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SEAL Knife 2000

Manufacturer: SOG
Cost: None
Ammo Per Clip/Weapon: N/A
Range: Low
Power: Low (Slash)/Medium (Stab)
Accuracy: High
Firing Rate: High (Slash)/Low (stab)
Reload: N/A
Special Function: stab
Tips
When you are totaly out of ammo and you hear a nearby enemy's footsteps, you don't have much of a choice..rip his guts out with your ninja-knife (or Rambo knife if you prefer that ). The SEAL knife 2000 can do some nasty things with a body: stab(high dmg)/slice(low dmg), and that's why people love it so much.For Counter-Terrorist and Terrorists alike, the knife can be a potent weapon in the right hands. The knife is a SEAL 2000 Knife and it's the SOG Model 37. It's free, given to you straight at the start and takes up 1 space in your weapons inventory.
You should know right now that getting a kill with a knife is tricky business. Even if you sneak up on the enemy with their back towards you, it only takes the baddie half a second to shoot you away, while it may take you 2 to 3 seconds to rip their guts out. So make every hit count. Using the second attack function, the stab, results in maximum damage, but is slow. Only use it, if your enemy is low on health. The first attack function, slashing, is much quicker but doesn't do as much damage.
The way to go about getting some frags with the knife is with headshots. When in a knife fight, circle-strafe your opponents and zigzag towards him. Aim your crosshair at his head and slash and stab. Also, try jumping at his head and slashing.
You'll be using your knife the most when your opponent and yourself run out of ammo and have to reload. Draw out your knife, zigzag towards him and cut them up into ickle shreds�
Also, using your knife makes you run slightly quicker. Useful for Counter-Terrorists in those sticky, defusing situations.
And that's about it really. Just some wise words - don't get out into the Counter-Strike world and brandish your knife about. Chances are you'll get shot. Use it wisely


USP (Universal Self-Loading Pistol) .45ACP Tactical

Manufacturer: Heckler & Koch
Cost: $500
Ammo Per Clip/Weapon: 12/48
Ammunition: .45 Caliber
Power: High
Accuracy: Medium
Firing Rate: Medium
Reload: Medium
Special Function: Attach/Detach Silencer
Tips
The standard issue pistol for the Counter-terrorist forces is actually one of the better-balanced pistols in the game. It holds a good combination of stopping power and clip load, and is a useful sidearm for any player. As with all pistols aiming at the chest and areas above are recommended, and 2-3 well placed rounds to the chest from a clip of 12 should settle any arguments that arise.


Glock 18C Select Fire

Manufacturer: Glock
Cost: $400
Ammo Per Clip/Weapon: 20/120
Ammunition: 9mm
Power: Low
Accuracy: Medium
Firing Rate: Medium
Reload: Fast
Special Function: Switch Fire Modes (Semi-Auto/Burst Fire)
Tips
The standard issue pistol for the Terrorist forces holds the advantage of carrying 20 rounds and the option of burst fire. The remaining features however, are more of a liability than benefit. Its 9mm ammunition makes the Glock one of the weaker weapons of the game, and the accuracy of the burst fire suffers at any distance over moderate range (10 meters or so). The best way to use this weapon is to avoid the burst fire option altogether and train your index finger to fire single shots at a rapid pace, which should help the Glock to be fairly accurate while still retaining its fast rate of fire.


Desert Eagle .50 AE

Manufacturer: Magnum Research/Isreali Military Industries
Cost: $650
Ammo Per Clip/Weapon: 7/35
Ammunition: .50 Caliber Magnum
Power: Very High
Accuracy: High
Firing Rate: Low
Reload: Fast
Special Function: None
Tips
This mammoth of a pistol is more powerful shot for shot than most submachine guns in the game. It is sometimes used as a replacement sniper rifle in the early stages of the game by pros because of its desirable accuracy (for a pistol) and ability to punch through doors and crates. However, its 7 round clip and slow rate of fire requires its users to be careful and accurate when firing this gun. Take advantage of the �Deagle�s� power and put some time and consideration into aiming your shots. Two or three hits to the chest are enough to send your opponent to the morgue faster than a Klansman in Harlem.


