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Counter-strike 1.6 weapons list
Topic Started: Aug 5 2005, 09:03 PM (11,805 Views)
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Some Shifty Motherfucker
[ *  *  *  *  *  * ]
:---------------------------------------------->[ 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
Sp. Function : Burst Mode
Rate of fire : selectable automatic/semiautomatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 8/10 6/10
15m : 6/10 4/10
50m : 7/10 1/10
100m : ?/10 ?/10
Learning Curve: Intermediate
Manufacured by: Glock

Weapons analysis: Burst mode means that the Glock18 fires three bullets at a time.
This reduces the number of shots per clip to 7, as against to the H&K .45's 12 round
per clip. While the weapon's power doesn't comper much against the ferocity of the
Desert Eagle, this weapon is effective when used by long-time players in the early
games-- when everyone is probably without kevlar protection.

Weapon Strategy: I would tell handgun users to strafe a lot while firing, coz its
their one main advantage against every other novice to "oh-you-jumped-in-
and-surprised-me" high caliber weapon. Burst Mode fires 3 shots is one trigger
pull, kinda like an automatic weapon. The feature makes up for the lack of punching
power, and it rips up kevlar pretty good.
Remember that you are more likely to unload a clip faster than any other weapon
whenever the Glock18 is in "burst mode". Try this little tip: use the semi-automatic
mode to initial hit your target, then switch to burst fire when you that animation
indicating you just hit your opponent.
At semi-automatic mode, this weapon is less than a match against any other handgun.
You can have clips that can run up to 20 per clip, 120 bullets total though, so don't
be shy in firing away at this mode.

Other Notes: It's good to remind yourself to always the Glock18 while steady, it
seems really ineffective when used as a strafing weapon. It's really hard especially
when you miss with all three bullets while in "Burst Mode" since the short puse that
seems to follow is an invitation to trouble everytime.

:--------------------------------------------------------->[ f1.1-3 Desert Eagle ]
Unit Price : $ 650
Ammo Price : ?
Caliber : .5
Shots&Max : 7&48
Reload Delay: 2 secs.
Handling : Low
Weapon Class : Power
Sp. Function : N/A
Rate of fire : semi automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 8/10 4/10
15m : 6/10 3/10
50m : 3/10 2/10
100m : ?/10 ?/10
Learning Curve: Beginner
Manufactured by: ?

Weapon Analysis: The Desert Eagle is a kick-ass handgun that has one glaring flow:
it's 7 bullet per clip stat. Sure it can go through some wall, crates and obstacles
to frag an opponent. That cool, considering that even the esteemed FN P90 can't get
through a wooden door. This handgun is also more than a much against the MP5 at
extremely close range.

Weapon Strategy: Ah, the good ole Desert Eagle. Fire it at point blank, make sure to
aim wherever it hits.

Other notes: Always partner this handgun with the Artic AWP, if you're not a dead aim
with your primary weapon at extremely close range. Three direct hits from this weapon
at point blank are enough to stop that pesky MP5er.

:------------------------------------------------------------->[ f1.1-4 Sig P228 ]
Unit Price : $ 750
Ammo Price : $ 50
Caliber : 9mm
Shots&Max : 13&54
Reload Delay: 1.5 secs.
Handling : High
Weapon Class : Distance
Sp. Function : N/A
Rate of fire : semi automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 6/10
15m : 10/10 10/10
50m : 6/10 5/10
100m : ?/10 ?/10
Learning Curve: Beginner
Manufacured by: Sig Industries

Weapon Analysis: I have found this handgun to be a very reliable weapon, especially
during skirmishes still early in the game. The rate of fire is fairly decent, and is
a better alternative than your standard issue weapons. If you're thinking of gaining
an early lead on scores, make this weapon a habit; if not the buying HE grenades.

