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Home » PC » Half-Life - Counterstrike - Deutsche Version » Half-Life - Counterstrike - Deutsche Version hints
Submitted by System on 09/03/2006, 09:50. Print file.
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Half-Life CounterStrike is made by Team Counter-Strike
(counter-strike.net) and not Sierra. CS is a mod-- a custom game made by
independent groups for play within the original Half-Life PC game. Thanks
for the guys behind the game for clearing that up.

What makes this game different is the way it simulates actual
anti-terrorism/urbanized warfare missions. If you've watch those police
swat videos, and actually liked them, you'd like this too. The thing is:
your PC must have a 3D accelerated video card to appreciate the smooth
angles and lines.

It's a refreshing change from "kicking the crap" out of your opponent
for no damn reason in Sierra's original Half-Life, and the other custom
games out there. If you're hooked up on broadband internet, this is the
most addictive of all the human shoot-`em-ups out there.

But still, frag scores are still the thing as well as team win scores
(more team wins, more money to buy ammo and guns and bombs).

Stuff I found totally unique to CS:

1) There's a time limit, to pressure both teams to frag each other or
complete the mission objectives.

2) Very good, non-dizzying and detailed animation. If you've got a 3D
accelerated Celeron or better PC, you'd enjoy all those details.

3) Very good rules of play regarding the team play aspect of the game.
Team Counter-Strike should be commisioned by the Pentagon; and make
CS their standard in urban combat simulators. :)

4) Excellent simulation of real guns, how they handle, fire and the
such. Gun hobbyists and marksmen would have a field day on these
qualities alone.

Pros: multiplay games are fast to load, got very smooth and detailed
animation, great physics and lighting engine... a good break from a year or
two of playing startegy games on LAN. You can also join in even in the
middle of a game.

Cons: still in beta, got some bugs in some maps, cheat codes spoil the
the game, game hangs when server press the "Start" button on the keyboard
or switches out of the game, map reloads automatically feature can't be
turned off, using the flashlight taxes the network. Wish it could remember
individual nicknames and settings. Wish they could include a switch for
that nasty automatic respwan to be off(it's bothering players to be
interuppted when the AI attempts to change maps in the middle of the game).


:------------------------------------: B.) Who are the Counter-Terrorists? ]

They are the good guys. Your mission as CTs is to rescue hostages,
prevent C4 bombings, and defeat the enemy ny reducing them to a mere body
count.

Your standard uniform consists of a night-urban camouflage jumpsuit.
Depending on the nationality of your team, you could be wearing either a
helmet or a gas-mask. You should stick more to dark areas that blends well
with your camo. It's your job to go in and get the hostages, so unless the
Terrorists are confident or stupid or both, don't think that the Terrorists
would come looking for you.

:--------------------------------------------: C.) Who are the Terrorists? ]

These self-proclaimed bad guys are into schemes ranging from
kidnapping to bombing to assasinations to jail break outs. They have two
very cool costumes available: the Urban Camo and the Middle East get-ups.
I find their designs refreshing compared to the black night camo of the
CTs.

Lots of maps gives advantages to the Terrorists, like The Dust and The
Train maps where your mission is to plant C4 bombs at your designated
targets, before the CTs wipes out your team and/or defuses the planted
bomb.

:---------------------------------| ARTICLE 1. SIMULATED URBAN WARFARE 101 ]
| +-======================================-+
| So it's your first time to play this game, and you know what you're
| doing because you've played other shoot-`em ups before, right? Well,
| here's some few pointers to help you start off that career in urban
| combat, without the messy stuff of neophyte kill rates and the "sir yes
| sir" atrocities of military boot camps.
|
+-----------------------------------------------------------------------+> *

Section 1.1: Breathing, you're a target. Stop moving, you'll end up a dead
one.

The lesson here is plain and simple: whether you're on the Terrorists'
side or the Counter-Terrorists, whatever weapon you have on you, you have
to get moving. Bullets have a funny way of reaching their target,
intentional or not. Never stay around in the same place if you want to
survive and win each round. If you're having difficulty zeroing on a
moving target, so does your enemy.

Since the PC monitor doesn't actually match a real man's field of
vision, moving around keeps your eye attached at those little details which
could mean kill points for you in long games: like the burst fire of a far
away Artic equipped sniper.

You should also make it a habit to strafe while firing at a moving
target. Its really assuring to know that whether or not you're facing
multiple opponents all at once, they would have trouble with a very nasty,
hard to frag opponent(that's supposed to be you).