SIG p228 Politzei

Manufacturer: SIG Sauer
Cost: $600
Ammo Per Clip/Weapon: 13/53
Ammunition: .357 Caliber
Power: High
Accuracy: Medium
Firing Rate: Medium
Reload: Medium
Special Function: None
Tips
A poor man�s Desert Eagle is the best set of words used to describe the Sig Sauer P228. A faster firing Desert Eagle with less power and larger magazine capacity almost double that of its predecessor (13 rounds) the Sig Sauer is an excellent sidearm for those who are still working on their accuracy with pistols and have money to spare. Keep in mind though that while the P228 does fire faster than most pistols in the game, doing so makes the accuracy suffer, and should only be reserved for situations involving close quarter combat.


M3 Super 90

Manufacturer: Benelli
Cost: $1700
Ammo Per Clip/Weapon: 8/32
Ammunition: 12 Gauge
Power: Very high
Accuracy: Low (Best Used In Close Quarters)
Firing Rate: Low
Reload: Very Slow
Special Function: None
Tips
The second best shotgun in the game isn�t really all that bad. It�s one of the most powerful weapons in Counterstrike shot-for-shot and can still inflict a decent amount of damage on enemies outside its recommended range (the spray pattern eases the stress of precise aiming). When used at distances longer than 50 metaphysical meters however, Benelli M3 takes a backseat to high-powered rifles and submachine guns. What might also detract someone from purchasing this weapon is the long reload time and agonizingly slow rate of fire (a full 2 seconds pass before you can fire another shot, though some players have managed to fire faster if they tap their mouse at a frenzied pace). If you�re in the early rounds and looking for an alternative to the Mac-10 or Steyr TMP, you can�t go wrong with this powerhouse.


XM1014 (M4 Super 90)

Manufacturer: Benelli
Cost: $3000
Ammo Per Clip/Weapon: 7/32
Ammunition: 12 Gauge
Power: Very high
Accuracy: Low (Best Used in Close Quarters)
Firing Rate: Medium
Reload: Slow
Special Function: None
Tips
The best way to describe a Benelli XM1014 is an M3 on steroids. This auto-shotgun solves all the problems that plagued its previous version. It reloads twice as fast and fires very effectively on both semi and fully automatic (tap or hold down the trigger based on preference), while still packing a wallop at close range that any 12-gauge is known for. Much like its predecessor however, the XM1014 is terrible for firing at targets some distance away, and when using the automatic fire aspect of this gun, one would be surprised at how fast the 7 shot magazine is exhausted, and how far the crosshair can stray due to the incredible recoil. The best bet for this gun is to steer clear of the automatic fire option altogether (unless annihilating your opponent at point blank range) and tap the trigger constantly, keeping an eye on your target and your crosshairs.


MP5-Navy

Manufacturer: Heckler & Koch
Cost: $1500
Ammo Per Clip/Weapon: 30/120
Ammunition: 9mm
Power: Medium
Accuracy: High
Firing Rate: Medium
Reload: Medium
Special Function: None
Tips
The standard issue submachine gun for the US Navy Seals and Green Berets, the MP5 is the all-around weapon in Counterstrike. Its fast reloads, high rate of fire and good accuracy all make it a winning combination that players look for in any automatic weapon. Several players I know even swear this helps them with their headshots in that the barrel of the gun gently pulls up at a perfect angle after every round is fired. In fact, the only thing that seems to prevent the MP5 from being declared the best weapon in the game is the that it is no match for automatic rifles and faster firing submachine guns. Such concerns can be saved for the later rounds however, as nobody can ever be criticized for selecting the MP5.