Weapon Strategy: The Desert Eagle suffers a bit in accuracy when firing at opponents
at a distance. This weapon has better stopping power at long distance firefights
because it performs better while the moving sideways. This makes the opponent easier
to hit while the you'll maintaining a safe pattern of movement that would keep you
out of any incoming bullets.

:------------------------------------------------------->[ f1.1-5 Double Beretta ]
Unit Price : $ 1000
Ammo Price : 50
Caliber : 9mm
Shots&Max : 30&120 (that's 15 rounds per gun)
Reload Delay: 2.5 secs.
Handling : High
Weapon Class : Style?
Sp. Function : N/A
Rate of fire : semi automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 6/10
15m : 10/10 10/10
50m : 6/10 5/10
100m : ?/10 ?/10
Learning Curve: Advanced
Manufactured by: ?

Weapon analysis: A good weapon for all those John Woo fans who wanna do it like
Castor Troy (Nicholas Cage/John Travolta flick Face/Off). Not for those who has this
habit of reloading often :). Anyways, this weapon bites(a lot) when aiming at a foe
at about 15 meters, and improves as the target get closer. Damage per bullet hit is
pretty sad at about 8-10 meters. But this weapon remains a sure deal if you want to
frag in style.

Weapon Strategy: When equipped with this weapon, remind your self not to reload only
if you clip is below 5 bullets of something. It's hard to underestimate this weapon's
really long reload delay, and it's always fatal if you find yourself in the middle of
a firefight while reloading the damn thing.
When firing your Double Beretta, keep it at bursts of 5 or less, to keep the
accuracy and the hits up. And just like it's 9mm handgun counterpart-- the Glock18,
keep the crosshairs at your opponents shoulder area to rack up those head shots.

:-------------------------------------------------------->[ f1.1-6 FN Five-Seven ]
Unit Price : $ 750
Ammo Price : $ 50
Caliber : 5.7 x 28mm
Shots&Max : 20&?
Reload Delay: .80 secs.
Handling : Intermediate
Weapon Class : Style
Sp. Function : N/A
Rate of fire : semi-automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 8/10
15m : 8/10 7/10
50m : 6/10 5/10
100m : ?/10 ?/10
Learning Curve: Intermediate
Manufactured by: Fabrique Nationale

Weapon Analysis: Not much could be said about the FN5-7 except that it's suppose to
be an equalizer of sorts when up against the Desert Eagle, or the even the Double
Beretta. It's feel while aiming at high mouse sensitivity gives it a much higher
priority than the CT standard issue-- the H&K .45 because it delivers slightly higher
damage per bullet hit plus it has 20 ammo to boot.

Weapon Strategy:

: Section 2.2) Shotguns -primary weapon- ]---------------------------------------]
Are weapons made to provide maximum damage for close quarter combat involving
multiple targets. It has pellets for bullets, which scatter in varying directions,
hitting anything in its path. This weapon is suitable for use in narrow corridors or
rooms, and against submachine wielding beginner type opponent-- it has the fastest
reload time compared to all weapons, but has the magazine of a handgun. Like the
handgun, the shotgun's maximum damage will reduce at increasing distance. Use this
weapon specifically for large crowds of opponents at extremely close range, nothing
more.

:---------------------------------------------------[ f1.2-1 Benelli M3 Super 90 ]
Unit Price : $ 1700
Ammo Price : ?
Caliber : 12 gauge
Shots&Max : 7&48
Reload Delay: 1/4 second
Handling : Decent
Weapon Class : Spread Damage
Sp. Function : N/A
Rate of fire : manual
Accuracy(while standing): Accuracy(while strafing):
5meters: 9/10 7/10
15m : 7/10 6/10
50m : 4/10 1/10
100m : ?/10 ?/10
Learning Curve: Advance
Manufactured by: Benelli

Weapon Analysis: The Super 90 shotgun packs a lot of punch per round of ammunition
shot. Each shot fired takes a second to chamber in another ammo, and to some newbies
who are used to automatic weapons dishing with high rate of fire this feature could
be down right annoying. But wait, this shotgun require minimum skill in accuracy when
firing at any range, since it's spread shot assures a hit as long as its used at the
direction of the target. The shotgun's concussive damage is enough to frag opponents
at 5 meters or less if they forgot their kevlar protection, and the spread shot is
enough help for anyone who wants to aim at an opponents head and get away with it.

