max : 20&120
Reload Delay: 1 sec.
Handling : High(semi), Decent(burst)
Weapon Class : Rate of fire
for Half-life: COUNTERSTRIKE Beta 7.1 and v. 1.0
by Terraknight
:=========================================================: TEAM MULTIPLAY GUIDE ]
:=========================================================: FAQ DISCLAIMER: ]
This team multiplay FAQ was made to serve as the purpose of giving tips and
unsolicited advice on how to play Counter-Strike 7.1. The author would be glad and
grateful if interested parties would ask before posting this document
electronically; and would zealously post the latest revision of the said doc
whenever available.
Half-Life(c) is a trademark of Sierra. CounterStrike(c) is a trademark of
Team CounterStrike(credits @ end), the guys behind this great game. Weapon names
used in the game and in this FAQ are owned by their respective manufacturers. Any of
the author's opinions on the said devices are matters of personal insights and views
reflected upon their use in the Counter-Strike game, and are purely objective. I
don't have to argue with anyone on how efficient those things could actually kill.
***Recommended viewing font and size: Courier New at pt. 9 or 10***
: What's new in this FAQ? ]------------------------------------------------------]
*new* fresher, user friendly lay-out
*new* weapons and strategies - including almost all CS v. 1.0 weapons
*new* map strategies - complete de_dust, cs_militia, cs_mansion
*more* stuff
: Some Unsolicited Author Ranting you might want to skip ]-----------------------]
Yeah, I know-- I've been really lazy updating this FAQ.
But I suppose you can't blame me either. With CS updates releases almost every week
and the amount of time I spend playing the game left me with little or no time at
all to update this project of mine. I guess since CS has finally got that darn VGUI
up and running and the game has finally hit the retail shelves, I've got to do the
FAQ right?
Anyways, I re-wrote the whole darn thing since a lot has of things has changed
regarding the game's look, feel and more. Besides, the fact that I've been spend
'til 8am (that's more than 5 hours of CS immersion=one hard, stiff shoulder for
days) playing the game has left me with headaches (lack of sleep).
And that's not all. E-mails requesting for copies of my FAQ are piling up my inbox,
and all I could show them is that old copy posted up at GameFAQS and in rest of the
Net.
Well, that's in the past folks. While I'm still perfecting my AWP skills (guess
there's more stiff shoulders and headaches coming my way) I'm commited in giving the
rest of the world the rest of FAQ. That means more maps, more guns and heck a lot
more tips on how you could survive a round or two of Counter-Strike without having
your ass blown up by that annoying HE grenade.
Enjoy the FAQ folks, and stay alive.
: Starting Up > What is Counter-Strike? Explaining the User Settings and Options Section 1.3:
Practice the Art of "One-Shot Kills" <
It takes considerable team wins and kills to rack off enough dough to buy the Artic
rifle. If you're planning to train yourself to be a sniper, acquaint yourself well
with this weapon. Find how can you use it with efficiency, and use it's weakness to
your advantage.
One good advice is to first learn on when pull the trigger. Sounds weird, but I've
seen to many people get fragged on end games because they thought they've got the
target on their crosshairs. Unfortunately for them, when they were actually
reloading, that's the time they got hit.
Wherever you can, use those dark areas in the map where visibility is low, but
there's enough space to strafe and move around. But as I always say: "Never stay
put in one position for too long."
+===========================================+------------------------+
| Should I turn the `Auto Aim' option off? | |
+===========================================+ |
| If the server got the autoaim on, go somewhere else. The |
| autoaim screws your actual aim, making it very difficult for you |
| to frag somebody at a distance. It suppose to work by sucking in |
| the cross hairs when it comes near a target, but you really don't |
| need it. (it works well when your targets are up close, but by |
| then you don't need help hitting a large target any more.) |
+--------------------------------------------------------------------+
Learn how to frag people at distances of over 30 meters without using the 4x scope,
if available. That saves you time from fumbling for buttons to push while you're busy
dodging bullets and fragging another person.
Learn how to switch weapons, if the situation demands for it. And if an opponent
is actually chipping your life away while getting close, back away. And back away
wisely.
