Counter-Strike 1.6 FAQ
 



Manual for Members of Dukes Fun House Counter Strike Server
Modified from the 1.5v Manual by Shania Twain is a Hottie.
www.DukesFunHouse.com

Overview


Counter-Strike is a modification (MOD) to Valve Software’s hit game Half-Life. It modifies the multiplayer aspects of Half-Life to provide the player with an experience that a trained counter-terrorist unit or terrorist unit might have. Players will join either a terrorist or a counter-terrorist force and play in one of the four types of scenarios. These are:
  • Hostage Rescue, where the counter-terrorists must rescue hostages.
  • Bomb / Defuse, where terrorists must plant a bomb in a critical area and counter-terrorists must defuse the bomb.
  • Escape, where the terrorists must escape from the counter-terrorists.
  • Assassination, Where the VIP must be escorted by the counter-terrorists to an escape point.
Weapons and other pieces of equipment are available at a cost, and players can earn money in a variety of different ways while playing the game. Players may also lose money for inappropriate actions. E.g. killing a hostage or a teammate.

Getting Started


After starting Counter-Strike, may want to change your controls Keyboard Bindings or video settings, do do this while in the game hit the ESC key on your keyboard and you will see the Options Menu on the bottom left

Click Options and this will appear
Most people have small Crosshairs selected but this is a personal preference.

If you click on Advanced the below will appear

If you don't like seeing Dead Bodies Lower the Time before They Disappear (They will appear to fall through the floor)
If you don't like seeing Peoples Spray (TAG) Lower this also.
(Experiment with other settings to your Preference.)

After Scrolling down you will see other options.
Some like Auto Pick up some don't
The only Recommendation I can say is Make your Radar Solid it will help in Some maps.

Keyboard Mappings: (AKA Keyboard bindings) Experiment to what suits you best.

Basic Default Most used Keys (See controls for more details.)

Access buy menu: 'B'
Strafe left: 'A'
Strafe right: 'D'
Move forward: 'W'
Move backward: 'S'
Walk: Hold 'Shift' Key while Moving.
Jump: 'Space bar'
Crouch: 'Ctrl' key
Fire: Left 'mouse' button
Special weapon function: (Scope or Silencer depending on weapon.) Right 'mouse' button
Reload weapon: R
Use: E

 To change any of the default mappings, double-click on the key/button field in the window. You will then be able to enter your desired key for that function. (A warning; if the new key/button was previously mapped to another function, you will need to select a new key for that function, as it will no longer have a key mapping). If you have no previous experience with Half-Life, it is strongly recommended that you play the excellent tutorial included with that game. See the ‘Controls’ section below for a description of what each game control does.

An Option here if you have a working Microphone is to Bind your Voice Talk to the Mouse3 button.
(This is the Wheel button, when you press it it will activate the microphone.)

Next Is Mouse Options:
Most players have a Very Low Mouse Sensitivity  (Around 3)
(Set it to your Preference do not use this as an example.)

Audio:
Adjust to what your Preference is.

Video Settings
Set Resolution to your Preferences.
Most people have Gamma to the max so it's easier to see in the dark corners.
But set to your preference.
 


 

Voice
Self Explanatory

LOCK
If you don't want to see blood squirting, you can lock it (Turn it off.)

 

How to Mute a Player.

Other than Banning a Player there are Options to Mute a player.
Hit Esc while in the game (In the Lower Left the Menu will appear.)

Click Player

Click on Yacky Player's Name and press "Mute in-game voice" button.

Console:
You may have heard the term type in Console.
Console is basically a command line interface for Half-Life
To Access this console hit the Tilde Key ~ upper left keyboard



Commands in Console:
Here are some useful commands

If you are an Admin
amxmodmenu

If you want to view all the amx plugins on the server.
amx_help
amx_help 10
amx_help 20
amx_help 30 (And so on by 10)
 

What's my FPS?
First do this in console
fps_max 100

To view your FPS or Frames per second (Quality of Video.)
In console type:
net_graph 3

In the lower Right a live status of your FPS should show up.

To turn off
net_graph 0

Experiment Just start typing keys - most options will appear as options to help you.


The Scenarios


Hostage Rescue
As a terrorist, your role in a hostage rescue level is to prevent counter-terrorists (CTs) from leading the hostages from where they are being held to the hostage rescue zone. Terrorists win hostage rescue rounds by eliminating the counter-terrorist force while preventing them from rescuing hostages. CTs win a round by finding the hostages and leading more than half of them to freedom. CTs can get the attention of a hostage by moving near him then pressing their ‘Use’ key (Default key is E) (see Controls, Use). The hostage will now follow the CT back to the rescue zone. If a CT wants the hostage to stop following, they need to press ‘Use’ again and the hostage will stay put. Sometimes when you have a group of hostages following you, they may block you into an area; you can push them out of the way by simply walking into them. CTs can also win a round by eliminating the terrorists. Remember Hostages will not climb Ladders anymore so if you bring them down into the Sewer like in the map cs_militia they will not follow you back up.

Bomb/Defuse
In a bomb/defuse map, the goal of the terrorist is to plant a C4 bomb in the designated area then prevent the CTs from defusing the bomb. Players must remember to stay well clear of the bomb when it explodes, as it has a large and deadly blast radius. The bomb is randomly assigned to a terrorist at the start of the round. Team members can identify the bomb carrier by the backpack they are wearing and the player with the bomb will see an icon on their Heads Up Display (see HUD, bomb carrier). To plant the bomb, the carrier must be in the vicinity of the bombing target. While having the bomb as their currently selected item, the player must then press and hold their fire key (see Controls, Fire) for three seconds for the bomb to be planted. The bomb will go off after a set period of time has passed (45 seconds by default). The level is won by the terrorists when the bomb explodes (maximum payoff) or if the CT team is eliminated (smaller payoff). CTs can win a defuse map in two ways: by defusing the bomb or by eliminating the Terrorists (if the Terrorists managed to plant the bomb before being eliminated, CTs must still defuse the bomb to win the round). To defuse the bomb, CTs must stand near the bomb, target it then press and hold their ‘use’ key until the bomb is defused. Buying a defuse kit will halve the time required to defuse a bomb. (To Approx 3 Seconds)

Escape
The terrorist team starts out in a fortified location and must "escape" to one of the pre-defined escape points. The CT's must exterminate them before they can escape. The Terrorists win the round once 50% of the team has successfully escaped. They can also break into the armory to steal weapons, or just get out of there. The two teams will switch roles after every 8 rounds of play. Both sides can also win the scenario if they manage to wipe the opposition team out.

Assassination
One member of the CT team will serve as the VIP. The object is to get the VIP safely to the pre-defined escape points. If he dies, the CT's lose the round. If he makes it safely, the CT's win. The VIP has a unique skin, only carries a knife and pistol, and has ample body armor. 

The terrorist job is to assassinate the VIP, but with the other CT's guarding the VIP it is never an easy task.

Certain weapons cannot be purchased by each team in this game play scenario, and these will be grayed out on the weapon selection screen.  (Default buy key is the B Key and a shopping cart to the left when you are in spawn area will appear when you can buy items. Warning there is often a time limit for you to buy weapons so be quick.)