P90

Manufacturer: Fabrique Nationale
Cost: $1500
Ammo Per Clip/Weapon: 50/100
Ammunition: 5.7mm
Power: Medium
Accuracy: Medium
Firing Rate: Very High
Reload: Slow
Special Function: None
Tips
The FN P90 is considered a standard �Spray-N-Pray� weapon (where you clench down the trigger and hope for the best). Unlike other weapons, bursts and single shots from this gun won�t do you much good, as the initial shots fired from this gun have a tendency to stray from their target. It is best used in close quarters, as it chews through ammunition like a beaver through a furniture store and has 50 rounds of ammunition to spare. While able to hold its ground against other submachine guns in the game, the P90 cannot compete with other guns when engaging in distanced firefights with MP5s, UMPs and various rifles in the game. If you�re a player who finds himself fighting in close quarters more often than not and is looking for a replacement MP5 with a higher rate of fire and more ammo to spare, this is your gun.


Universal Machinenpistole (UMP)

Manufacturer: Heckler & Koch
Cost: $1700
Ammo Per Clip/Weapon: 25/90
Ammunition: .45 Caliber
Power: High
Accuracy: Medium
Firing Rate: Medium
Reload: Medium
Special Function: None
Tips
The easiest way to explain the UMP is double everything that the USP has to offer. If you double the magazine load, double the reload time of the USP, add an automatic fire option and slap a more expensive price tag on it, you�ll have the UMP 45. Because it fires slower than most submachine guns, the UMP can provide more accuracy, although its seemingly endless reload cycle will have you biting your nails after the miniscule 25 rounds have been exhausted. This is one of the few weapons that you can use to go fully automatic when targeting an enemy at more than 20 metaphysical meters. However, you may still want to focus on controlled bursts, as you�ll be surprised (or not) how fast those 25 rounds of ammunition evaporate in combat.


Scout

Manufacturer: Steyr
Cost: $2750
Ammo Per Clip/Weapon: 10/60
Range: High
Power: Medium
Accuracy: High
Firing Rate: Medium
Reload: Medium
Special Function: 2.25x zoom/6x zoom
Tips
This weapon fires with medium rate of fire, and a single bullet will take your opponents life down by half. The accuracy is great, and you move with high speed when wielding it. A good strategy for this one is to shoot you opponent once with it, then to take out your Berettas/Five-seven or grenade and finish him off. Just make sure that you did hit the first time! A favorable weapon in large areas, but could also work in maps such as de_nuke, since you actually can hit when you move with it.


Arctic Warfare Magnum (AWP or AWM)

Manufacturer: Accuracy International
Cost: $4750
Ammo Per Clip/Weapon: 10/30
Range: Very-High
Power: Very-High
Accuracy: Very-High
Firing Rate: Low
Reload: Medium
Special Function: 2.25x zoom/9x zoom

                                                           
                                                                         
Basic Tactics

Aim is the hardest part of sniping for a new sniper. Once that is taken care of the rest is learned naturally, by trial and error. To cure your newbie aim, play at awp_map only servers. If you can get good aim then the first and probably hardest part of awping is taken care of. Others may think that use of the gun is the hardest, but i personally believe that a very smart player can outshoot and great aimer in a bad position. If you can outshoot anyone anytime, then the great snipe'n mind is sure to come.

Getting in position can be very hard at times. The best way to learn good sniping spots is to follow around a sniping god and see how he uses it. Follow both the AWP rushing style player and the camping style player to get a more flexible veiw. Personally i am a middle player with the awp. I am reluctant to charge with the awp because i just spent acrap load of cash on the gun, but if nessecary, i will charge and win. The AWP rush can at times be very easy, and at times be very hard. A god of the awp will run through 2-3 guys in a matter of seconds with just the awp and a pistol. Good aim
and strategy are the key. At point Blank it is almost impossible to miss, but the majority of AWP deaths are due to exposure during a rebolting period. This is why i personally use mousewheel down as last held weapon. After firing a shot, i pull out my sidearm, normally a USP nowadays, due to its high ROF virtually gaurenteing a kill even if i arm/leg shot. If you find yourself in a firefight with 2-3 enemys about 5-10 feet away, kill the first as fast as possible, then run into hiding. Fastswitching is very helpfull in CQB, i will discuss that later. A good idea to lean to stay alive is by using the DE (desert eagle 1,3) only for awhile. If you charge with that gun there is a good chance you will run out of bullets against
more then 1 enemy, and then get tooled. i took out 4 guys with a USP today in a matter of 20 seconds because i would pop out and headshot one ASAP then hide and repeat. It help that i was in the crate-iest place on earth, the inferno bombsite, heh. A similar process works with the AWP aswell...for long range battles just pick a spot where you know he will be coming out of and wait for him. Works like a charm because if they have an awp there is no way they will hit you without stopping first, easy target. Besure to haul a** out of the way if you miss tho..


