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- Learn to buy your weapons and equipment quickly
Time is money, as they say. The faster you can buy your weapons and
equipment, the faster you can get out there and get either prepare your
assault or mount your defense. Instead of using the mouse to navigate
the menus, use keyboard shortcuts, or buy scripts. Buy quickly, start quickly!
- Fire automatic weapons in short bursts
Almost
all automatic weapons have massive accuracy penalties for sustained
fire. Some weapons, such as the AK47, are almost entirely useless when
the trigger is held down, even at short range; some, such as the M4A1,
hold up better. The key issue is to fire in short bursts, giving a
brief pause between for the accuracy to improve (indicated by the
contracting crosshairs). How short a burst you want and how long a
delay depends on the weapon: the Colt is sufficient for three-shot
bursts with brief delays; the AK warrants two-shot bursts with slightly
longer delays. One weapon, the UMP, has almost constant accuracy with
sustained fire, but unfortunately does not do much damage. Only hold
down the trigger at point-blank range.
Fire in brief, short bursts.
- Aim at the upper chest
Counter-Strike
has positional damage; how much damage a hit does depends on where it
lands. Maximum, of course, is the head; normal damage is done to the
torso, and considerably less damage is done to the extremities. For
example, the AWM is normally a one-shot kill weapon, but an AWM hit to
the extremities is not fatal. The best place to aim, therefore, is the
mid-to-upper chest; hits will tend to land in the nominal area, thus
doing reasonable damage. Given that almost all weapons have significant
recoil, the tail end of each burst will land higher than the chest,
which will result in a better than average number of headshots.
Just like in real combat, you want to aim at the trunk.
- Switch to knife or pistol for rapid movement
One's
movement speed depends on which weapon is currently readied. Knives and
pistols have the least encumbrance; submachine guns have some; rifles
have more; and the largest weapons -- the AWM and the Para -- have the
most, requiring the holder to move at a slow walk (which has the side
benefit of not making much noise). When a player has one of these guns
and has to make a quick move, equip your knife or pistol in order to
move faster. Switch back to your primary weapon when you reach your
destination and continue the fight.
Switch to a knife or pistol for fast movement, and then switch back.
- Be aware of accuracy problems while moving, on ladders, in water, or in air
Learning
how to use weapons in Counter-Strike depends most strongly on judging
weapon accuracy. All weapons have reduced accuracy when firing -- most
players are fully aware of this. But the accuracy problems are not just
limited to normal movement. A host of other behaviors can also severely
limit accuracy, yet only the more experienced players are aware of it.
In particular, when climbing a ladder, one is subject to the same
accuracy penalties as when one is moving. If you are climbing a ladder
and an enemy is waiting for you at the top, this puts you at a massive
disadvantage -- even at very close range, your shots are unlikely to
land many hits. The same accuracy penalties are also in place when one
is swimming in water (but not when one is merely standing in water),
and when one is in the air, such as on a low gravity server.
Make sure you know the situations in which accuracy is reduced and you'll be a much better player.
- Learn to stop just before firing sniper weapons
All
weapons have some loss of accuracy when they are fired by a moving
shooter. This is especially true of the sniper weapons -- the Scout,
AWM, G3, or SG550 -- which are not only less accurate, but in fact
nearly useless when fired while moving. The conflict here is that any
competent player knows that keeping moving is an important part of play
-- particularly when a sniper war is taking place. The solution is to
stop moving just a split second before firing; this will allow fully
accurate shots even though the shooter was moving just a moment before.
Particularly when using cover, this can be very effective -- you can
pop out of cover, top, and fire, all within a fraction of a second.
Remember: strafe, stop, fire.
- Heavily favor armor to weapons when low on funds
Armor
is absolutely essential in a game with even somewhat realistic weapons.
Without armor, only a few midsection shots will bring even a completely
healthy player down, and without a helmet, any headshot will. (A helmet
won't protect from sniper rounds to the head, but something is better
than nothing.) When buying at the start of the round, always factor in
armor cost when choosing your weapons so that you don't find yourself
out of money after you buy your weapons and ammunition.
Always buy the armor/helmet combination if you can afford it; it is well worth the extra $350.
- Learn to deliver grenades effectively
Grenades
can be very effective weapons -- they can soften up the enemy for a
push, finish off an entrenched and already injured foe, or provide
cover where none is available. But to use them, you need to be able to
throw them accurately, and know not to try throwing them when you're
open to enemy fire. Aim above your target, depending on distance, so
that gravity can drop the grenade down into your opponent.