Money


Various events in the course of a Counter-Strike game can earn you money (to a maximum of $16000) or cost you money. This money can be used to buy better equipment. The following is a summary of these events and their associated cost:

 

Action

Payoff / Fine

Rescuing a Hostage

$1000 for individual, $150 for team mates (awarded at end of round)

Kill a Hostage

-$1500 for individual

‘Use’ a Hostage

$150 for individual, $100 for team mates

Kill Opponent

$300 for individual

Kill Team Mate

-$3300 for individual

Terrorists Win by Bombing Target

$2750 for team members

Win by Elemination Hostage map

$2000 for team members

Win by Elemination Bomb map

$2500 for team members

CTs Defuse Bomb

$2750 for team members

CTs Win by Rescuing Hostages

$2000 for team members + Hostage bonuses

Surviving Hostage Bonus

$150 per hostage for team members

Hostages Rescued Bonus

$250 per hostage for CT team members

Either Team Loses Round

$1400 for team members

Either Team Loses over 2 Consecutive Rounds

$1400 + $500 per round over 2 (to maximum $2900)
for team members


Money can be spent on weapons whenever the player is standing in a buy zone. This is indicated by the presence of the buy icon on the Heads Up Display (see HUD below).

Game Flow


Prior to the round starting, there is a variable grace period (the server can change this, but it defaults to five seconds) during which players cannot move but may buy equipment and weapons. Each round of Counter-Strike lasts for five minutes. If neither team has won after this time the round is considered a win depending on the scenario:
- Hostage: If after the round ends and there is at least 1 player left on both teams, and not all the hostages have been rescued then the game will be a win for the terrorists.
- Bomb / Defuse: If the round ends, with the bomb having not blown up a target, and there is still at least 1 player left on both sides the CT's will win. 
- Escape: If the round ends, with at least 1 player alive on both teams, and less than 50% of the terrorists have escape, the CT's will win.
- Assassination: If the round ends, with players left on both teams and the VIP has not reached the escape point, the terrorists win. 

When a player is killed during a round they will enter an observer mode until the next round. While in observer mode, they can fly around the level and watch the action. There are three types of observer modes. The first is ghost mode, where the player can freely fly around the level unobstructed by anything. The second is locked chasecam. While in locked chasecam you will be locked behind the player you are observing. The third is freelook chasecam, in this mode you can freely swing the camera around the player you are observing. While in the observer modes you can use the jump key (see Controls, Jump) to switch between the three modes and the fire button (see Controls, Fire) to switch from one player to the next. If a player joins into a game when a round is already in progress, they will be immediately placed into observer mode until the current round ends.

Controls


The following is a list of he player controls, their default keyboard/mouse mapping and a description of what each does.

Function

Default Key Mapping

Notes

Buy Menu

B

The main point of entry for the buying menus

Buy Equipment Menu (Optional)

O

Takes you directly to the equipment purchase menu

Buy Primary Ammo (Optional)

,

Automatically buys a single clip of ammo for your primary weapon

Buy Secondary Ammo (Optional)

.

Automatically buys a single clip of ammo for your secondary weapon

Select Team

M

Change sides. You will die until next round starts

Drop Current Weapon

G

You can only carry one primary and one secondary weapon. To pick up a better weapon from the battlefield, first drop your existing. (*You will not be able to drop your knife.)

Standard Radio Messages

Z

Brings up a list of radio commands. Press the corresponding number to utter the message

Group Radio Messages

X

Brings up a list of radio commands. Press the corresponding number to utter the message

Report Radio Messages

C

Brings up a list of radio commands. Press the corresponding number to utter the message

Move Forward

W or UP ARROW

 

Move Back

S or DOWN ARROW

 

Turn Left

Mouse X AXIS or LEFT ARROW

Unnecessary if using Mouse for looking

Turn Right

Mouse X AXIS or RIGHT ARROW

Unnecessary if using Mouse for looking

Move Left (Strafe)

A

 

Move Right (Strafe)

D

 

Jump

SPACE

Cycles through the three observer modes

Duck

CTRL

 

Swim Up

'

Unnecessary if using Mouse

Swim Down

/

Unnecessary if using Mouse

Look Up

Mouse X AXIS or PGUP

 

Look Down

Mouse X AXIS or PGDN

 

Look Straight Ahead

END

Unnecessary if using Mouse

Strafe Modifier

ALT

Optional

Mouse Look Modifier

;

Unnecessary if using Mouse

Keyboard Look Modifier

INS

Unnecessary if using Mouse

Fire

MOUSE BUTTON 1 or

ENTER

Fire Weapon, Throw Grenade, Plant C4, Will jump to next player in observer mode

Special Weapon Function

MOUSE BUTTON 2 or \

Invokes your weapons secondary function, i.e. burst fire, sniper scope etc

Reload Weapon

R

Tops up your clip…good idea before joining a firefight.

Use

E

Press a button, get hostage to follow you, defuse bomb, etc

Walk

SHIFT

Move forward at slower, quieter pace (important for stealth)

Night vision goggles N Toggles the Night vision on/off (must be bought via equipment menu first)

Flashlight

F

Toggles your flash light on and off

Spray Logo

T

Pick logos in Customize Menu

Menu Item 0

0

 

Menu Item 1

1

 

Menu Item 2

2

 

Menu Item 3

3

 

Menu Item 4

4

 

Menu Item 5

5

 

Menu Item 6

6

 

Menu Item 7

7

 

Menu Item 8

8

 

Menu Item 9

9

 

Previous Weapon

MOUSE WHEEL DOWN or [

 

Next Weapon

MOUSE WHEEL UP or ]

 

Last Used Weapon

Q

 

Display Multiplayer Scores

TAB

Shows scores, teams, wins, frags, status, bomb carrier etc

Recap Mission Briefing

I

Press Jump, Fire or Special Weapon function to make the mission briefing go away

Chat Message

Y

Broadcast Text message to all

Team Chat Message

U

Broadcast Text message to team

Take Screen Shot

F5

 

Quit

 

Not assigned by default

Weapons & Equipment


Weapons are divided into three categories: Primary (Rifles, Shotguns, Sub-Machine Guns and Machine Guns), Secondary (Handguns) and Melee (Knife). Equipment such as hand-grenades and defusing kits have their own category. Players may only carry one item at a time in each of these categories except equipment, which can have several items at once. Some weapons may also have a special action (see Controls, Special Weapon Function); these are listed in the table below.

