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[Guide]Started CS Now?Read the basics in this guide!


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Hello all..Today i am gonna share something usefull..I Don't know if it has been posted again or not i searched and nothing ;D

 

               

       So now you want to learn to play well, eh? First thing you should do is play often. Second you should have good Intel, so read up!

             

                                                                        BasiC-Info

Equipment

 

The first thing you should do upon starting a new round is to, if you can afford it, buy Kevlar. Either a vest for $600 or a vest and helmet for $1000. When you purchase it, it gives you 100 "points" of it. When you are hit by a bullet in a region protected by Kevlar it saves you from some damage and removes some "points" from the Kevlar. Kevlar carries over from rounds if you stay alive. If you die, it does not. You can re-purchase a vest(/helmet) when you reach 50 or below armor points. As a rough guide, you can take approximately 5 hits to the head from the MP5 while wearing Kevlar, but only 2 at best if you're without.

 

Now you have to decide if flashbangs (concussion grenades) are a good idea for you. They cost $200 and you can carry two of them at a time. When thrown, they produce a bright flash, blinding friend-and-foe alike if they are facing the explosion. If you are a one-man type (not recommended) then you should probably avoid flashbangs like the plague. The last thing you want to be doing is trying to pull the pin out of a flashbang when you've got no-one to provide cover fire and an enemy is bearing down on you. However, if you are a squad, a properly thrown flashbang can be very effective.

 

HE grenades are an alternative to flashbangs, they produce a small to medium blast radius. It will damage your opponent if they're in the explosion radius. It'll knock some health off, and can even get them down to 25 health. You may only carry one of these, and they cost $300. Be careful how you throw them; they can quite easily rebound and cause you some damage as well, or worse, if friendly-fire is enabled, cause serious damage to your team-mates.

 

Smoke grenades are non lethal. They blanket the area with smoke, and are a valuable tool for an offensive team. These are best used in corridors or tunnels. Don't go running through them, but instead wait for your enemies to come through, and you'll have the advantage. They cost $300, and you can only carry one.

 

Defusing Kits make defusing in C4 maps faster. In fact they cut the time in half. These can be essential in winning the match. If you're alone and there are multiple Ts in the level, the quicker you get it defused, the better.  More info was on the previous page. These will cost you $200.

 

Finally, there are nightvision goggles. These will light up your view and make it much easier to see in dark areas. They come in at a hefty $1250.

 

WEAPONS

It is time to choose your weapon. A pistol is given to every player by default. Counter Terrorists (CTs) start with Heckler & Koch .45 USP Tactical, that can be silenced. It has a clip of 12 rounds. This pistol is generally favored by most, though using the silencer weakens the bullets. The Terrorists (Ts) start with a Glock 18. It has a 20-bullet clip. The Glock has no limit to its rate of fire, and ideal for the pistol round, as you can pump 20 rounds into an enemy while he is struggling with another, slower pistol and a smaller clip. For more information on guns check the weapons page, but to get a brief, read below. Also, everyone starts with a knife.

 

The three other pistols are the Desert Eagle, the SIG P228, and the terrorist only 96G Elite Berettas.

 

The Desert Eagle is a $650 pistol. It's .50ae rounds penetrate walls and armor as much as a G3, given close range. Unlike the other pistols, one hit to the head from this to someone wearing armor will kill them immediately.

 

The SIG P228 is a fast firing, 13 round clip, and powerful pistol. It's bullet penetrates most armor, but not as well as the Desert Eagle. It also has the advantage of being pretty quiet. It will run you $600.

 

The dual 96G Elite Berettas. The one 'weapon' with two of a kind, this terrorist only pistol has a lot of a style and comes in at $1000. Beware though, this pistol is quite weak.

 

The FiveseveN for Counter-Terrorists only is weak, but deadly accurate. It costs $750.

 

A handgun is not always the best choice of weapon, however. Submachine guns, rifles, a shotgun, and a machine gun are all other choices. Nevertheless, if your team is behind you may want to keep with a handgun for awhile.