If you're being attacked in an open field, lead the aggressor to a narrow
corridor or alley. That way you can guess where he's going to come from, and
anticipate by moving your crosshairs to that direction. If the enemy have the
advantage of being on a high ground, HE grenade him to death, or take cover in
someplace perpendicular to his location. He'll have a hard time aiming that rifle 90
degrees down, of course, by then you'll see his animation before he see yours and you
can take the first shot(3D cards work by processing nearby objects in 3D, and far
away objects in 2D, that way it could run efficiently. Problem is, you could look
through corners at certain angles because 2D objects don't have depth to begin with.)
There's nothing really hard in hitting your target, even if your moving yourself.
If he's approaching you to take advantage of your weapon's weakness, don't use
the scope and wait his animation become big enough for you to hit, maybe at 10 to 15
meters. When he moves in closer than that, use your handgun.
Switching weapons enable you to move without feeling heavy with your Artic. You
could also remind yourself not to repeat your strafing pattern, and to include
crouching movements and even use a 3D dimensional enviroment to your advantage.
Sometimes people tend to forget the objects in 3D have depth, and using this tip
could help you frag people behind door and walls, above and below buildings, and
especially while on the move.
And there's one thing: adjust to a higher mouse sensitivity whenever you equip
yourself with the Artic. That helps alot in zeroing on a target 50 meters away
and on the move, since you need so little mouse movement to adjust your crosshairs.
> Section 1.4: Cheat whilst you can. <
Having to cheat your way through this game is pretty easy, since as of this faq
version, CS is still in beta. Almost all the maps contain some sort of bug which,
everyone CT or Terrorist, can take advantage.
For example, Terrorists have the distinct advantage in some maps where the mission
forces the CS deep into its opponent's home court. The advantage lies in the fact
that a) Terrorists can reload their armor, ammo and grenades if the battle is taken
into their homecourt; b) Since CT have to move into a much smaller space, snipers
have a disadvantage against strafers; and c) it's hard to coordinate a well-planned,
tactical strike-- especially over the internet based games.
Cheating doesn't really have to be entering a bunch of codes to gain advantage, it's
using every trick in book to gain some.
+==========================+----------------------------------------+
| Are you `Trigger Happy'? | |
+==========================+ |
| Most CS beginners tend to misuse the automatic weapons-- guns |
| which wait all the bullets in the magazine to be fired before |
| being reloaded then chambered. What they do is spray off bullets |
| at the opponent's direction and pray that they frag them first. |
| One observation-- once they pull trigger, they never let go, even |
| if they're firing at air. Most of time, it doesn't end that way. |
| |
| The lesson here is that accuracy is very important, make sure |
| that all the bullets you've fired counts. If both of you are |
| strafing and firing at each other at circles, take the necessary |
| action to put a stop at it. Most of my opponents online always |
| wonder why I always frag them first even if they're equipped with |
| a much powerful weapon(MP5-Navy vs Commando) even at long |
| distances. |
| |
| Don't waste your bullets firing at nothing, and someday you'll |
| thank yourself for breaking the habit. |
+-------------------------------------------------------------------+
Low on cash to actually buy an Artic? Buy a reliable handgun, load up on spare
ammo, armor and grenades. Then go on a kamikaze strike using the Flashbangs as a
diversion, then use the HE to chip away their health, then finish off with some well
placed "head shots". This strategy works better with a team mate leading the way,
since you could use the help on firepower. You might find some good guns
the "fallen ones" might have left behind.
Aside from scavenging for weapons, use the hostages as bait. Whether you're a CT or
Terrorist, those hostages provide good cover on one on one firefights. Remember, if
you kill an hostage, that's a whopping deduction to your cash count. But if you can
make the enemy kill the hostage instead of you, you're good and he's pissed off.
Speaking of head shots, keep an automatic weapon at head level while firing and
strafing at the same time. All the submachine guns are good for this purpose; their
high rate of fire makes it sure you could place some hits at the head area.
> Section 1.5: It doesn't hurt to camp, just don't get caught napping <
One of the main lessons of camping is that you never camp alone. You may frag a
couple while in the process, but it's a slim assurance of the win if you're up
against a bundle.
What are the best weapons to take to your camping trip? Well, the Artic AWP gets the
most votes out there, especially if you consider yourself a natural dead-eye. The
Benelli Super 90 seems a good choice, 'coz you'd likely to have wounded opponents w
wielding broken kevlar. Other sniping 'assault' rifles are okay; just stay clear of
AWP opponents over really-long distances.