Primary Weapons

Name

Cost

Notes

Benneli M3 Super90

$1700

Shotgun

Benneli XM1014

$3000

Full Auto Shotgun

H&K MP5-Navy

$1500

Sub-Machine Gun

Steyr Tactical

$1250

Machine Pistol

FN P90

$2350

Sub-Machine Gun

Ingram MAC-10

$1400

Sub-Machine Gun

H&K UMP $1700 Sub-Machine Gun

AK-47

$2500

Available to Terrorists only

Colt M4A1 Carbine

$3100

Available to Counter-Terrorists only, use special function key to toggle silencer

Steyr AUG

$3500

Available to Counter-Terrorists only, use special function key to toggle scope

Sig SG-552 Commando

$3500

Use special function key to toggle scope

Steyr Scout

$2750

Sniper Rifle-use special function key to toggle scope

AI Arctic Warfare/Magnum

$4750

Sniper Rifle-use special function key to toggle scope

H&K G3/SG-1

$5000

Available to Terrorists only. Sniper Rifle- special function key to toggle scope

Sig SG-550 Sniper $4200 Available to Counter-Terrorists only. Sniper Rifle- special function key to toggle scope

FN M249 Para

$5750

Full sized machine gun

Secondary Weapons

Name

Cost

Notes

H&K USP .45 Tactical

$500

Default CT weapon, , use special function key to toggle silencer

Glock 18 Select Fire

$400

Default Terrorist weapon. Special action key toggles between burst fire and semi-automatic

Desert Eagle .50 AE

$650

High caliber Pistol

SIG P228

$600

Pistol

Dual Beretta 96G $1000 Dual Pistols
FN Five-Seven $750 Pistol

Knife

Name Cost Notes
Knife N/A Everyone has the knife. Primary attack gives quick slashes, while a secondary attack will give a slow, but more powerful vicious stab. 

Equipment

Name

Cost

Notes

Kevlar vest

$650

Protects chest region

Kevlar vest and Helmet

$1000

Protects chest and head

Night vision goggles

$1250

Enhances vision in darkness

Concussion Grenades

$200

i.e. Flashbang. Temporarily blinds everyone in the vicinity

HE Grenade

$300

Traditional Grenade

Smoke grenades

$300

Releases a carpet of black smoke

Defuse Kit

$200

Available to Counter-Terrorists Only, On Bomb Maps Only

Heads Up Display (HUD)


Whilst playing you will always see the HUD. On the HUD you'll see: TOP OF HUD - left to right

Radar - Useful for seeing the approximate location of your team mates. You will see five symbols on the radar:
  • A purple dot = Team mate.
  • A red dot = Location of the VIP (Shown only to CT's in assassination scenarios) / Bomb carrier (Shown to only to terrorists in bomb / defuse scenarios).
  • A T shape =  Indicates your tame mate is a level above you.
  • A upside down T shape = Indicates your team mate is a level below you.
  • A yellow square = A team mate has activated a radio command.
Weapon / equipment selection menu - Will show the weapon you select. Upon selecting a weapon the menu will flash for only 5 seconds to show the weapon you select then disappear. Default keys for the weapons & equipment are:

  • 1 - Primary weapon (Large guns)
  • 2 - Secondary weapon (Pistols)
  • 3 - Knife
  • 4 - Grenades
  • 5 - Bomb (Available only to the terrorist who carries the bomb in the bomb / defuse scenario)
Flashlight - All Counter-Strike players are equipped with a flashlight. Toggle it on and off by pressing the flashlight key (see Controls, flashlight). When your flashlight is on other players will see the area surrounding you glowing brightly.

BOTTOM OF HUD - left to Right

Health Meter - You will start a round with 100 units of health, and die when your health reaches zero.

Armor level - Two types of armor can be purchased; a kevlar vest or a vest paired with a helmet. The helmet is moderately affective at reducing damage when hit in the head.

Round Timer - Counts down from 5 minutes (the server can change this, but it defaults to five minutes). A round ends when either the objective of the round has been completed, i.e. in Bomb / defuse scenarios the bomb has blown, or if all the players on a team have been eliminated. If the timer reaches zero with neither the objective being completed or all players on one team having been eliminated then, depending on the scenario one side will automatically win. (see GameFlow, list).

Ammo Indicator - Your current ammo count is displayed in the lower right hand area, under the cash display. Ammo is broken up into two separate counts: the number of shots in your clip, and the number in your inventory. When your clip is exhausted, it is automatically reloaded for you. If you would like to reload before your clip before it is empty press your reload key. (see Controls, Reloading).

Cash - Your current account balance. Additions to the cash balance are briefly shown above the balance in green numbers. Fines and penalties are shown in red.

MIDDLE LEFT OF HUD 

Depending on your location you will not see all of these icons on the HUD. All these icons are colored green:

Basket (Buy Zone)- This means your in your 'buy zone'. Here pressing your buy key (default B) will give you access to the buy menu where you will be able to buy weapons, ammo, and equipment.

R (Hostage rescue Zone) - When a counter-terrorist is at the spot where hostages must be delivered, this icon will appear.

V (VIP escape point) - When a counter-terrorist or VIP is at the spot where the VIP must reach to escape, this icon will appear.

E (Terrorist escape point) - When a terrorist is at the spot where the terrorist can 'escape', this icon will appear.

Bomb - This will only be seen by a terrorist who is carrying the bomb in the bomb / defuse scenario. When the bomb carrier is within the bomb delivery zone, this icon will flash.

Defuse kit - The icon looking like a pair of wirecutters, will appear on the HUD of any CT player that has bought a Defuse Kit.

Scoreboard - Seen when pressing the score key (default key, tab). The scoreboard lists all the latest game statistics and player status. Information on the scorecard tells you who is dead or alive, who is carrying the bomb, player kills and deaths, latency and team scores.

 

Hints


Sound, Pros and Cons
Stealth is vitally important in Counter-Strike. When a player runs at full tilt (which is the default), their footsteps can be heard. To prevent this, use the walk key (Default Shift Key) (see Controls, Walk) when trying to avoid detection. Also be wary of doors, ladders and elevators. These will often emit a sound that may give you or your enemies position away.

Life is Precious
Counter-Strike strives for realism. Running into a firefight all gung-ho will generally get you killed. The player can only sustain a few bullet shots before dying, depending on the type of gun (ammunition actually) being shot with, and the condition and presence of kevlar. There are also one hit kills in CS. Most guns can kill a player in one shot if they connect with the head. Savvy CS players, will take cover as often as possible and use their surroundings to their advantage. Working with your teammates to bring the enemy down is encouraged and necessary to beat the other team. Keep in mind, you only get one life per round in CS. If you die, you will be put into Observer mode until the round is over.

Know Your Gun
Counter-Strike has realistically modeled weaponry. If you run and fire at the same time, your accuracy will be horrible (changes with different guns), Standing still increases accuracy and crouching is even better. Also be aware of the guns recoil, holding down the trigger isn’t as effective as short quick bursts. It is also important to know that all the rifles can shoot through walls to some extent. The Para Machine Gun, and the Desert Eagle Pistol can as well. 

Chapter Two: Weapons Breakdown

Counter-Strike has a wide variety of weapons that you can buy, but they all have their own strengths and weaknesses. These weapons are the tools of your trade, and knowing which ones to buy and which to avoid will make you a better tradesman.