Weapon Strategy: The Super 90 shotgun lacks priority when it comes to "strafe"
friendly objects like the MP5 or the Steyr AUG. One tip to follow when firing at such
situation is to run and head for immediate cover, and wait out 'til he runs out of
ammo. Submachine guns and other assault rifles tend to empty themselves in a second
or two. Your Super 90 also has no chance against sniping opponents who are in between
door openings and obstacles. This weapon is a must for maps with extremely narrow
spaces, like the Vegas and the Resident Evil maps.

Other Notes: This weapon is an excellent trainer for the AWP. The Super 90 teaches
the value of every shot (since there is a nasty reload in between) and the competence
of using the HUD crosshairs when firing. Take advantage of the Super 90's ability to
produce a delaying hit animation whenever it's ammo hits.

:--------------------------------------------------------[ f1.2-2 Benelli XM1014 ]
Unit Price : $ 3000
Ammo Price : ?
Caliber : 12 gauge
Shots&Max : 7&32
Reload Delay: 1/2 second
Handling : Decent
Weapon Class : Spread Damage
Sp. Function : N/A
Rate of fire : semi-automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 7/10
15m : 7/10 4/10
50m : ?/10 1/10
100m : ?/10 ?/10
Learning Curve: Intermediate
Manfactured by: Benelli


: Section 2.3) Submachine Guns -primary weapon- ]-------------------------------]
Provide maximum rate of fire without the low priority handling of machine guns
and automatic rifles. They are good middle-ground choices as weapons, provide decent
damage at medium range, and does little to hamper player movement. They are
designed to rip apart kevlar, but their weak punching power does not pierce through
concrete, doors, even galvanized roofing(unlike rifles).

:----------------------------------------------------------[ f1.3-1 H&K MP5-Navy ]
Unit Price : $ 1500
Ammo Price : $ 20
Caliber : 9mm
Shots&Max : 30&120
Reload Delay: 1.15 secs.
Handling : High
Weapon Class : rate of fire
Sp. Function : N/A
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 10/10
15m : 7/10 9/10
50m : 5/10 5/10
100m : 1/10 ?/10
Learning Curve: Intermediate
Manufactured by: Heckler & Koch

Weapon Analysis: The MP5 is the most recognizable short arms weapon in the modern
world today. With hundreds of variations and appearance in international released
films, it's obvious why the MP5 has remained both Ct and Terro favorite. First is the
fact that the MP5 can deliver results in almost any possible scenario where quick aim
is important and strafing is a must. The MP5 also delivers excellent accuracy at
almost all distances. The rate of fire is better, making it an excellent spray weapon
of choice that can guarantee head shots whenever, where ever.

Weapon Strategy: Try to take advantage of the MP5's mobility by including skills like
firing while jumping; firing while executing random strafing patterns; point blank
firefights won by suddenly crouching and long range sniping while firing at burst
mode. Take care not to take out against long range opponents carrying the AUG or the
Commando, or engage opponents in close quarters equipped with the AK or the Carbine.
Remember kids, open areas and strafing are your pals against this baddies.