                                                                 -
ADVANCED STRATEGIES-

Im just gonna discuss a few pros cons and general usage of the more advanced firing strategys right now, keep reading for more.

                                                                         
FASTSWITCH

                                           
The Famous Fast Switch Technique! a deffinate life saver.

This strat is generall described as firing with your pistol and then quickly switching to AWP and hitting zoom and fire at the same time, so that CS registers the shot as being zoomed, so it has perfect accuracy. Learn to use this technique, and CQB becomesmuch easier. Yesterday on italy i score 10 out of 11 total awp kills in a few rounds without using zoom. Glock is a good pistol to use if you like the fastswitch because of its great stunning power. I prefer the USP over the glock however because if you miss, which is very easy with this technique, then a headshot or two will bring em down
with rounds to spare. Many people use the DE as their backup, and i do sometimes too, but its 7 round clip can be a pain if you need to take down
alot of guys...

                                                                    PULL TECHNIQUE

This is seeing the enemy and pulling your mouse ever so slightly infront of him as you fire so he runs into your bullet. This is a great technique for general sniping, and i myself use it (i used it before i even knew it had this name).to clarify this tactic heres and example: you are watching the underpass on dust as a terrorist. A Ct suddenly runs out from the normal spot on the left. You see him and lock your crosshair on his chest, then pull your mouse slightly of his body in the direction he is running. You then fire and see the rewarding kill sign at the top this works great and the mouse jerk can get you moving. If you jerk the  mouse abit and hit him, then you will already be moving, so that will get you to move the hell out of the way while you rebolt. I suggest changing to the pisol when you move

                                                                     STAYING ALIVE

Staying alive is important as hell, and a good idea is to not zoom and run around a corner unless you know wats there. Most my deths are from running into about 5 guys when i thot there was one. A simple strat is to run out holding the pistol, then run back, then run out again with awp. also, if you know someruns about to be running at you in a close space, hold the awp and zoom quickly before as you fire. It is almost impossible to miss at close range if your zoomed.

                                                                     ANTICIPATION

Stunningly simple, yet hard to learn. Patterning is a good idea, or in other words, get to know your opponents habits. Most players have similar reactions to the sight of an enemy. A good player will make it hard to be hit, and jump around. Jumping is something that a good sniper loves for you to do. If the enemy jumps in an open area, simply anticipate where he will land and fire there. Another fun thing to do is hit them in the air, which is easy if they jump towards you. Many players try to jump over a shot, but the easiest way to do that is to jump the way they were already going, many
times straight at you, expecially close range. When they jump, raise your mouse to where there head was and fire, gaurenteed kill if youhave your x axis aligned correctly.back to patterning abit: If you play on one pub server alot you will get to know the regs who play there. This is essential to dominate them. most players will do basicly the same thing every time if they have found that normally works. Just anticipate their movements and fire, bingo...


M249 PARA Light Machine Gun (Minimi)

Manufacturer: Fabrique Nationale
Cost: $5750
Ammo Per Clip/Weapon: 100/200
Range: Medium
Power: High
Accuracy: Medium
Firing Rate: High
Reload: Very-Low
Special Function: None
Tips
A very powerful weapon with a slow rate of fire and the accuracy of a drunken bird. This weapon can pound through almost any wall or door, and the bullets cause grave damage! The recoil is out of this world, so here's a tip: aim at the floor in front of the foe, and watch the room go red as you burst him apart. This, of course is a weapon for pretty tight areas. With a sniper in your neck, you're as good as dead, since you move very slow holding the weapon.
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