Pistols

Pistols are the least expensive of the weapons in Counter-Strike. And while they might lack the firepower of the rifles and submachine guns, they can still be quite deadly when used properly.

screenshot
Heckler & Koch USP Tactical

Retail name: K&M .45 Tactical
Caliber: .45 ACP
Price: $500
Clip capacity: 12
Description: As a counter-terrorist, your default weapon will always be the H&K USP Tactical. While it's a formidable pistol, it lacks the firepower of some of the more expensive sidearms. One advantage it does have, however, is the ability to be silenced by using its special weapon function. While silencing makes this pistol slightly less powerful than it normally would be, doing so makes it a little more accurate. Silencing almost completely hides its gunfire noise and masks its muzzle flashes, all of which make it perfect for catching terrorists by surprise.
Recommended use: Attach the silencer to the USP before the round begins. Doing so makes it a much more effective weapon, especially at catching other players off guard, since they won't know they're being fired at until they actually get hit.

screenshot
Glock 18

Retail name: 9x19 Sidearm
Caliber: 9mm
Price: $400
Clip capacity: 20
Description: The Glock is the default weapon for all terrorists. It's slightly less powerful than the H&K USP, but its maximum rate of fire is limited only by your finger speed. So the faster you can click your mouse, the faster this semi-automatic pistol will fire. Additionally, its special weapon function is a triple-burst fire, which is deadly at close range. This mode makes the Glock very inaccurate, though, and using triple-burst over any distance longer than point blank isn't recommended.
Recommended use: The Glock might not be very powerful, but its maximum rate of fire is only limited to your finger speed, so the faster you click on that attack button, the more effective the Glock becomes. Always aim at your enemy's head while using the Glock, otherwise it'll take several shots to the torso to kill anyone. And while it might be tempting to use its triple-burst mode, you should stay away from it because of its horrible accuracy.

screenshot
Desert Eagle

Retail name: Night Hawk .50C
Caliber: .50AE
Price: $650
Clip capacity: 7
Description: The Desert Eagle, affectionately called the "deagle" by Counter-Strike veterans, is the most powerful pistol you can buy in the game. At the start of the very first round on a new map, most people will forgo their default pistols and buy one of these portable cannons instead. The Desert Eagle can penetrate some walls and doors, which is a distinction that only the most expensive rifles own. However, it's severely limited by a maximum clip capacity of seven rounds and a longer than average reload time.
Recommended use: Since you start the first round of each game with $800, usually you should buy a Desert Eagle. It'll give you and your team a supreme firepower advantage over the other team, who'll likely be carrying either Glocks or USPs. Because the gun only carries seven rounds, you should reload at every opportunity you have. Also, don't forget that this is the only pistol that can penetrate various walls and objects, so if you spot an enemy reloading behind a door or a crate, shoot right through it. The Desert Eagle loses its appeal after the first round, however, since it can be overpowered by any submachine gun or rifle.
 

Beretta Elite

Retail name: .40 Dual Elites
Caliber: 9mm
Price: $1,000
Clip capacity: 15
Description: The terrorist-only Beretta Elite is actually two pistols held in either hand in a manner similar to those a John Woo movie. Each pistol is relatively slow to fire, but since you're holding two guns at once, your total rate of fire effectively doubles, as does the damage you can inflict. Still, because of its relative inaccuracy and high cost, you should probably save your money for a weapon that's more practical.
Recommended use: Unless you have a fixation with these guns, you should stay away from the dual Beretta Elites. You can't afford them in the first round, so your money is better spent elsewhere. If you must buy them, limit their use to close-quarter engagements, where they're most effective.

screenshot
Sig P228

Retail name: 228 Compact
Caliber: .357
Price: $600
Clip capacity: 13
Description: While the Sig P228 is marginally more powerful and accurate than the H&K USP Tactical, the differences aren't worth its $600 price tag. As a counter-terrorist, you're better off saving your money and sticking with your USP, since it's essentially free. As a terrorist, however, you might want to consider using the P228 in place of the weak Glock 18.
Recommended use: The P228 is only a bit more powerful and has a slower rate of fire than the H&K USP, so as a counter-terrorist, you should avoid this gun. As a terrorist, however, if you feel that your Glock is inadequate and don't want to bother with the Desert Eagle's small clip capacity, the P228 is a good choice.

screenshot
FN Five Seven

Retail name: ES Five-Seven
Caliber: 5.7mm
Price: $750
Clip capacity: 20
Description: The FN Five-Seven is certainly a unique pistol. Available only to the counter-terrorists, its massive clip holds more rounds than some rifles. It's also the most accurate pistol you can buy in the game. However, its price and lack of power leave something to be desired, and as either a counter-terrorist or terrorist, you're probably better off buying another pistol altogether.
Recommended use: Because of the Five-Seven's accuracy, it's a great pistol to use in long maps, like Canyon Siege, where you and the opposite team will likely meet in the open. If you're playing in the first round of a map and have the Five-Seven equipped, kneel down and open fire on the enemy as soon as you spot him. You'll undoubtedly hit - and sometimes kill - a few unlucky players that way. Don't risk kneeling in later rounds though, since you become a sitting duck for snipers and players with high-powered rifles.
 

Shotguns

Shotguns are quite powerful, but difficult to use efficiently. It's generally a good idea to avoid them in favor of the more popular submachine guns. However, in tight areas, shotguns can prove to be invaluable.

screenshot
Benneli M3 Super 90 Combat

Retail name: Leone 12 Gauge Super
Caliber: 12 gauge
Price: $1,700
Clip capacity: 8
Description: Both shotguns in Counter-Strike are difficult to use effectively, especially the M3 Super 90. It might be relatively inexpensive, but as is true in life, you get what you pay for. Its clip capacity is anemic, and you must deal not only with horrendously slow reload times, but (since this shotgun is pump action) with slow cocking times as well. In tight maps with a lot of corridors and alleyways, like Back Alley, this shotgun can be deadly. In fact, at point-blank range, it can kill an unarmored player with one shot.
Recommended use: Shotguns are generally only effective on a handful of levels in Counter-Strike, including Back Alley and Train. For the price, you're better off going with an MP5. If you must use the M3 Super 90, however, you should save it for ambush situations. If an enemy spots you at a distance, his shots will hit you long before you can hit the enemy. Also, make sure you don't miss - the M3 Super 90 requires you to cock a shell into the chamber after each shot, which leaves you vulnerable for nearly one second at a time.

screenshot
Benneli xm1014

Retail name: Leone YG1265 Auto Shotgun
Caliber: 12 gauge
Price: $3,000
Clip capacity: 7
Description: The xm1014 uses the same ammunition as the M3 Super 90, but since it's fully automatic, it spits out its buckshot at a very fast rate. Like the M3 Super 90, the xm1014 is absolutely deadly at close range and in tight areas. In large maps, however, it's all but useless. You're better off buying a rifle or submachine gun like the MP5, which costs half as much as this shotgun.
Recommended use: If you feel the absolute need purchase a shotgun, the xm1014 is certainly a better choice than the M3 Super 90 - if you have the money, that is. The gun is basically a fully automatic version of the pump-action Super 90. In fact, the xm1014 fires so quickly that you can easily empty all the rounds in your chamber without even realizing it. It's great to use in tight corridors, but otherwise, this weapon will get outgunned by almost any other submachine gun or rifle at even a moderate distance. Its slow reload speed will also make you vulnerable for a long time.