 

There are two shotguns.. They are the M3 Super 90 and the xm1014..

 

The M3 Super 90 is a pump action shotgun. This particular weapon is best for close range. Its effects disperse over distance. At close range it is extremely powerful. From a distance its power weakens. A good estimate is that each pellet does 10% damage, so at close range, its almost certainly instant death, but at long-range its only good for trying to pick off a wounded enemy who isn't firing at you. A good map for this weapons use is as a terrorist in siege. At a cost of $1700 it is a good alternative to submachine guns on a close quarters map.

 

The xm1014 is fully automatic and has the same up and lows of the m3 only it's fully auto and must be used at an even closer area, it costs $3000. It should be treated as an assault rifle with the M3 limitations, great for warfare. Keep your eye on the ammo counter though. It empties in 3 seconds, so try and ensure every shot is a hit.

 

There are five submachine guns. They are the MP5 Navy, Steyr Tactical Machine Pistol (TMP), P90, MAC-10, and the UMP. Submachine guns are the preference of most players. They are cheap and effective. They offer a wide range of usability. Whether it be close range or distance, a submachine gun offers the most punch per buck.

 

The MP5 Navy, by H&K, is by far the most common weapon used in CS. At a cost of $1500 it is inexpensive and highly effective. It uses 9mm rounds, with 30 to a clip. It fires quickly and can inflict significant damage if used correctly. The MP5 is truly the most versatile weapon in the CS armory.

 

The Steyr Tactical Machine Pistol (called TMP for short by CS players) is unappreciated by most CS players. At a cost of $1250 it is cheaper than the MP5. It is silenced, it uses the same 9mm ammo, with a clip of 30. In many ways the Steyr is similar to the MP5, however, it is not the most accurate. If you are in money bind, them you might want to go with it. This weapons is highly effective, you should note, and has a rapid rate of fire, matching that of the Colt M4A1, so it is similar to firing 30 rounds from a handgun very quickly. This weapon is only available to Counter-Terrorists.

 

The ever-powerful P90 costs $2350, making it the most expensive submachine gun in CS. It uses its own type of ammo, 5.7mm. It has an extremely large clip for a sub: 50 rounds, and you can have 2 additional clips (100 rounds). It is powerful, quick to fire, yet not terribly accurate. If you can tolerate having to expend the extra rounds to kill the target, this might be a good gun for you. If you can stand it and use it effectively, you can dominate a round with it. Be careful with the ammo count though, as you'll frequently find you need to fire 40 or so rounds to get an enemy.

 

The MAC-10 used the .45ACP Rounds, the same rounds as the ever powerful USP Tactical.. The MAC-10 is decently accurate, priced at a keenly $1400, this weapon is only available to Terrorists. When fired on full-automatic it becomes extremely hard to aim. Your best bet is to aim high.

 

The UMP uses the .45ACP rounds that make the MAC-10 and USP so powerful. This weapon costs $1700 and has a slow reload and fire rate.

 

CS has 8 rifles, however, each team can only buy five of them. The CT-only weapons are the Colt M4A1 Carbine, Steyr AUG, and the SG-550 Sniper Rifle. The T-only weapons are the AK-47, SIG SG-552 Commando Assault Rifle, and the G3/SG1 Sniper Rifle. The other two rifles are the Steyr Scout, Arctic Warfare Magnum/Police (AWP or AWM).

 

The AK-47 can only be purchased by Ts. It is an extremely useful weapon. It fires like a submachine gun, but with the power of a rifle. It uses 7.62mm slugs (30 to a clip), costs $2500, and fires quickly. It isn't the most accurate weapon, but its high rate of fire and power make up for this. Use this gun at any opportunity. Excellent in short bursts, but once again becomes extremely hard to aim when on full automatic. At only $150 more than the P90 it is a good weapon for Ts.