Lobbing is the key.
- Use say_team/radio/voice chat to coordinate with your teammates
Use
radio commands, or -- better still -- voice chat via a good headset to
communicate with your teammates. The radio commands -- or in the worst,
case just using the say_team
command -- can help organize your team, but there's nothing better than
being able to talk directly to your teammates and have them be able to
talk back. If you're a serious Counter-Strike player, you should have a
microphone and have your voice chat subsystem configured. Consider the
difference between using the canned "Enemy spotted" radio chatter and
simply saying, "One in the building on the left, and one sniping from
the roof on the right."
Voice chat can easily turn even a group of intermediate players into a well-oiled killing machine.
- Use hud_centerid
Enabling hud_centerid
prints the identifying string -- the text that identifies the person
currently under your crosshairs and indicates whether they're friend or
foe -- just under the center of the screen, instead of in the
lower-left corner. This is a far better place for it to appear, since
the center of the screen is where your eyes will tend to be looking in
the first place.
This helps avoid excessive unnecessary eye movements -- concentrate on the center of the screen.
- Use hud_fastswitch
Enable hud_fastswitch
in your client. This will allow you to select weapons without having to
hit the trigger in order to select them. Every second counts; having to
hit the weapons category key and then the left mouse button takes time,
and sometimes it's time that you don't have. Note that hud_fastswitch
won't help when you have multiple types of grenades; in those cases
you'll have to select the type you want and then hit the trigger to
select it. But for all other weapon categories primary, secondary,
knife, and bomb (for the Terrorists in a bomb/defuse map) -- this will
allow an instance switch.
Sometimes a single keystroke or mouse click can mean the difference between life and death.
- When climbing ladders, do so quietly
Normally,
when climbing (or descending) ladders, a fair amount of distinctive
noise is made; if you're using this to gain access to an
enemy-controlled location, this sound can give you away. You can
substantially reduce this noise by holding down the crouch key while
moving up or down; this reduces the amount of noise that you make to
about half: It's still audible, but it's far less noticeable than the
normal volume. Particularly if there is background noise, such as
gunfire -- hopefully provided by your teammates -- this can make a
stealthy incursion much more possible. Another little-known tweak is
that you can turn sideways on the ladder (so you're facing the side)
and use the strafe keys to get some added speed when moving on the
ladder. For instance, get on the top of the ladder, face off to the
left, and then hold down the backward, strafe left, and crouch
modifiers; this increases your movement speed substantially without
making more noise.
Crouch while climbing or descending a ladder; you'll make much less noise.
- Use radar to locate both friendlies and hostiles
Your
radar (when enabled on the server) is an absolutely invaluable
resource. It locates your teammates relative to you, and even indicates
whether they are above or below you, and by how much. Effective use of
the radar goes far beyond merely locating your friendlies; coupled with
close attention to sounds, you can use a process of elimination to
locate the enemy
as well. Use of the radar can also help you avoid friendly fire
incidents; when you hear someone nearby, you can determine with the
radar whether or not they are a friendly or a hostile.
Use of the radar coupled with attention to sounds is a powerfully effective combination.
- Stay out of water
Water
is trouble for three reasons: first, you move more slowly when
swimming; second, when swimming, your accuracy is severely reduced; and
third, you make considerable noise when entering and exiting a body of
water, and even when swimming (bubbling sounds occur occasionally).
It's best to avoid water unless you have to, since it will put you at a
disadvantage and let your enemies know where you are.
Avoid water unless you have no choice.
- Don't hop when covered by good snipers
It's
common in first person shooter games for players to hop to avoid enemy
fire by making themselves a harder target. But when under watch from
very good snipers, hopping can in fact be counterproductive. In normal
gravity, in the process of jumping, one's path becomes very predictable
-- a good sniper will aim at the bottom of the parabola and pick you
off as you land on the ground. To counter this, hoppers can perform
mid-air maneuvers in order to try to make their paths less predictable,
but in general (especially with the anti-hopping measures coming in
1.4) it's best to just avoid hopping when you know you're under close
scrutiny from snipers -- it won't help you avoid getting hit.
Hopping can help make you harder to hit, but not when your opponents are experienced snipers watching you closely.