Submachine Guns

Submachine guns are the most popular type of weapon in Counter-Strike, since they represent a perfect blend of power and value.

screenshot
Heckler & Koch MP5-N

Retail name: K&M submachine gun
Caliber: 9mm
Price: $1,500
Clip capacity: 30
Description: The MP5-N is easily the favorite weapon of all Counter-Strike players and for good reason. At $1,500, it's a steal as far as submachine guns are concerned. Whether you've won or lost the first round, the gun is inexpensive enough that you can automatically afford it by the second round of any match. What's more, its clip can hold 30 rounds and 120 more spare rounds, meaning you'll never run out of ammo during extended matches. And despite its budget status, the MP5 is a very formidable weapon with minimal recoil and a very high rate of fire. The MP5 is a great intermediate weapon to tide you over while you save for a more powerful rifle.
Recommended use: If you can't afford a rifle, you should always buy an MP5. While it's not very accurate at long range, it has an impressive rate of fire without too much recoil. You should fire this gun in bursts of five to 10 rounds unless you're standing close to your opponent, in which case you can hold down the trigger as long as you can keep your aim steady.

screenshot
Steyr TMP

Retail name: Schmidt Machine Pistol
Caliber: 9mm
Price: $1,250
Clip capacity: 30
Description: The TMP is a counter-terrorist only weapon, and it's the cheapest submachine gun available in the game. Its nonremovable silencer gives it an edge when stealth is important, and it also limits the gun's recoil as compared to other submachine guns. One drawback to the TMP is that its high rate of fire means that it eats through its 30 round clip in little time, so use it sparingly.
Recommended use: This gun is even cheaper than the MP5, so if you're really hurting for cash, you can always fall back on the TMP. It isn't as powerful as the MP5, but it does fire at a faster rate, and it has a significantly less pronounced recoil, which means keeping your aim steady with the TMP will be a little easier than with the MP5. The TMP's silencer also means that your enemies won't realize they're being shot at until they're actually hit.

screenshot
Heckler & Koch UMP

Retail name: K&M UMP45
Caliber: .45 ACP
Price: $1,700
Clip capacity: 25
Description: Developed by the same manufacturer as the MP5-N, this gun's higher-caliber ammunition is more powerful than its MP5 cousin. It fires at a slightly slower rate than the MP5, and with only 25 rounds per clip, it's not as practical. The UMP also suffers from a significantly longer reload time than the MP5.
Recommended use: Since the UMP costs $200 more than the MP5, you should avoid it. Its relatively fast rate of fire and small clip capacity mean that you'll be reloading this gun a lot, and since it suffers from a slow reload time, you'll be vulnerable more often than with another gun.
 

Mac10

Retail name: Ingram Mac-10
Caliber: .45 ACP
Price: $1,400
Clip capacity: 30
Description: The Mac10 is only available to the terrorists. Like the UMP, it does a relatively high amount of damage per shot. The Mac10 can carry five more rounds per clip than the UMP and has a much higher rate of fire. However, it suffers from a severe lack of accuracy, which makes it one of the least-used guns in the game.
Recommended use: The Mac10 is very similar to the TMP and should be used accordingly. It doesn't have a silencer, but it packs a little bit more punch per round than the TMP. Since it's so inaccurate, it should be used in very short bursts, unless you're fighting in close quarters, in which case the Mac10's power can prove deadly.

screenshot
FN P90

Retail name: ES C90
Caliber: .338
Price: $2,350
Clip capacity: 50
Description: The FN P90 is one of the strangest looking guns in the world. Its unique design affords it a large clip capacity. In fact, among all but one gun in Counter-Strike, the P90's clip is easily the largest in the game. It's also has one of the fastest fire rates of any of the game's guns as well. You'll hardly feel the need to reload with this weapon. However, all this luxury comes at a price, as the FN P90 is the most expensive submachine gun you can buy. If you can afford it, and if you're playing in a level where bullet penetration isn't necessary, this P90 is a great choice for both terrorists and counter-terrorists.
Recommended use: Before you get tempted into buying one of these guns, keep in mind that it's the most expensive submachine gun available and probably not worth your money. Its largest appeal is that it can hold 50 rounds per magazine, so you don't have to worry about reloading too much. It can also fire at a very fast rate, but it also suffers from horrible recoil. If you decide to buy one, aim low, since the recoil will forcibly raise your reticule.
 

Rifles

There are more rifles in Counter-Strike than any other weapon group. They're some of the most expensive - and most powerful - weapons in the game. All rifles can penetrate certain solid objects like crates and doors, and some even have zoom capabilities.

screenshot
Colt M4A1 Carbine

Retail name: Maverick M4A1 Carbine
Caliber: 5.56mm
Price: $3,100
Clip capacity: 30
Description: Early versions of Counter-Strike's M4A1 were equipped with a scope. This functionality has since been dropped in favor of a more tactical feature: a silencer. Like the H&K USP Tactical, the M4A1 is better off when silenced, which activates when you use its special weapon function. Sure, it loses a little bit of its power, but the benefits gained by being completely silent when firing this weapon greatly outweigh the small costs. The M4A1 has average recoil and a fast rate of fire. It's also fairly accurate at all except extreme distances, making it one of the most well-rounded rifles in the game. Unfortunately for terrorists, this is a counter-terrorist weapon only.
Recommended use: Always equip the silencer. It adds a little more accuracy and makes the gun almost completely silent. The M4A1 is surprisingly accurate over long distances, so don't be afraid to engage an enemy early if you're carrying this rifle. Just make sure to fire in bursts.

screenshot
Steyr AUG

Retail name: Bullpup
Caliber: 5.56mm
Price: $3,500
Clip capacity: 30
Description: The Steyr AUG is a counter-terrorist-only weapon and is a good alternative to the Colt M4A1. It doesn't have as fast a rate of fire as the Colt, it's not as powerful, and it can't be silenced. Despite these apparent drawbacks, the AUG does have some redeeming qualities in its high accuracy and zoom capabilities.
Recommended use: The AUG functions exactly the same way as the terrorists' Commando. It can be zoomed once, does the same amount of damage, is just as accurate, holds the same amount of ammunition, and features the same rate of fire. So, like the Commando, the AUG should be fired in short bursts and, preferably, while kneeling. And whenever possible, use this weapon's scope for added accuracy and pseudo-sniping capabilities.

screenshot
AK-47

Retail name: CV-47
Caliber: 7.62mm
Price: $2,500
Clip capacity: 30
Description: The terrorist-only AK-47 packs quite a punch for its relatively small price tag. It suffers from a lack of accuracy and limited ammunition. However, for cash-strapped terrorists, the AK-47 is a great weapon and one that can mow down enemies at drop of a hat.
Recommended use: The one thing to keep in mind when using the AK-47 is that its first two shots are the most accurate, and every subsequent shot will stray further and further from your reticule. So the proper way to use the AK-47 is to fire it in two- or three-shot bursts. Holding the trigger down any longer is almost completely useless. The AK-47 should also be avoided in large maps where accuracy is required to tattoo enemies at great distances. In close-proximity areas, however, the AK-47 is a great alternative to either of the game's shotguns.
 