 

The Sig SG-552 Commando Assault Rifle is widely used. It costs $3500, fires 5.56mm slugs, has 30 rounds to a clip, and a 2x zoom. It fires quickly but does not have wonderful accuracy. Zoom and crouch to correct this. This gun is horrible in full auto. Bursts, my friend, bursts. This weapon is Terrorist only!

 

Only CTs can buy the Colt M4A1 Carbine. It can be silenced for free, uses 5.56mm slugs, and costs $3100. It fires relatively fast, however, it is not terrible accurate on full auto. The zoom on this weapon from previous betas has been removed, so it has become much more difficult to successfully master. It'll kill fast, but to get maximum accuracy, duck and fire in bursts. Less noisy, much easier to aim. This weapon is Counter-Terrorist only.

 

The Steyr AUG is extremely powerful and accurate. It costs $3500, fires 5.56mm rounds, holds 30 rounds per clip, and features 1.4x zoom. This weapon is Counter-Terrorist only, and if you have the money, you should definitely buy it.

 

The Steyr Scout is a great weapon if you cannot afford an AWP, or just want a fast firing sniper rifle without the cost of a G3/SG1, and with the power of it. Great for cover, especially if you're on the 'losing' team. A Scout is a great choice if you're short on cash, weighing in at a slim $2750.

 

Ah, the Arctic Warfare Magnum. A gun that is the entry-level true sniper rifle. It costs $4750, uses 338Lapua ammo, has a ten round clip, and is accurate. However, as an entry-level firearm it lacks some features of a more sophisticated sniper rifle. You zoom out when you chamber another round, it's bolt action and only has a 10-bullet clip. However, it does have two levels of zoom, and is accurate. You must crouch for full accuracy however. Even though it may be entry level, it's the most powerful weapon in Counter-Strike. Nevertheless, it is only reliable for distance. At close quarters, the slow reload time will surely get you killed, unless of course you are either extremely lucky or have a very low ping. Think about the map before you decide about this gun. It should also be noted that the AWM can cut through some walls and boxes, so if your target is hiding behind a box, you know what to do.

 

The G3/SG1 Sniper Rifle surely lives up to its name. It is THE sniper rifle, for terrorists at least. It costs $5000, only $250 more than the AWP. I recommend this over the AWP without reservation. This gun uses 7.62 slugs, in a clip of 20. It has twice the size of clip as the AWP. It has two zoom levels, equal to the AWP, but stays zoomed while chambering a round. The action is automatic, hold down the trigger and bullets will fly. However, the reload is extremely slow. I recommend reloading whenever there is a break in the action, whether you have 19 bullets in the magazine or 1. If you like to snipe, this is the gun for you. This weapon is also acceptable for close quarters battle due to it's automatic firing mode.

 

The SG-550 Sniper Rifle is the CT version of the above weapon. Less powerful, cheaper at $4200, and a bigger clip. The pros may outweigh the cons, this weapon is still good for taking out assaulters from a distance. The AWM will dominate though.

 

There is only one machine gun. It is the M249 PARA Light Machine Gun. It fires 5.56mm slugs, in 100 bullet clips. It reloads very slow, and is not accurate. However, its high rate of fire and large clip make it a formidable weapon. If you have the $5750 to spend, this may be a good choice. I cannot recommend this gun too highly. Only particularly useful if you're at the back of a squad, attacking a large group of enemies. Including the clip you start with, it holds a huge 300 rounds, each of which are more powerful than the ammo from the rifles or pistols, so you can cause quite a bit of destruction with it.

 

Now that you have decided on a firearm, its time to go use it. Attack, defend, evade, work together, and stalk your opponent by stealth. The only way to get good at it is to practice. So get playing!

 

 

 

 

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The AttACk!

If you want to win, you need to attack. Strike first! Kill him before he kills you! Yeah. Yeah. Yeah. Do you have any idea how to? In some sense probably yes, but really? Probably not.

 

Well, you have a gun, armor, and your wits. Now you must find an enemy and kill him, without being killed yourself. You'll need to think about how to proceed.

 

Whether you are a CT or a T can have a large influence on which course of action to take.