Get yourself a Desert Eagle, too. If you're camping on a budget, the Eagle is a good
weapon to have around before you take on a shopping trip (that is, salvage yourself a
good primary weapon like those mentioned above).
Another good camping trip, requires the perennial camper a good location. In this
case lettme give out a few examples. In de_dust map, the CT deployment area is one
such area. In de_aztec, it's the courtyard area fronting the wooden doors to the left
and right, the dark corridor to the right, and of course the big all crate set in
diagonal position. Both the CT and Terrorist deployment grounds here are bad places
to camp into, since there's no place in there you could frag all your you opponents
without compromising your position.
+--------------------------------------------------------------------+
| When 'camping', HE grenades are a must. Full-armor kevlars are |
| good buys too. |
+--------------------------------------------------------------------+
"What you see, what you hear, what you feel...
when you leave, Leave it here." - Silence Creed
: ARTICLE 2. Counter-Strike WEAPONS TRAINING ]-----------------------------------]
I've updated the early versions of this FAQ's section and combined the weapon stats
and strategies. Since I expect this FAQ to grow in dimension pending the retail
release of Counter-Strike, It would be easier to add more weapons as they come.
And oh, you can obtain more detailed background info on the guns themselves from
playing a VGUI(that vee-gooey) game.
: Section 2.1) Handguns -secondary weapon- ]-------------------------------------]
is one of your two standard issue weapons. Handguns are in a specific weapons
class which deals large amounts of damage at close range. They are light and
accurate up to 20 meters, and has very high priority at about 2 to 5 meters. They
also carry small magazines, and it must be made a habit to reload them before
and after encounters. Damage is reduced with increasing range, but accuracy is very
high due the weapon's light and easy handling.
Secondary weapon: keyboard key "2"
Primary weapon : keyboard key "1"
Combat knife : keyboard key "3"
Grenade : keyboard key "4"
***Author's Note: Accuracy values based on author's maximum mouse sensitivity, played
on a CS LAN game.***
:---------------------------------------------->[ f1.1-1 H&K .45 Tactical Pistol ]
Unit Price : $ 500
Ammo Price : ?
Caliber : .45 ACP
Shots&Max : 12&54
Reload Delay: 1-2 secs.
Handling : High
Weapon Class : rate of fire
Sp. Function : suppressor
Rate of fire : semi-automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 8/10
15m : 8/10 6/10
50m : 6/10 4/10
100m : 4/10 1/10
Learning Curve: Beginner
Manufactured by: Heckler & Koch
Weapons analysis: Personally, the H&K .45 is my weapon of choice (for now) b'coz I
suck at the Terrorist's handgun of choice-- the Glock18. While yes, the Glock18 does
have more bullets (that's 20 against the Tactical Pistol's 12 or against anyhandgun
available in CS for that matter) there's some factors that made me swing in favor of
this handgun's side.
First is damage power per bullet per hit. The Tactical has superb punching power as
againt the Glock18, which has the selectable 'Burst Fire' mode to compensate for
that. But the Tactical Pistol does better with its choice of .45 bullets that
performs well-- without the silencer.
Weapon Strategy: This weapon's main advantage above the Glock18 is its ability to
inflict more damage per bullet ratio. Aim the weapon along the lines of the target's
shoulder blade. For long range sniping, the active crosshairs help in fragging
opponents, and suppress the urge to unload the clip in a heartbeat.
Use the weapon's suppressor whenever doing this, since the accuracy is a little bit
better. Since handguns doesn't inflict that much damage over long distances, hitting
the opponent is key rather than chipping them to death.
Against multiple opponents, unload your weapon on the nearest target, duck for cover
to reload; then run away facing the nearest opponent while firing. Jumping helps
too, but only against opponents with handguns.
Other notes: The H&K .45 seems to lose some of its punching power when equipped with
the suppressor accessory. Why equip with the suppressor? Well, it makes the shot more
accurate at distances. It also aids a little in getting those 'headshots,' which is
exactly the point of all this handgun training.
:------------------------------------------>[ f1.1-2 Glock18 Select "Burst" Fire ]
Unit Price : $ 400
Ammo Price : ?
Caliber : 9mmx28
Shots&Max : 20&120
Reload Delay: 1 sec.
Handling : High(semi), Decent(burst)
Weapon Class : Rate of fire
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