:------------------------------------------------[ f1.3-2 Steyr Tactical Machine ]
Unit Price : $ 1250
Ammo Price : 20
Caliber :
Shots&Max : 30&120
Reload Delay: 1.5 secs.
Handling : Decent
Weapon Class : rate of fire
Sp. Function : N/A
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 8/10
15m : 9/10 8/10
50m : 7/10 6/10
100m : 6/10 4/10
Learning Curve: Intermediate
Manufactured by: Steyr Industries

Weapon Analysis:

Weapon Strategy:

:----------------------------------------------------------------[ f1.3-3 FN P90 ]
Unit Price : $ 2450
Ammo Price : $ 50
Bullet Size : 28mm
Type : 5.7
Shots&Max : 50&100
Reload Delay: 2.25 secs.
Handling : Fair
Weapon Class : Rate of Fire
Sp. Function : N/A
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 8/10 8/10
15m : 8/10 7/10
50m : 7/10 3/10
100m : ?/10 ?/10
Learning Curve: Intermediate
Manufactured by: Fabrique Nationale

Weapons Analysis: When I first started playing CS, this is the first gun I'd
regularly go out and buy. It has plenty of ammo, have a really insane power and rate
of fire similar to a machine gun and aims well while strafing. This weapon has one
problem though, its shaky recoil.
The FN P90's design makes it obvious that it tries to solve that problem by placing
the second handle perpendicular to its nozzle. That way, it's supposed to stop
shaking, enough for you to get a decent shot. But by the time you have, you're
so low in ammo you have to duck behind cover and reload.
FN P90 have distinct advantage against players using assault rifles upclose,
especially the Commando and AK-47 rifles. While the FN P90 lacks the power of
longer guns, it has more ammo in its magazine(50/Reload) against the 30 or so bullets
that the rifles have. And since rifles are designed to be fire at a stationary
position, this submachine gun can out flank rifles anytime.

Weapon Strategy: When the FN P90 is an exceptional melee weapon of sorts the is
effective against up to two opponent at a time.

:---------------------------------------------------------[ f1.3-4 Ingram MAC-10 ]
Unit Price : $ 1400
Ammo Price : $ 50
Caliber : .45 caliber
Shots&Max : 30&90
Reload Delay: 1.25 secs.
Handling : Decent
Weapon Class : Rate of Fire
Sp. Function : N/A
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 9/10 8/10
15m : 8/10 9/10
50m : 7/10 4/10
100m : ?/10 1/10
Learning Curve: Advanced
Manufactured by:

Weapon Analysis: The MAC-10 is a pretty decent weapon similar in design with the FN
P90. It's magazine loading with .45 caliber rating-- which means it has the punching
power of the H&K pistol. It does have this nasty recoil effect which makes it an
underdog against my all time fave, the H&K Navy submachine gun. In fact, the sharks
in my place have a hard time adjusting to the weapon, but maybe it's all
psychological or something.
Overall, it's a fairly decent and inexpensive weapon which deals a little better
damage than the Steyr Tactical but still isn't at par with the FN P90 in terms of
all-around punching power.

Weapon Strategy: As the constant MP5 user, I'm almost always victimized by the
Ingram's better damage at point blank. One thing to remember about this weapon is
never attempt to use this to spray against multiple enemies, because this gun doesn't
perform much when rate of fire is concerned. This means if you fired the weapon from
left to right automatically, the gaps between the bullet holes with be substantially
wide. Better stick to burst of 3 or more ammo, and to your target's upper body
extremities.

:-------------------------------------------------------------[ f1.3-5 H&K UMP45 ]
Unit Price : $ 1400
Ammo Price : $ 50
Caliber : .45 caliber
Shots&Max : 25&90
Reload Delay: at about 1.25 secs.
Handling : Decent
Weapon Class : Rate of Fire
Sp. Function : N/A
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 9/10 8/10
15m : 8/10 9/10
50m : 7/10 4/10
100m : ?/10 1/10
Learning Curve: Advanced
Manufactured by: Heckler & Koch

Weapon Analysis:
Weapon Strategy:
+==================================================================+
| If you're running for cover from a much more aggrressive |
| opponent, NEVER run with your backs turned towards the enemy. I |
| find that move very idiotic, since you could do more in |
| protecting yourself by switching weapons, and out strafing the |
| opponent until you frag him. |
+==================================================================+

: Section 2.4) Rifles -primary weapon- ]---------------------------------------]
Are the safest choice when equipping for the long battle ahead. They are designed for
far away targets as well as piercing through walls and doors(in an attempt to hit
someone behind those structures).