- Open grates and vents with knives instead of bullets
When
on a map with destructible grates or vents, it's often best to open
them with a knife instead of a gunfire. Even the most sturdy vents will
fall to a knife thrust (the alternate attack), which is reasonably fast
and will make considerably less noise than an (unsilenced) firearm.
Particularly when coupled with timing -- open a grating when there is
nearby gunfire to cover the sound -- a knife, or at least a silenced
USP or Colt, can make an effective tactic for sneaking up on an enemy.
A knife thrust (or at least a silenced firearm) is the best way to open a destructible grating or vent.
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- Take advantage of background noise when being stealthy
Running
at normal speed makes noise; so does opening moving boxes, and opening
grates or vents. Walking instead of running will eliminate the noise
you make when moving, but to move or open things you generally must
make some amount of noise, potentially giving your position away to the
enemy. When you're being stealthy, it's in your best interest to wait
until there is ambient noise -- such as gunfire -- to make your move.
This way the noise you make is less likely to be noticed among the din.
If there's no background noise available, you can make your own --
throw a grenade as a decoy.
Take advantage of background firing and grenade explosions to make your move.
- Avoid jumping in low gravity (low gravity)
On
servers with low gravity, the worst thing you can do is jump. It sends
you sailing through the air in a nice, slow arc, making you an easy
target. More importantly, though, your firing accuracy is severely
reduced when jumping -- most rifles are nearly useless at even short
range when in the air.
If gravity is low, whatever you do -- don't jump.
- Use smoke grenades to provide cover when none is available
Smoke
grenades can help provide cover when you're under sniper fire and won't
survive a charge. Note that smoke billows out of the grenade slowly, in
a rotating pattern -- so make sure you're on the right side of the
smoke if you want to take advantage of its cover. Note that the
obscurity goes both ways -- if they can't see you, then you can't see
them. Excessive use of smoke grenades is often considered exploitative,
since it is sometimes used to malicious reduce frame rates for others.
Use smoke for cover -- but quickly, before the smoke fades away and leaves you exposed.
- Use flashbang grenades before charging
Flashbangs
are one of the secret weapons of Counter-Strike. Flashbangs blind their
opponent, for a period of time that depends on their proximity to the
blast. A flashbang at close range, for instance, can leave the victim
completely incapacitated for a full ten seconds -- an eternity in close
quarters combat. When you know the enemy is lurking around a corner, a
flashbang can be a devastating softening up weapon: Throw the
flashbang, blind your enemy, and then charge and finish him off. Note
that due to their relatively short duration, flashbangs are not very
useful unless they are followed up with an immediate charge.
Needless to say, take care not to flashbang yourself or your own team.
- Cover when reloading
When
you are reloading you are at your most vulnerable. Different weapons
take different amounts of time to reload. The shotguns -- the M3 and
XM1014 -- have the most rapid reloading mechanism: You can reload them
one round at a time, and fire between rounds. As for the rest of the
weapons, they must be reloaded one magazine at a time. It's best to
take cover when reloading -- don't continue your assault, and avoid
enemy contact until you've finished reloading.
When reloading, take cover and avoid getting the enemy's attention.
- Don't habitually reload after a kill
Many
single player games that are superficially like Counter-Strike
encourage players to reload almost instinctually after they score a
kill, since the next enemy will be around the corner waiting for them.
In Counter-Strike this a bad idea, since your enemies will often travel
in groups. Instead, conserve ammunition by only using as much as you
need to kill your target, and then wait until a lull in the fighting
before reloading.
Suppress the urge to immediately reload after every kill. Instead wait until you know there are no enemies nearby.
- Use high-explosive grenades to finish off injured, pinned-down enemies
Grenades
are good for softening up the enemy before a charge. They really come
into their own, though, when you're fighting against an enemy at
moderate distance who has already taken some damage. If he has nowhere
to run, then you can toss a HE grenade right into his lap and there's
little he can do about it. It is particularly effective when your
target is in a confined area where they cannot move about much.
Corner them, pin them down, injure them, and then finish them off with a grenade.
- Switch to sidearm when out of ammunition in a firefight
Out
of ammunition with your primary weapon? Switch to your sidearm, or, in
the worst case, your knife. Practice this; if you know you're about to
have an encounter with an enemy around the corner and already have a
few rounds left in your primary, switch to your sidearm early so that
you don't waste time switching mid-fight. If you get caught reloading,
you can still switch to your sidearm (although obviously your reload
won't have completed so your primary will still be out of ammo).