Sig SG 552 Commando

Retail name: Krieg 552 Commando
Caliber: 5.56mm
Price: $3,500
Clip capacity: 30
Description: The terrorist-only Commando is the equivalent of the counter-terrorists' Steyr AUG rifle. It can be zoomed in once, and has a decent rate of fire, has good penetrating capability, and packs quite a punch.
Recommended use: The Commando is one of the best all-around weapons and has only one serious drawback: a severe recoil. When the trigger is held down indefinitely, the Commando loses a lot of its accuracy. But when it's fired in bursts, especially when zoomed, its rifle's accuracy becomes deadly. More so than any weapon, the Commando should be fired while crouching. Whenever you can, use the scope's zoom feature. Doing so reduces its rate of fire, but greatly increases its accuracy. The Commando can also be used as a sniper rifle if you're on a budget.

screenshot
Sig SG 550 SWAT

Retail name: Krieg 550 Commando
Caliber: 5.56mm
Price: $4,200
Clip capacity: 30
Description: The Sig SG 550 SWAT is the counter-terrorist answer to the terrorist's G3. It has two levels of zoom capability, and it can be fired in full-auto, even when the scope is being used.
Recommended use: As a counter-terrorist, you have the option of buying one of three sniper rifles, including this one. While it may be cheaper than the AWM, it doesn't have its appeal - as a sniper rifle, its not as accurate. However, if you plan on using it as an assault weapon, its full-auto capability will undoubtedly prove useful. Like the AWM, it has good penetration capabilities, but also suffers from heavy weight, which ultimately negates its usefulness as an assault rifle.

screenshot
Steyr Scout

Retail name: Schmidt Scout
Caliber: 7.62mm
Price: $2,750
Clip capacity: 10
Description: The Scout is Counter-Strike's second, and inferior, bolt-action sniper rifle. Functionally, it's equivalent to the AWM, but it lacks the accuracy and power.
Recommended use: While its price tag might be appealing, if you can't afford a better sniper rifle like the AWM or even the G3, you're better off spending your money on an assault rifle. While the Scout is fairly accurate and packs a moderate punch, it fades in comparison to the AWM. And while the AWM can be accurately fired from a standing position, you must crouch when firing with the Scout. It is the lightest of all sniper rifles, however, which means you can run at a nice clip while carrying it.

screenshot
Arctic Warfare Magnum (AWM/AWP)
(Currently The AWM/AWP is restricted on www.dukesfunhouse.com)

Retail name: Magnum Sniper Rifle
Caliber: .338
Price: $4,750
Clip capacity: 10
Description: The Arctic Warfare Magnum, or AWM, is the most powerful weapon in Counter-Strike. It can cut down an armored enemy with a single hit, and it's deadly accurate at all ranges, thanks to its powerful scope that can be magnified twice by pressing your special weapon function key.
Recommended use: Despite its hefty price tag, the AWM should be your sniper rifle of choice. Never fire the AWM without the scope, as it's surprisingly inaccurate that way. When you have an enemy in your scope, don't worry about leading him, since the bullet will effectively hit your target the moment it's fired. And of course, try not to miss because you must chamber a new bullet after every shot, and that alone takes a few seconds. Also, remember that the AWM can penetrate solid objects as well as people, so don't be surprised when you kill two or three enemies with a single shot.

screenshot
Heckler & Koch G3/SG-1

Retail name: D3/AU-1 Semi-Auto Sniper Rifle
Caliber: 7.62mm
Price: $5,000
Clip capacity: 20
Description: The terrorist-only G3 is a little less accurate and less powerful than the AWM, but it does have some redeeming qualities as a sniper rifle. Its firing mechanism is semi-automatic, meaning you won't have to chamber a round after each shot. When situations get a little hairy, the G3 also serves as a competent assault rifle, although you'll be hindered by its heavy weight.
Recommended use: The G3 comes with a heavy price tag, and it should be avoided if all you plan to do is snipe. Go with the AWM instead. If you do buy a G3, keep in mind that this gun won't zoom out after every shot - like the AWM - so keep your finger on the trigger. Always go for a head shot because, unlike the AWM, a single hit with the G3 won't always kill enemies.

 

Machine Guns and Items

Here are some other weapons and items that'll give you the edge in Counter-Strike.

screenshot
FN M249 Para

Retail name: ES M249 Para
Caliber: 5.56mm
Price: $5,750
Clip capacity: 100
Description: The biggest and most expensive gun in Counter-Strike, the Para is the weapon most feared by veterans of the game. It can carry a whopping 100 rounds per clip, which it spews forth at an incredible rate. And while its inaccurate, its primary role is for throwing up a wall of lead, not sniping.
Recommended use: The Para might be appealing to use, but it's a difficult gun to master. Its heavy weight means that your mobility will be severely impeded. The gun's inaccuracy means that you'll also have a difficult time trying to hit enemies at a distance or who are constantly moving. However, for defending a single doorway or location, there is no better weapon to use than the Para. Additionally, for maps like 747 and Assault, the Para can penetrate entire structures and rain a torrent of ammo onto an unsuspecting team. Don't worry about ammo, either. With 100 rounds per clip, you can hold down the trigger for nearly 10 seconds before having to reload.

screenshot
Flashbang Grenade

Price: $200
Description: The flashbang grenade explodes in a bright visual concussion that temporarily blinds anyone within its vicinity, including your own teammates. The farther away you are from its area of effect, the faster your vision will return. The flashbang is meant to disorient enemies long enough for the opposing team to move in and take advantage of the state of confusion. If you see such a grenade being thrown in your direction, look away as fast as possible. Then, be prepared to face rushing enemies. When using a flashbang, you should throw it into a concentrated area of enemies, then immediately follow it with an attack. It takes a leap of faith to jump into a group of enemies, but it will be temporarily blinded, so act quickly. You can carry two flashbangs at any given time.

screenshot
Smoke Grenade

Price: $300
Description: While both teams are able to buy the smoke grenade, it's best suited to the counter-terrorists. This grenade releases large puffs of smoke that obscure everyone's visibility, so they should be used wisely. It's very easy to obscure the view of a few of your own teammates, thus causing more harm than good. The smoke grenade should be used when your team is pinned down by enemy fire to provide cover for escape. You can only carry one smoke grenade at a time.

screenshot
High-Explosive Grenade

Price: $300
Description: These grenades have about a 2.5-second fuse delay before exploding in a powerful ball of flame that can inflict up to 75 hit points. You can't hurt your own teammates with a high-explosive grenade, but you can cause damage to yourself, so caution should be taken when throwing it. Grenades have a tendency to bounce sharply off walls, but you can use this to your advantage by banking the throws into otherwise hard-to-reach areas. The grenade should be used at an incoming group of attackers to soften them up and spread them out.

Kevlar Vest

Price: $650
Description: Kevlar vests offer protection against all attacks below the neck. However, even though they absorb a significant amount of damage, your own health will still decrease, albeit at a lesser rate, when attacked while wearing a vest. The vest will usually let you survive more firefights than you normally can, so if you have the money, make sure to buy one at the start of every round.

Kevlar Vest and Helmet

Price: $1,000
Description: This option adds a Kevlar helmet to the standard vest. The helmet lets you take more damage to the head than you normally can. Generally, however, unless you're hit from pistol fire, a head shot will usually kill you - with or without the helmet. You're better off buying just the vest and pocketing the $350 difference.