: 2.4a) Assault Rifles ]---------------------------------------------------------]
Assault rifles have automatic fire, heavy handling, and the reload time of a
slowpoke. Attempting to strafe while handling this baby is an attempt at vanity, so
remember to switch to your knife whenever you're reloading and heading for cover.

:-----------------------------------------------------------------[ f1.4-1 AK-47 ]
Unit Price : $ 2500
Ammo Price : ?
Caliber : 7.62
Shots&Max : 30&90
Reload Delay: 2 secs
Handling : Fair
Weapon Class : Assault Rifle
Sp. Function : N/A
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 8/10
15m : 10/10 6/10
50m : 8/10 6/10
100m : 7/10 4/10
Learning Curve: Advanced
Manufactured by: ?

Weapon Analysis: This piece of metal is pretty good. Lots of firepower up front and
is more stabilized than the FN P90. It's quite surprising that it's pretty light and
handy in those heavy firefights like duck and cover situations.
The reload time is pretty nasty though, as well as the fact it doesn't carry a
sniper scope, unlike the other guns available in its class.
***Author's Ranting: The AK 47 supposed to be fired from the shoulder, but the
weapon's "equipped" animation (on CS v. 1.0) shows it being fired from the ways. My
theory: that contributes to the weapon's ability to be inaccurate against far-away
targets***

Weapon Strategy:

:-----------------------------------------------------[ f1.4-2 Colt M4A1 Carbine ]
Unit Price : $ 3100
Ammo Price : ?
Caliber : 5.56
Shots&Max : 30&90
Reload Delay: 1.75 secs.
Handling : Decent
Weapon Class : Heavy Assault Rifle
Sp. Function : supressor
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 9/10 9/10
15m : 9/10 7/10
50m : 7/10 7/10
100m : 6/10 5/10
Learning Curve: Beginner
Manufactured by: Colt

Weapon Analysis:

:---------------------------------------------------[ f1.4-3 Sig SG-550 Commando ]
Unit Price : $ 4200
Ammo Price : ?
Caliber : armor piercing
Shots&Max : 30&90
Reload Delay: 1.50 secs.
Handling : Decent
Weapon Class : Heavy Assault Rifle
Sp. Function : 2x scope
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 9/10
15m : 10/10 7/10
50m : 9/10 6/10
100m : 6/10 2/10
Learning Curve: Intermediate
Manufactured by: Sig Industries

Weapon Analysis: This sleek and black weapon is everything you can imagine about
standard military hardware. It can pierce into almost anything, has fast rate of
fire, and the kevlar shredding power of the good `ol machine gun. Don't run into any
one-on-ones with Artic though, 9 out of ten says you're going down.

Weapon Strategy: This heavy assault weapon stands a very slim chance when used
against the Artic AWP. Take care to disregard using the sniper's scope when
necessary... this reduce your strafing speed to a minimum-- easy targets for the
opposing Artic sniper. The MP5 also out prioritizes this weapon in close quarter
combat, since this weapon isn't probably designed for that use. With that in mind,
choose targets that are easy to head shot, backs away from ya and who are in open
spaces.

:-------------------------------------------------------------[ f1.4-4 Steyr AUG ]
Unit Price : $ ?
Ammo Price : ?
Bullet Size : ?
Type : armor piercing
Shots&Max : 30&90
Reload Delay: 1.80 secs
Handling : High
Weapon Class : Heavy Assault Rifle
Sp. Function : 2x scope
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 9/10 8/10
15m : 9/10 8/10
50m : 7/10 7/10
100m : 7/10 4/10
Learning Curve: Intermediate
Manufactured by: Steyr

Weapon Analysis: This Beta 6.0 addition is a fine rifle that can be used for duck
and cover situations. Just like the AK-47 it performs extremely well in duck and
cover situations. It does have a sniper scope though, and that's enough for me to
like this rifle. A little tip: try firing at regular intervals on sniper scope mode.
Pretty handy for sniping submachine equipped opponents unseen.