 

T's are generally on the offensive! Rush towards the bomb spot, plant the bombs and then go to defense. Usually the CTs guard the bomb spot, waiting for Ts to come along. Once the bomb is planted CTs must rush in and defuse it!

 

Assasination (as_) maps

CTs on this level must rush, as its the easiest way to win. If the VIP doesn't get to the escape point, you lose, so practice sprinting across the level, and finding the quickest routes. Ts, on the other hand, have the luxury of being able to camp at the escape points, and if these are well enough covered, the CTs will have very little chance of success. Find good places to hide that have good views of the escape points, and stick with them.

 

Once you have decided your basic tactic, you must then execute it. You should defend yourself (outlined later) and evade the opponent (also outlined later). Sneak up behind your target and give a few rounds to the head from your MP5 or a slug to the chest from a G3 (example weapons :D) from afar. There are many ways.

 

You should master favorite your weapon. This will require practice. However, do not neglect other weapons, you may pick up an AK-47 and need to use it. Learn the ins and outs of all the weapons. You may have a favorite, if so use it if you can. Develop your own special tactics with weapons.

 

Strafing (moving horizontally) while firing from a gun will increase the spread of your fire. If the enemy is in motion, this can get you aligned with him for at least a few rounds to hit. It also prevents you from being shot at as well.

 

Ducking is very useful, most players will be running around and will probably miss a whole lot, while you have excellent accuracy!

 

The most important thing is to shoot first, but only shoot if you can kill. Do not take a shot if you cannot take down your opponent. Doing so could result in death. You don't want to die, do you? Thought not. If someone is running in your direction, don't start taking erratic shots at them. Wait for a clear target, as there is no point in giving up your position so you can cause him 10% damage. If you can see him and he can't see you, go for a head shot. Take your time, and this particularly applies to panicky snipers, who as soon as they have someone in their sights, they fire, regardless of whether or not they hit them in the head or the foot. Stay calm, and go for the head.  Be cautious yet strong. Practice. Practice. Practice. Play and you will get better, get a buddy to practice with you. Whatever you do, do something.

 

New players shouldn't try and rush ahead, but instead stick to the middle of the group and try to give cover fire. There's no point in being mowed down first, especially if you're new to CS and don't know the level design. Get to know the level, and never run around a blind corner. Go slowly, check behind blind spots such as boxes as you run past, as many a time entire squads of players have been mowed down by a camper with a Para machine gun who was hiding behind a box that they didn't bother to look behind. As an important anti-camper technique, always buy grenades of some sort. They are ideal for flushing out someone who is camping in an "unbeatable" position (e.g. on a ledge above a door). Using either HE grenades or Flashbangs can give you a few valuable seconds in which to rush in and finish him off.

 

The DefenD

Defending yourself is obviously an important aspect of CS. Without it, you'll be spending a lot of time floating, and not much shooting. But how exactly do you defend yourself?

 

First, practice the evasion techniques you already know while supplementing your knowledge new ones (see Evasion). By using stealth, you can hide and ambush your enemy.

 

If your enemy has not seen you, or is distant enough to allow you to give him the slip, find a secure hiding place. Around a corner, in a shadow, anywhere that you can crouch and see out of but not be seen in return is ideal. Wait for the enemy to come to you. Hold your fire until you have a sure kill. However, if you think that you have been spotted, rush him, fire at him, kill him.

 

If you have a rifle, you may be able to hold your ground, provided you are at a sniping perch, and snipe away at the enemy. If you fail to kill him and he approaches, run. If you can, try to get an advantage on him, don't let him get one on you. Keep it even at least and try to take him on directly.

 

If you can, provide cover fire for a teammate, fire at his target and let him fall back into your protection. Snipers can do this well.