Night Vision Goggles

Price: $1,250
Description: These goggles amplify the amount of light in any given map, making it easier to spot enemies in dark areas. However, at $1,250, its price is a little steep, and your money is better spent elsewhere, especially if you've increased your gamma using PowerStrip, as we mentioned previously.

Defuse Kit

Price: $200
Description: At only $200, the defuse kit should be bought by every counter-terrorist during bomb defuse situations. It cuts the bomb defuse time from 10 to five seconds, which could mean the difference between a successful mission and a failed one.

 

Chapter Three: General Map Strategies

The maps of Counter-Strike fall into three strategic categories: assassination/escort, hostage rescue, and bombing/defusing. Each class of map has specific needs that must be met to win as both counter-terrorists and terrorists. Lets go over the basic strategies that should be applied to all three map classes, beginning with assassination maps.

Assassination Strategies

All assassination maps are a daunting challenge for counter-terrorist players due to the inherent vulnerability of the VIP. To win on these maps counter-terrorists must work as a team and focus their fire on singular targets as they present themselves. Time works against the counter-terrorists on these maps, since the game is over if the VIP doesn't reach the extraction point safely within the given time limit. For terrorists, nothing is more satisfying than the proverbial "release the hounds" plan of attack, which is effectively what all assassination maps offer. There are no hostages to babysit and no bomb to worry about planting. Your job is to kill your enemy, plain and simple.


The VIP must stay alive at all costs.
Counter-Terrorist Perspective: Delivering Your Valuable Cargo
All assassination maps offer four or five primary ways to extract the VIP from the counter-terrorist spawn point to a singular rescue spot. And while the map layouts differ, the general strategies to succeed on them are virtually identical from map to map.

To win on assassination maps, counter-terrorists must follow three major guidelines.

1. Stay with the VIP.
In the movie Top Gun, the experienced Viper told the rebellious Maverick that he should never leave his wingman during the action. If there's ever a scenario in a PC game where Viper's words ring true, it's Counter-Strike. Stay with the VIP at all times. Two or three counter-terrorists should lead the VIP, and two or three should guard his flank.

2. Overwhelm one area with intense firepower.
Since you're staying with the VIP (you are staying with him aren't you?), you might as well use your group's massive amount of weaponry and lead-throwing ability to its full potential. Pick one of the four escape routes (let the VIP decide at the beginning), and rush to it as quickly as possible as a group, picking off any foolish terrorists that have decided to be heroes and come in as loners looking for kills.

3. Use flashbang grenades to break out.
Once you're at the final leg of the particular escape route you've chosen, it's time to actually make the run to the extraction point and expose yourself and the VIP to terrorist fire. High-explosive grenades offer intense firepower, but have a relatively small blast radius. Plus, with their loud noise and tall explosion, they immediately broadcast to every terrorist within earshot that the counter-terrorists are coming from a certain hole, window, roof, or doorway. Instead, use one or two flashbang grenades to force any nearby camping terrorists to move away from the vulnerable spot where you exit from your counter-terrorist haven. Be careful not to flash your own teammates - communication is key. And once you break loose in the open, make a beeline to the extraction point, but make sure to maintain formation. If possible, remember to keep the VIP between a group of leading and a group of trailing counter-terrorists.

4. Do your part.
If you end up playing as the VIP, use your pistol. While you shouldn't leave your counter-terrorist escort to engage any hostiles, it's still a good idea to provide cover fire while running in formation.

Terrorist Perspective: Killing the Fat Bureaucrat

Many Counter-Strike players will only play assassination maps as a member of the terrorist team - and with good reason. But even though terrorists start out with a slight advantage, poor team strategy will still let the counter-terrorists accomplish their rescue mission repeatedly.

Here's the way terrorists should hunt their prey down and execute him efficiently.

1. Monitor all the exit spots simultaneously.
At the beginning of the round, assign two terrorist team members to each possible exit point. If you haven't got enough people in the game, then lower that number to a single guard per area. Move your crosshairs on each teammate and try to place his name in the area he's guarding. That way, if a teammate gets killed, you'll instantly know where the action came from and, probably, where the counter-terrorists are attempting to break out.

2. The clock is your friend. Use it.
The mentality for terrorists when each round begins on an assassination map tends to be a shark-like feeding frenzy. This leads to rogue team members running off into the building and attempting to kill the VIP themselves, Rambo-style. It's better to relax at the beginning, corral your teammates, and get them each to monitor a break-out exit point. Since the onus is on the counter-terrorists to complete the mission, if they camp inside the building and refuse to come out, they'll lose when the timer expires.

Hostage Rescue Strategies

Of the 20 maps included in Counter-Strike 1.0, half are hostage rescue maps. Hostage rescue maps all have four defenseless (and often mindless) hostages that should be guarded by the terrorist team, which spawns very close to the hostages at the start of each round. Counter-terrorists spawn farther away and must infiltrate the terrorist's lair, rescue the hostages unharmed, and deliver them to freedom.

For terrorists, the priority on all hostage rescue maps is to stay alive and guard the hostages from being liberated. Counter-terrorists can win the round in two ways: by rescuing the hostages within the time limit or by killing all the terrorists. Conversely, the terrorist team can win the match by either killing all the counter-terrorists or by preventing them from rescuing the hostages in time.

Let's look at some general strategies that apply on all hostage rescue maps for both counter-terrorists and terrorists.


Each map has four or five hostages that must be rescued.
Counter-Terrorist Perspective: Oh, Those Silly Hostages
Well, now they've gone and done it. A group of scientists or tree-hugging environmentalists or capitalist pigs or whomever has gone and upset a group of savage terrorists, and now it's been captured and is being held against its will. Saddle up, counter-terrorists, you've got a job to do, and you're going to do it well by following these specific guidelines.

1. Grenades are your friends.
The smoke, flashbang, and high-explosive grenades in Counter-Strike have specific purposes, and they lie solely in distracting, disorienting, or killing terrorists that are guarding hostages. Sure, the terrorists can have some great fun with grenades too, but they're really precise instruments that a good counter-terrorist team should use. A good general rule is to smoke dangerous entry zones to limit the terrorists' visibility, advance and flash the principal terrorist camping area, and rush in after the flashes deploy.

2. Counter-terrorist camping has a role... within reason.
On some of the hostage rescue maps, notably Canyon Siege, Assault, and Militia, it serves counter-terrorists well to watch the clock and bleed off a minute or two of game time before rushing into the terrorists' camp. Why? More often than not, some terrorists, possibly even half the entire team, will quickly get bored with guarding the hostages and rush like rabid dogs into the concentrated fire of the entire counter-terrorist team. As long as terrorists stay near their spawn area, they have the tactical advantage over the counter-terrorists. By goading them out of their hiding area, the advantage shifts to the counter-terrorists.

Let a minute or two bleed off, kill the few mindless rushing terrorists, and enjoy a nice numeric advantage against the wise terrorists that are still left guarding the hostages.