Weapon Strategy: Unlike the Commando assault rifle, the AUG has very high priority
against upclose targets. Keep

: 2.4b) Sniper Rifles ]----------------------------------------------------------]
This type of weapons serve one purpose only, take in a kill point with as little ammo
as possible. This feature is evident in the Artic(One-shot dead) and the Steyr
Scout(Two-shots dead) rifles. But like all sniper rifles, they suffer from "tunnel
vision syndrome" (can't see at close proximity and at very narrow angles) at 4x scope
mode.
Sometimes you zoom in at the wrong time, at the wrong target, some opponent would
come out from nowhere with knife in hand getting ready to stick it in you while
you're still obviously occupied. Or, a submahine gun opponent comes in close strafing
for his life, firing and chipping away some health points from you. If you're not
good enough to back up, switch weapons or something, say good bye to your precious,
expensive rifle.

:-----------------------------------------------------------[ f1.4-5 Steyr Scout ]
Unit Price : $ 2700
Ammo Price : ?
Bullet Size : .385
Type : armor piercing
Shots&Max : 10&60
Reload Delay: 0.75secs
Handling : Decent
Weapon Class : Light Sniper Rifle
Sp. Function : 2x & 4x scope
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 8/10 7/10
15m : 9/10 8/10
50m : 10/10 8/10
100m : 10/10 9/10
Learning Curve: Advanced
Manufactured by: Steyr

Weapon Analysis:
Weapon Strategy:

:-----------------------------------------------[ f1.4-6 AI Artic Warfare Magnum ]
Unit Price : $ 4750
Ammo Price : ?
Caliber : .338 Lapua Magnum
Shots&Max : 10&30
Reload Delay: 2.5 - 3secs.
Handling : Low
Weapon Class : Heavy Sniper Rifle
Sp. Function : 2x & 4x scope
Rate of fire : manual
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 4/10
15m : 10/10 7/10
50m : 9/10 9/10
100m : 9/10 10/10
Learning Curve: Super Advance
Manufactured by: Accuracy International

Weapon Analysis:

:----------------------------------------------------[ f1.4-7 H&K G3/SG-1 Sniper ]
Unit Price : $ 5000
Ammo Price : ?
Bullet Size : 51mm
Type : 7.62
Shots&Max : 30&90
Reload Delay: 1.5 - 2secs.
Handling : Fair
Weapon Class : Automatic Sniper Rifle
Sp. Function : 2x & 4x scope
Rate of fire : Automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 8/10
15m : 9/10 9/10
50m : 8/10 6/10
100m : 7/10 5/10

Weapon Analysis: I find the H&K Sniper a strange weapon. It provides the easy
handling of the Carbine and the Steyr Scout, and the sniper scope capabilities of a
manual load rifle.
Extremely accurate while standing, I think it's a little less powerful than the
Commando. If you can live without the 4x sniper scope, I recommend you pick the
Commando or the Carbine. If you want the high frag scores, master the Artic.

Weapon Strategy: Perfect camping weapon when buddied with the AWP. What makes this
weapon sucks: don't strafe/spray with it, never use this in close skirmishes, and
always aim for the head. This baby's rate of fire is slow, like 1 round every quarter
of a second. It's punching power is not as half as bad, just don't aim for the
kevlar. The slow rate of fire means the lack of 'hit animation'; that slight pause
opponents are into whenever they are hit by the Commando, Carbine and AUG rifles.