 

So, everything else has failed and now to you are face to face with an enemy. Don't stand still! Keep moving! Try moving in random directions if you are being hit too easily. Strafe, walk forwards, backwards, circle strafe, jump, and crouch. Just don't stand still. A stationary target is a dead target. Strafe left-to-right while firing, some of your rounds should hit. In close-quarters combat, don't stop to reload; pull out your handgun when your primary weapon needs reloading. Another tactic worth trying is to wait for your enemy to finish a clip before you show yourself. If he's on full automatic, count to 5, then run out, and you'll find him trying to reload. If all else fails, pull out a knife, run around like a chicken with your head cut off, and when he has to reload, slash him. If you and your enemy are strafing around each other, make a point of trying to get behind him, as it will stop you from taking any fire while he spins around on the spot trying to see where you went. If done properly this should all appear to be an elaborate and complex dance.

 

Armor is an important part of defending. If you're sitting in the same place, chances are you'll be taking a lot of fire, so armor will come in very handy for stopping the occasional bullet that might hit you in the head.

 

The ideal weapons for defense are sniper rifles for covering large areas, or shotguns for covering small ones. Nothing can get past a terrorist with a xm1014 shotgun covering the vent on assault. The high rate of fire, and large blast radius means you get your man before he has a chance to fire. See what works for you, and try different combinations of weapons. A sniper rifle on cs_siege works wonders for both teams, as CTs have a nice sniping spot up on the cliff, while Ts can sit down in the tunnel and shoot the CTs long before they get anywhere near the base.

 

An important part of defending is knowing when to give ground and pull back. If the area you're in starts to fill up with enemies, it's time to get the hell out of there. Fall back to an area that is easier to defend (preferably a small corridor with a rifle or a large area with multiple snipers). Try and memorize all the places you can fall back to, such as a  narrow door which can be easily defended, with only one way in or out, so there will be no surprise attacks. New players should always try and stick to the back of base defenses, as the best chances of stopping an enemy is a strong front line of defense, with cover fire coming from the weaker players.

 

Just remember, defending is really attacking only with the primary goal being to keep yourself alive.

 

 

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Evasi0n!

Evasion is the art of being able to live to fight another day. If you can't beat your opponent, don't fight him. Evasion is also being able to move without being seen. It is as simple as that, in theory at least. But how do you actually do that?

 

If someone is in pursuit of you, run! Find a spot to hide and run to it. Don't let your opponent see you, however. It is imperative that if you hide somewhere your enemy does not see you go into hiding. If he does he will most certainly kill you with complete ease. If you're running down a corridor, and you come to a corner, try and dive behind a box, so that he'll go running past and you can get the jump on him.

 

Choosing a good hiding place can be difficult, and at times down-right frustrating. But, if you persevere, you will succeed. The easiest way to find a place to hide is to know the map. However your opponent will know the hiding spots as well. There are rather tight spots to hide in, so look around and experiment with different locations.

 

If you don't have a Submachine Gun pointed at your tail, you can be a bit more conservative and liberal at the same time.

 

Now, take your time; walk, don't run. Stay in the shadows if you can, or at least out of sight. Don't ever run out into the open unless you're in a group that is covering all angles, or you'll set yourself up as an easy target (Yes, one of the main advantages to being in a group is that a sniper might choose to kill someone else instead of you). If there's a fierce gun battle, find cover as quickly as possible, or else you'll soon find yourself on the receiving end of a few bullets.

 

Move around the borders of the map. Take your time, while using stealth there is no need to rush. In fact, rushing will eliminate your stealth and act as a catalyst to your demise, as running produces footstep sounds. This can be avoided by taking things nice and slowly.

 

On complex maps such as cs_italy, one of the best ways to avoid the enemy is to stay off the main routes. Go through side-corridors, crawl through vents, swim down a river, but if you're outnumbered, always try and keep off the 'busier' parts of the level, as the less enemies you run into, the greater your chance for survival. At most, you'll be encountering enemies only one or two at a time in these type of deserted parts of the level, so you stand a better chance of coming out on top than if you were running about outside shooting your gun all over the place. Stop often to ensure that you're not being followed, and if you are, sit behind a box so you can get the jump on them.