But what if you're carrying those heavy, hard-to-move with rifles? Then
switch weapons with your other hand, switch back and forth between knife,
the pistol and your primary weapon. Keep your firing hand on the mouse and
the cross hairs on the target, then strafe in random patterns. Never jump
while strafing, since jumping will reduce your movement to half-step,
whether left or right.
+==============================+-----------------------------------+
| What weapon should I choose? | |
+==============================+ |
| Unlike other Half-Life games, CS takes into factor the |
| importance of a weapon's weight in affecting the player's |
| overall moving capacity and speed. Knives and grenades are the |
| lightest weapons, followed by handguns. Shotguns are considered |
| lighter than submachine guns because they lack a magazine that |
| hold huge amount of ammo. In fact, this is why submachine guns |
| and rifles are heavy-- they need bigger, heavier parts and |
| casings to handle the damage and rate of fire this weapons are |
| designed for. |
| |
| Here's their order of priority, starting with the lightest |
| on top, the heaviest at the bottom: ("" means equal) |
| |
| Combat Knife Grenades |
| |
| H&K USP .45 Pistol Glock18 Select Fire |
| Desert Eagle Sig P228 |
| Benelli M3 Super 90 Benelli XM1014 |
| |
| Ingram MAC-10 |
| H&K MF5-Navy Steyr Tactical Machine |
| FN P90 |
| |
| AK-47 H&K G3/SG-1 Sniper |
| Steyr AUG |
| Colt M4A1 Carbine Steyr Scout |
| Sig SG-552 Commando A1 Artic Warfare Magnum |
| |
| FN M249 PARA 5750 |
| |
| If your primary weapon is causing you to slow down, and you |
| think you're vulnerable-- switch to your pistol or knife using |
| your other hand. Make sure that you keep a hand at your mouse, |
| using a free hand to switch back and forth your weapons, as well |
| as move around. |
| |
| You should also consider the damage and the rate of fire of |
| the weapon you're choosing. For example, rifles have |
| `automatic' rate of fire-- all you have to do is press the fire |
| button until the ammo in the magazine runs out and it |
| automatically change; & manual fire-- where your character stop |
| to load another bullet to his gun's chamber. This is why your |
| sniper's scope view zooms out while using the Artic or Steyr |
| Scout and not while using the Carbine, Commando, and G3/SG-1 |
| Sniper rifles. |
| |
| While you might think automatic rifles have distinct advantage |
| over manual load rifles, this is where the amount of damage |
| factor comes in. Since the automatic rifles are designed to |
| pump out more bullets per second than other rifles are, their |
| punching power is not quite as good and constant with each |
| bullet it fires. |
| |
| This means you need more than a few hits on your target before |
| they get fragged. This `automatic' feature also results in a |
| nasty recoil which shakes the crosshair up a little with each |
| fire. Not a good thing if you're strafing and dodging bullets |
| yourself. The Carbine is the only rifle which suppress this |
| recoil effect, but punching power is sacrificed in the process. |
| |
| Here's their order of priority, starting with the weapon |
| having the highest damage on top, with the lightest |
| damage at the bottom. |
| |
| A1 Artic Direct hit HE grenade |
| Knife Steyr Scout Medium blast HE grenade |
| |
| FN M249 PARA 5750 |
| |
| H&K G3/SG-1 Sniper |
| Sig SG-552 Commando Colt M4A1 Carbine |
| Steyr AUG |
| AK-47 Benelli M3 Super 90 Benelli XM1014 |
| |
| FN P90 |
| H&K MF5-Navy |
| Steyr Tactical Machine Ingram MAC-10 |
| |
| Desert Eagle |
| Sig P228 |
| H&K USP .45 Pistol Glock18 Select Fire |
| |
| Shotguns and the lone machine gun are amazing crowd-control |
| weapons which cuts down a mass of opponents in no time. But |
| they lack the authority Artic rifles and other rifles bring. |
| Shotguns are fearsome upclose, but a opponent backing up can |
| frag any anyone with a shotgun in a considerable range. |
+------------------------------------------------------------------+
Against an experienced sniper, switch to your knife then zig-zag your
way towards him. If you've played MechWarrior games before, circle the
enemy, while firing away with a pistol, shotgun, even a knife-- but never a
rifle or a machinegun.

Nevermind the fact that you have to shoot down an unaware target, and
they started calling you "back fighter". There's nothing cooler than to
watch a shootout reduced to a mere "rubout"-- someone distracts the
opponent while the other sneaks up behind with knife in hand, and an evil
grin on his face.


Section 1.2: My buddy is my body.

Always pair off with somebody prior to an actual encounter. Two moving
targets moving in random patterns are difficult targets for almost all type
of weapons-- especially the rifle equipped sniper.
+===============================================+------------------+
| Should I turn the `Friendly Fire' option off? | |
+===============================================+ |
| The Friendly Fire option is there as an option to give players |
| as much realism as legally and technologically possible. |
| Turning it off, provides an oppurtunity to kid off with your |
| team mates without any harm or damage. It also allows you to be |
| a little careless when pulling that trigger even when you have a |
| team mate in front of you. Unchecking the "Friendly Fire" |
| equals more fun. |
| |
| Turning on this option, is for serious gamers only. I think |
| LAN game tournaments should strictly enforce this option, since |
| this really increases the level of gameplay. |
+------------------------------------------------------------------+
Since you're either tailing or leading a pair, remember not to "line-up"
up with anyone-- no matter where you think the bullet/s would be coming
from. The Artic rifle has the ablility to pierce through from one end of
the map to the other end. I also found out that if you got people
"sandwiched" in between two opposing forces during skirmishes, that guy is
good as dead. Even if the friendly fire option is off, teammates
"accidentally" firing into another teammate while the opponent is firing at
it also, leaves the third person-- the one sandwiched in between, a ghost.

Remember, the faster you could kill with a weapon without sacrificing
the overall mobility and comfort in handling that gun, the better the
chances you'd end up with a better score.


Section 1.3: Practice the Art of "One-Shot Kills"
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