***Yeah I know, I still lack one sniper rifle... watch for it next time***

: Section 2.5) Machine Gun ]-----------------------------------------------------]

:-----------------------------------------------------[ f1.5-1 FN M249 PARA 5750 ]
Unit Price : $ 5750
Caliber : ?
Shots&Max : 100&200
Reload Delay: 1.75 - 2.5secs.
Handling : Low
Weapon Class : Machinegun
Sp. Function : N/A
Rate of fire : Automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 6/10
15m : 9/10 4/10
50m : 7/10 3/10
100m : 3/10 1/10

Weapon Analysis:

Weapon Strategy:

: Section 2.6) Combat Knife ]-----------------------------------------------------]
Weapon select 3
Standard issue weapon
Weapon Analysis: Using the knife is fairly simple, just get as close as you can to
your opponent, then rapidly press the fire button, which in my case, MOUSE1. Remember
to strafe while striking though, your target may have some cover fire lurking around.
Make this weapon a habit whenever you find yourself rushing out of enemy fire in
order to reload.

: Section 2.7) Grenades ]--------------------------------------------------------]

Weapon select 4
Grenades have plenty of uses. The perfect crowd control weapon, the best weapon
against opponents staging an ambush in dark, hard to hit areas and the number reason
why the CT teams are afraid to storm in and blast every Terrorist faction to
oblivion. Every person detailed to go guard the exits should be equipped with one,
and should be trained in throwing, timing and other related skills to use this weapon
with efficiency.

:----------------------------------------[ f1.8-3 Concussion "Flashbang" Grenade ]
Price: $ 250
Max effective range: 6-8 meters

Weapon Analysis: The Flashbang grenade provide excellent crowd control cover for any
purpose. Aside from depriving the opponent a visual field to work with, it is an
effective diversionary tool to provide ample cover for entrance, blitz, then exit.
Snipers positioned far from the field of explosion are not affected by the blast at
all. As the name implies, it "whites out" the screens of every body looking at its
direction, good up to 5 meters.

:--------------------------------------------[ f1.8-4 HE(High Explosive) Grenade ]
Price: $ 300
Max effective range: 5-6 meters

Weapon Analysis: The Flashbang grenade provide excellent crowd control cover for any
purpose. Aside from depriving the opponent a visual field to work with, it is an
effective diversionary tool to provide ample cover for entrance, blitz, then exit.
Snipers positioned far from the field of explosion are not affected by the blast at
all.

:--------------------------------------------[ f1.8-5 SG(Smoke and Gas) Grenade ]
Price: $ 450
Max effective range: inf.

Weapon Analysis: Now here's the equipment I've been literally dying to get my hands
into. The Smoke Grenade is the perfect equalizer for Artic Snipers or any kind of
snipers for that matter. It fogs the target's field of vision long enough for a
decent escape or tactical strike. In fact, if used properly, all of us MP5 would have
a field day in the frag charts.

: Section 2.8) Equipment ]-------------------------------------------------------]

:-----------------------------------------------------------[ f1.8-1 Kevlar vest ]
Price: $ 800
+ 100 upper body armor

Weapon Analysis: The Kevlar vest provides decent upper torso protection against all
weapons fire, but not against the Artic Rifle. If attempting close range combat
against a sniper though, it is advisable to at least wear one.
+==================================================================+
| Using the flashlight actually makes it harder for anyone who |
| is using a sniper scope to get a hit, both on LAN & 'Net games. |
| |
| Those additional light sources actually brings down ping |
| times, I don't know whether broadband multiplay games suffer |
| from the same thing. On our place's LAN, there where cases when |
| the mouse is harder to control, it's like the crosshairs are |
| jumping from one point to another, rather than sliding. |
+==================================================================+
:--------------------------------------------------[ f1.8-2 Kevlar vest + Helmet ]
Price: $ 1000
+ 100 body & head armor