Be ready to switch to your sidearm at a moment's notice.
- Watch alcoves and corners for ambushers
When
rushing, be sure you watch for enemies in the nooks and crannies that
you're passing. It's quite easy for an enemy to take cover and prepare
for an ambush when you're rushing; you can easily find yourself when
enemies in cover behind you.
When rushing, don't go blindly; check for ambushers.
- Follow hostages to Counter-Terrorists (Terrorist)
On hostage rescue maps, when the Counter-Terrorists collect the
hostages, you can hear the hostages respond (when the Terrorists
collect hostages, the hostages do not say anything). As most players
know, hostages are somewhat sketchy about how ably they follow their
rescuers; often they get stuck in corners or at doorways and have to be
led by the nose. When in an open area, though, hostages will make a
beeline for their rescuer -- and this affords the pursuing Terrorists
an advantage. When you spot a moving hostage, you know he's being
rescued, and his motion will provide a direct line to where his
rescuers are. Hostages move at about the same speed as a player at a
dead run, but given their beeline motion you can often head the
rescuers off at the pass.
When the Counter-Terrorists collect the hostages, all is not lost: Follow the hostages to their rescuers.
- Concentrate on what's ahead when rushing
When
you're rushing, when you near your target (say, a doorway or a
corridor), you should get tunnel vision. Trying to keep tabs on
everything that's going on around you is counterproductive; you will
easily fall to an enemy up ahead when you're busy looking around.
Concentrate on the task ahead of you; you're not going to be able to
effectively deal with threats that are flanking you anyway, and your
best defense from there will be to get to where you're headed and
secure the area.
When you're decidedly advancing, don't get distracted by what's going on around you.
- Immediately retreat when blinded by a flashbang
When
you get blinded by a flashbang, it means that the enemy is about to
rush. Pull back as best you can (given where you were just before you
were blinded); if you can pull back enough, you might widen the
distance between you and the advancing enemy enough that your sight
returns before they engage you. The worst thing you can do is freeze,
or continue your advance. If you are really caught by surprise and know
that no friendlies are nearby, sometimes firing blind is the only
choice left open to you. You'll probably fall anyway, but maybe you'll
manage to hurt one of the advancers so that one of your teammates will
have an easier time taking him out later.
When blinded, retreat as best you can.
- Provide assistance for your teammates
You and your team are in this together; the goal is to help your team
win the round, not for you to be on top of the heap. When your
teammates call for help, provide assistance. When you hear nearby
gunfire, divert to the area to see if you can flank an enemy.
You are part of a team; act like it.
- Follow your teammates' lead
In
a team-based game, it's important to follow the lead of your teammates
that are nearby. If your teammates are waiting in ambush, you should
wait in ambush too instead of rushing out and giving their position
away. If you're following some people who are clearly trying to be
stealthy (by walking instead of running), you should be quiet as well,
or otherwise you undo their attempts to not be detected.
Even when you're dealing with players who
are far less experienced than you, doing things together as a team will
benefit your whole team.
- When sniping known enemy locations, line up and zoom, and then strafe out of cover
When
you're sniping, you will frequently find yourself facing off against
other players -- possibly also with sniper weapons -- who have either
directly spotted you or know the general area in which you're sniping
from. When it's snipers vs. snipers, the first to get off the accurate
shot wins. When you know the general area of your victims, instead of
walking out of cover (where you yourself can be shot), zooming, lining
up, and firing, try short-circuiting the process: Instead, when still
behind cover, zoom one level and then step out. If you're aiming right,
the enemy should be within your line of vision, at which point you can
line up, possibly zooming in another level, and finish him off. This
can substantially reduce the time you're exposed to enemy fire.
Particularly when the other enemy is already
out of cover and is waiting for you to pop out again, this can give you
a fighting chance.
- Always buy defuse kit (Counter-Terrorist)
On
bomb/defuse maps, it's in the best interests of the Counter-Terrorists
to always buy a defuse kit. In previous versions of Counter-Strike, it
was fairly expensive, but in 1.3 and up it is only $200, the cost of a
flashbang. You should always go out of your way to pick up defuse kits
that are lying on the ground due to fallen comrades, as well.
Always get the defuse kit. It's a steal.