 

Unfortunately, stealth is more something that must be learned more than it can be taught. You can get tips like crouch on ladders, walk, etc. Nevertheless, effectively avoiding your opponent requires a flare of luck and experience. Maybe the person you're trying to avoid is a newbie who won't be able to tell the difference between you and the wall, or maybe they're a CS veteran who'll see you immediately. Luck is the key word. Practice and you will end up evading your opponent without even realizing what you are doing.

 

TeamWork!

In order to win in CS you MUST work with your teammates as teammates. This is a team play mod for a reason. If you don't work as a team, your opponents will and they will win. Many games are totally dominated by one side because, while they are coordinated and cover all possible avenues of attack, the other team is in chaos, they argue amongst one another, or some members of the team go out of their way to act like an ass, making team work almost impossible. If that happens, then the team fragments into 8 or so people going solo, and they will always lose against a squad of 3 opponents, each of whom are covering each other.

 

Attack and defend with at least one teammate at a time. Do nothing by yourself, except if you're the last alive. This is a team game for a reason. A lone maverick isn't going to win the match, and will be a prime target for the enemies, as he can only concentrate on one person at a time, while another enemy goes for the kill.

 

As a team, split up into smaller groups (squads). Each squad should take a different route. Keep the squads together between rounds so you learn each other's habits. This way you will start to anticipate your 'mates' movements. This is ideal for clan games, but probably won't happen in a public game. Don't fret, just try to stay in ONE team rather then 6 one man teams. An important part of team play is knowing what they are about to do, and blocking a corridor that your team mates will need to escape by won't win you any popularity contests. Avoid blocking narrow entrances and exits, as it will frequently cost a team-member their life.

 

Most maps have at least three different routes you can take. Send one squad on EACH of them. If you have an extra squad send it as backup to a particularly difficult route. Keep such squads off to a distance. Their role is more to provide backup in extreme emergencies, and cover fire if needed. If your team is acting all losey goosey, take command. Start giving orders, and insist that the team break up into evenly numbered squads. There is no point in sending a strong force one way, and a one-man army the other, so once he's eliminated, the enemies can close in on the main group's flank and take them by surprise.

 

Have a member in each squad provide cover. This can mean covering the squad's rear or staying a ways back. If you have a sniper, keep him in the rear off a ways. He can snipe anyone moving towards you without being at risk. Alternatively, someone with a SMG or PARA can stay in the rear while being close enough to keep anyone from sneaking up on you. Preferably, have some people running backwards and constantly checking the rear, as this will prevent any nasty surprises that might occur.

 

Another important element of team-work is breaking away from the main force, and teaming up with one or two other people. On levels like de_dust, where the teams usually stick together, a small squad can break away, go a different route from the main force, and launch a surprise attack from the behind. In one instance, myself and another CT made our way under the bridge on de_dust, and the Ts were busy fighting a battle at the T-junction inside the building. Myself with a Colt and my fellow CT with a Para took out 5 Ts, and the few stragglers were picked off by the rest of team. Don't go for a glory run, but instead try and give your team the edge by opening up a "second front" for the battle, forcing the enemies to split numbers, and so, reduce the amount of fire power going in any one direction. Surrounding the enemy team is a sure-fire way to win the match, as they'll be too busy concentrating on one part of the team to take care of the rest.

 

Most importantly don't do any one-man stuff. Don't just go off and rush on your own. You may need to work with your team to make your own styles, but do so! Also, when traveling as a team, try and use the voice communication technology instead of the radio commands as enemies can now hear those and will close in on your position more quickly.

 

The end!!

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  • 1 month later...

..This is analetycal..

So useless if the guy really wants to learn the game he would just go and play it . Reading wont help him much . Practice makes perfect. Thats only my opinion.

 

I pretty much agree with that  since i've seen tons of guides like this one and i don't see difference with all these others ones..

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Give credits please.I doubt you wrote all this alone.And yea just practice reading doesn't help.

i was not even remember..where i took this from..and it is old share
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