Weapon Analysis: The Kevlar vest provides decent upper torso protection against all
weapons fire, but not against the Artic Rifle. If your an Artic sniper looking for
long range duels with another of your kind, don't wear one. If attempting close range
combat against a sniper though, it is advisable to at least wear one.
+=============================+--------------------------------------+
| How does Kevlar Armor work? | |
+=============================+ |
| It's funny how a piece of cloth could provide some protection |
| against a piece of metal propelled many times the speed of sound. |
| Yes, that's exactly what kevlar does, it resists the penetration |
| of bullets. Exactly how, you might ask? |
| |
| The principle behind it is fairly simple, stop the bullet by |
| absorbing the energy that makes the bullet move in the first |
| place. It's strength is behind its design, it stretches like a |
| trampolin mat with someone jumping on top of it. Instead of |
| actually stopping the bullet like a brick wall, it absorbs the |
| kinetic energy of a speeding bullet. No energy, no motion. |
| |
| That's why it still chips away health points when it hits you. |
| Even though the kevlar stops the bullets from punching a hole into |
| your body, it won't stop a rain of lead from beating the crap out |
| of you. In real life, you could get bruises and even break a rib |
| from getting hit with too many bullets at the same time. |
| |
| Shotguns are "one-shot" killers at 2m or less. Note that your |
| the integrity of your kevlar remains intact. You don't die b'coz |
| of bullet wounds, but the shotgun pellets inflict severe |
| concussion and internal damage. |
| |
| Damaged kevlar does more harm than good. Since kevlar armor |
| consists of a layer of material which leaves the bullet in the |
| vest, the overall strength of the armor is reduced. Since kevlar, |
| is only 4% elastic(it stretches up to 4/100 its size before |
| breaking) damage will cause that number to fall, meaning it would |
| lose its `trampolin' effect on bullets before being of any use. |
| |
| Armed authorities wearing kevlar usually removes them after |
| being damaged, even though it only got one bullet shot in it. You |
| should refill your armor too every respawn, as long as it's |
| damaged. |
+--------------------------------------------------------------------+

:--------------------------------------[ f1.8-6 Defuse Kit(CT Team Members only) ]
Price: $ 500
Use Equipment Hotkey
Weapon Analysis: Defuse planted C4 bomb in security area. If successful, the CT
team wins. A must for all CT members playing "protect the base from C4 attacks"
maps like cs_dedust.

:-------------------------------------------------[ f1.8-6 Night Vision Glasses ]
Price: $ 1200
Default hotkey "N"
Weapon Analysis: All-green vision for low visibility scenarios.
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GanondorF3637
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interesting.
Go Maple Hacks!!!
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Some Shifty Motherfucker
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Yep!
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Ricky_Owns_You
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Hydro1dragon
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lol @ copy and paste! :D
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GanondorF3637
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and whats wrong what that
Go Maple Hacks!!!
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Yeah of course it's copy and paste. You know theres only 1 sucker who makes guides and everyone else in the world leeches off him..
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Kut14
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nice one.

i like the best the sub-machine gun in the Counter-terrorist
the Gun that has a big Silencer.
it rocks so much.
i think thats the best Gun for me. :P
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Axl
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Where can i downlaod steam and cs? because i wanna play abd but ic ant find it -_-
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Expert hunter Axl here!
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Kut14
Nov 2 2005, 10:59 PM
nice one.

i like the best the sub-machine gun in the Counter-terrorist
the Gun that has a big Silencer.
it rocks so much.
i think thats the best Gun for me. :P

yeah, it's good, but the noob stick is best for me.
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Some Shifty Motherfucker
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^forgot to log in
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Kut14
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if you want to play CS:Source
Go to
www.steampowered.com

and get steam.
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GanondorF3637
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thats good enough for me. i play cs at internet cafes or at my firneds house, i need cs well lol now im getting it ...with my relly slow internet connection
Go Maple Hacks!!!
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Kut14
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wow
do you have a really slow connetion.
well i have one too.
you cant play CS:Source if you have slow ones.
it would be really hard to download
Especially the Games of Steam.
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Trivinity
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i never play counter strike before :unsure:
Gunz meh haha im not that strong level 7 but still growing know SS all i need and dont cry if i own you one day

go super forums w00t<<<<----- i mean these forums
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WTF?
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