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- Accomplish your objective to force the other team to make a move
Often
the other team will be either camping, or moving cautiously, or waiting
for you to make a move. Particularly when the round is drawing to a
close and there are only a few surviving players left, you can try and
turn the tide of battle by putting your enemies on the defensive. If
you're a Counter-Terrorist on a hostage rescue map, go grab the
remaining hostage and make a run for it. If you're a Terrorist on a
bomb/defuse map, try planting the bomb in order to force your enemies
out. And so on. If done carefully, this can often turn the hunter into
the hunted, since now you will be taking the initiative and forcing
your enemies into predictable, sometimes exposed, behavior (chasing
after the hostages and their rescuer, defusing the bomb, etc.).
If you're being hunted, try flipping the script.
- Leave gratings and vents intact when possible
Untouched
windows and vents serve as an early warning system. It takes noise to
open a vent or grating -- not much if a knife is used, but enough to to
be noticed if it's nearby -- and this can alert you to sneaking enemies
even when they're not direct line of sight. Even for vents and
destructible objects far away, seeing them destroyed -- or noticing
later that they're destroyed -- can give you a heads-up as to enemy
locations, provided you know your team isn't shooting at them.
If you hold off on destroying vents and gratings, you'll know that when they're gone an enemy was responsible.
- Don't hesitate to sacrifice yourself for the team
The goal of Counter-Strike is for your team
to win, not just you. To be a successful Counter-Strike player, you
need to put your team above yourself -- and that means your team,
not whatever clan you're in this week. To accomplish your objective,
that sometimes means laying down your life for the good of the team.
When your teammate is planting a bomb, you need to put yourself between
him and the enemy. When the VIP is making a hasty retreat, don't
hesitate to try to lead the enemy astray by moving out of cover and
drawing fire while he can escape. When your teammate is making a run
with the hostages trailing behind him, step in the line of fire to give
the enemy multiple targets.
Your team always comes first.
- Take out snipers first
Snipers
-- enemy on high ground and watching over your advance, whether they're
actually using sniper weapons or not -- are your primary concern. When
you're on the offensive, competent snipers are the main impediment to
achieving your objective. Give the highest priority to taking out the
snipers; once they're gone you can continue on.
Snipers are your biggest threat when advancing. Eliminate them first.
- When low on ammo and enemy is nearby, pick up enemy gun
When
you're in the thick of things, often successfully reloading before you
come across another enemy is the primary impediment to your success.
When you've just downed an enemy -- particularly if you caught him
unaware so he did not return much fire -- and you need to reload but
other enemies are nearby, consider picking up the downed enemy's
weapon. Obviously, this is a particularly good idea if his weapon is
superior to your own. If your enemies are hunting you, they may wait
until right after a firefight to make their move, figuring that you're
probably distracted or low on ammo or reloading. Being fully prepared
with a fully-loaded weapon can give you the upper hand.
If you're low on ammo, consider picking up weapons from your downed foes.
- When sniping, relocate after being spotted
Snipers
are deadly in any realistic game like Counter-Strike -- running out
into open without cover is tantamount to suicide. But by the same
token, an uncareful sniper can easily be taken down by an enemy
sniper, or even an assaulting foe with an accurate weapon (like an AK47
or a Colt) and good aim. If you're sniping, once you're spotted,
relocate to another position. It doesn't necessarily have to be far
away, your head just needs to be poking out of another area. If you're
firing at another sniper who doesn't yet see you and miss, he shortly
will -- move to another position and resume the attack.
A sniper in a known location is a soon-to-be-dead sniper.
- If the round ends and you survive, avoid enemy contact
If the round ends by something other than elimination -- i.e.,
the Counter-Terrorists rescue all the hostages or the Terrorists
successfully destroy the bomb site -- then avoid enemy contact. At this
point it does you no good to engage the enemy: The round is already
over and you only risk getting killed. Part of Counter-Strike is
managing your money, and risking losing your current weapon is not
worth it when the round is already over.
It doesn't do you any good to engage the enemy once the round is over.
- If you find yourself isolated and outmatched, concentrate on taking out one enemy
Every
Counter-Strike player has found themselves out on point and has
accidentally stumbled into the spearhead of an enemy assault. When you
have no choice but to die, take someone out with you. Instead of
spraying bullets at the entire general area, hoping to whittle all of
the opponents down, concentrate on one individual and inflict all your
might upon him before you get taken down. Your remaining teammates will
be better off with one fewer enemy rather than that same amount of
damage spread over each enemy.
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