3. AWM delight.  (Currently The AWM/AWP is restricted on www.dukesfunhouse.com)
There should always be at least one out of every five counter-terrorists that purchases an AWM/AWP sniper rifle each round. This is because of the nature of most hostage rescue maps, which have long approach lanes for counter-terrorists to navigate as they try to get close to the hostages. In maps like Office, Canyon Siege, Militia, Estate, and Italy, there are plenty of long-distance angles that sniping counter-terrorists can exploit as the rest of the team rushes toward the terrorist camps.

Terrorist Perspective: Pitch a Tent

Terrorists' role on hostage rescue maps is very simple: Guard the hostages. To accomplish this goal, the terrorists must work together in groups, preferably all within close range of the hostages. Here are a few general tips.

1. Like it or not, it's camping time.
On almost all the hostage rescue maps, guarding or camping near the hostage rescue point tends to let terrorists hold a natural advantage over their counter-terrorist opponents. The Assault map is the perfect example, and many players detest playing as counter-terrorists on Assault due to what they perceive to be excessive terrorist camping. Terrorists win, however, because their spawn point forces them to stick together, pool their fire, and cover all counter-terrorist entry points.

2. Purchase rifles, not submachine guns.
Yes, the MP5 is one of the most accurate and easiest weapons in Counter-Strike to use, even for those unskilled in burst-firing. But the reality is that you will be guarding hostages in buildings, behind doors, and around boxes, and you will need the AK-47's incredible penetrating power and bullet damage to mount a defense against marauding counter-terrorists. The SIG-552 also makes for a great terrorist weapon on hostage rescue maps due to its penetration and zoom capabilities.

3. Watch the grenades.
It's tempting to hang back while guarding hostages and purchase limitless grenades to throw from relative safety as terrorists, particularly on maps like Canyon Siege and Assault. You should use caution and good judgment when doing so, since it's very easy to injure or blind one of your own teammates. And improper use of the smoke grenade will only help the counter-terrorists on hostage rescue maps, since it provides cover for them to get closer to the terrorist base camp as a group.

Bomb Defuse Strategies

Your counter-terrorist team has been tasked with the ultimate challenge. Prevent a group of known terrorists from planting and detonating an explosive device near innocent civilians.

Eight of the 20 maps in Counter-Strike are of the bomb/defuse variety, and each has two targets that terrorists can bomb, which means you'll be planting and defusing lots of bombs if you play the game at any length. Here are some ways to make your terrorist or counter-terrorist team more successful.


Each map has two spots to plant the bomb.
Counter-Terrorist Perspective: Know Your Role
It's fun being terrorists on bomb maps thanks to the evil satisfaction that comes from successfully delivering your unstable payload. But for counter-terrorists the bomb maps are a challenge. To win, counter-terrorists must know what their specific duties are as part of the team each round and how to execute those duties. Here's some help to make the experience easier.

1. Divided you stand, united you fall.
Former President Abraham Lincoln may have been correct when he told the U.S. that only by remaining united could the nation survive, but for Counter-Strike bomb maps, he was way off the mark. As counter-terrorists, you've got to identify which of the map's two bomb spots the terrorists are heading toward immediately. If you leave it to chance by just guessing each round, you'll let the terrorists succeed more often than not. To do this, split your team into two groups and pursue the entry paths to both bomb spots by rushing. The exact second one of the teams identifies the larger group of the terrorists, have it quickly send a message to the entire team as to which bomb spot the terrorists are heading toward. A one word message that was previously agreed on like "one" or "two" can be all that's needed to effectively tell the squad which of the two spots to close in on.

2. Buy defuse kits.
While this might sound obvious, there are still many counter-terrorists that forget to purchase the optional bomb defusing kits in the chaos that is the beginning of each game round. Bomb defusing kits let you defuse twice as fast as normal, and carrying this item can mean the difference between success and failure. They are not optional to any counter-terrorist that wants the best chance of winning. Remember that even if you kill every terrorist in the round, if he's managed to plant the bomb before he died, you will still lose the round if you can't defuse the bomb in time.

3. Guard the bomb
If you or another team member kills the bomb-carrying terrorist, make sure to stay near the dropped bomb and prevent any other terrorists from picking it up. Remember, if the terrorists don't plant the bomb within the time limit, your team will win, so keep those terrorists away as long as possible.

4. Listen carefully.
Sometimes terrorists will plant the bomb away from your direct line of sight. You should always look out for the bomb's distinct beeping noise. If you can hear the bomb, but you don't see it, check the not-so-obvious areas, like behind a column or on top of the crate.

5. A difficult choice.
In some cases, there'll be no way to get to the bomb in time to defuse it. If the bomb's beeping seems frantic, you're better off running away. This way, you won't die needlessly and be forced to buy another gun at the start of the next round.

Terrorist Perspective: Run Like Hell

On bomb defuse maps, the terrorist team plays a role similar to the one counter-terrorist's play on assassination maps. Namely it must escort and protect the bomb carrier on the way to the final area where the bomb will be set to explode. The similarities between the two scenarios don't end there, as terrorists also must determine which pathway to the bomb point makes the most strategic sense to pursue.

Here are a few things you can do as terrorists on bomb maps that will rout the counter-terrorists and maximize your chance for winning.

1. It's all about planting.
As a terrorist, you should always check for the green bomb icon on the left side of your screen. If you see it, that means you're the bomb carrier. Sometimes, the terrorist with the bomb is oblivious to the fact that he's carrying it. Be aware of your situation at all times. If you're the bomb carrier, you have one goal, which is to plant the bomb. Think of nothing else, and certainly don't forget that you're carrying precious cargo that can win the round outright for your team.

2. Stay with the bomb carrier.
Again, like the counter-terrorist's role in VIP protection, you must stick with the bomb carrier as he proceeds to the target for two main reasons. First, you provide additional firepower and another pair of eyes to monitor the path from both in front and behind as you move to the bomb site. Second, if the bomb carrier gets killed, and you live, you can pick up the bomb yourself and continue the mission. Your weapon choice on bomb maps should reflect this multirole strategy: no short-range shotguns, and no long-range AWMs. Stick to the AK-47 and SIG 552 rifle and go with the MP5 if you're strapped for cash. A good flashbang grenade or two can also go a long way in distracting or stopping counter-terrorists from rushing the bomb carrier if they correctly guess which bomb site you're headed to.

3. Proper placement.
Each map has two bomb areas, which are clearly denoted by round targets on the ground. If you're carrying the bomb, the green icon will start flashing, indicating that you can plant the bomb. While the bomb areas are usually fairly small, you should plant the bombs in hard-to-find or heard-to-reach areas, like on top of a crate. This makes it tougher for the counter-terrorists to find and get to the bomb in time.

4. Dropped bombs.
The second that your bomb carrier has been killed, the game will tell you that the bomb has been dropped through a text message across the center of your screen. When this happens, you should quickly begin sweeping the map to locate the loose bomb on the ground. Many players go through round after round as terrorists thinking that their goals for the map only involve killing enemy counter-terrorists. If you play smart and are aware of your team's condition at all times, you'll always succeed in planting the bomb.

 

   

Manual for Members of Dukes Fun House Counter Strike Server.
CS 1.6 Manual Modified from the 1.5v Manual by Shania Twain is a Hottie.
www.dukesfunhouse.com