I think i today will give to ya my favorite polish Clan In CS MYM....
I hope You will Enjoy....
Ofc I will give to u my favorite music when i play cs.
I HOPE U WILL ENJOY ;]
Counter Strike Hints And Tips
Monday, April 11, 2011
Hi Today i'll write about CT and TT Guides :)
COUNTER TERRORIST GUIDE !
Here are a few general tips on some things you can do to improve your game individually and as a team as a Counter-Terrorist:
*Communication is Key: Their are a few aspects to a team that makes the team strong on the Counter-Terrorist side of a match or scrim. One of these keys is good, efficient communication. One important part of this is making efficient and specific calls over ventrilo. You want to try to call the number of enemies, guns used by the enemies, and specific locations of the enemies with as little words as possible. One huge mistake I have seen is a team member calling "ALL B! ALL B!" when only 4 where in B. This can be a big mistake because one of your teammates may try to flank and not be looking out for a Terrorists who was waiting in a great spot for your teammate to flank. Also, your team should decide on specific names to call certain places and hiding spots around the map. This will help the whole team to know exactly where the enemies are when one of your teammates makes a call. Another thing that can be helpful is to call out flashes, smokes and the HE nades thrown by the enemy. This is another way to let your teammates know what is going on in your side of the map. One more thing is to cut the unnecessary talking on the mic. Try to refrain from talking about non-cs things in a serious scrim/match, and try to refrain from letting your whole team know how pissed you are every time you die. Lastly, let your teammates know when you are falling back, when you need backup, and when certain choke points have been compromised.
*Solid Teamwork and rotations: The other major key to having a good CT side is great teamwork and good rotations. This teamwork is based a lot on good communication, however. Good calls will allow your teammates to make good decisions on when to rotate and how fast. You want to rotate fast when you know the enemy is coming to a certain bombsite or choke point. You want to try to meet them before they can even get into the site and plant. This is not always possible though. In cases where you can't help your teammates in time, you want to wait for the rest of your teammates to get into position to re-take the bombsite instead of trying to take the bombsite back one by one. Your in game leader can help out with this by trying to get everyone coordinated and grouped up. After you are all ready to go, you should flash the bombsite and all try to retake the bombsite at the same time.
*Using HEs, flashes, and smoke grenades: All of these nades can have big advantages if used correctly. Using a flash is pretty easy, you want to use it to prevent rushes and to delay the other team while you wait for help from your teammates to help. Be careful, however, not to use your flashes wastefully. Good teams will try to delay their strats and get you to use up your flashes. This will leave them with a bunch of flashes and you with none. The HE, as a CT, is often misused. A lot of players try to use it to get kills. You should use the HE to suppress the Terrorists. This will give you another nade to hold of the Terrorists when they make their move and also buy you a few seconds for your teammates to rotate and help. An exception to this is that I have seen many top teams use the HE to secure a vital choke point. An example of this is a two player nade stack on the long A doors on dust2 right at the start of the round. Lastly, the most underappreciated nade on the CT side is the smoke grenade. The smoke grenade can be very usefull when you are trying to guard a small choke point for several reasons. The first reason is because the smoke may force the Terrorists to waste flashes because they are afraid of what is on the other side of the smoke. The second, and most important reason to use a smoke is because you can see the Terrorist in the smoke before they can see you. A good example of this is the back alley or Ivy part of de_train. If you use a smoke in the little alley, you will see a part of them when they are still lost in smoke.
*Know when to push: For the most part, you are going to want to stay back and guard the bombsites and choke points as a Counter-Terrorist. However, their are good times to push as well. A good flank can win you a round. Knowing when to push relies on two things: 1) How the other team is playing, and 2) communication. A few good times to push would be when the Terrorists are consistenly avoiding your choke point/bombsite or when you know where most of the enemies are. For example, if 4 of the enemies are rushing the other bombsite, it may be a good idea to try to push behind them and catch them off guard. When pushing, be very careful to check all the corners and good camping spots. You will most likely want to use a flash to help clear the choke point you are pushing threw as well.
*Setup Crossfires when possible: This something that can be really helpful if you are able to do it. It is only possible to use on certain maps and certain choke points. However, when used, it forces the Terrorists to check two complete different directions in order to clear a choke point. One good example of this is having two CTs going to long A with one in the pit and one between the pit and the car.
*Knowing when to Save guns and getting exit kills: Your team is not going to win every round, but their are a few things you can do that will help you win the following round. One of these things is knowing when to save your guns and when the round is unwinnable. Their are certain situations like a 2v5 with the bomb planted in which you have very little chance of winning. In this situation, it is statistically better to save the guns then to try to take the site back and lose both of your guns. By saving, you will have 2 guns and will be much more likely not to have to save. This is something that needs to be judged by your in game leader on a situational basis, but it is important that everyone is on the same page. You don't want 1 guy trying to take back a site and 1 guy saving. Also, when saving, it is a good idea to try to stay at a really save distance and to try to get some easy shots on Terrorists leaving the bombsite. Be careful not to lose your guns when doing this though. I will use another example from Dust2. A good idea, if you had an AWP and the bomb was planted at B, would be to sit in T spawn and wait for the Terrorist to try to exit from B tunnels. You will have an easy shot from their and also have an easy way to retreat if the Terrorists get to close.
TERRORIST GUIDE :)
Here are a few general tips on some things you can do to improve your game individually and as a team as a Terrorist:
*Good Strategy: Going into a match or scrim you need to have a good game plan. I would suggest having a solid pistol round strategy, 4-6 gun round strategies, 1-2 Save/Eco round strategies, and 1 anti-eco round strategy. By having all of these strategies well practiced, your team will be ready for every single round of the Terrorist side of the match. Also, try not to make your strats too specific and make sure you leave some room for the unexpected to happen. Adaptation is a big part to winning rounds on the terrorist side of Counter-Strike.
*Solid Leader: Your ingame leader plays a huge role in your success on the T side. It is important that when you get to match time, your team isn't calling strats by commity. Your team needs 1 player to be calling strats and directing the team. This will help your team to be on the same page. One big mistake I have seen is that teams will be indecisive and have 2 or 3 players trying to call a strat at the beginning of the round. This will lead to confusion and will result in the players on your team either being confused or running different strats. Your ingame leader needs to be someone who can be in control, both when winning and when losing. He needs to know when it is time to get on someone's back and when it is time to be relaxed.
*Using HEs, flashes, and smoke grenades: Using the grenades in Counter-Strike on the Terrorist side should be a little bit different than how you use these on the Counter-Terrorist side. The HE, to start, can be used to kill or to clear good CT camping spots on the map. For example, if their is a spot on the map that is real tough to clear with guns, you may want to try a nade stack on that camping spot to help clear the spot. Flash grenades can be used to either help you take a choke point or help you protect the planted bomb in the bombsite. When you are moving to take a bombsite or to get past a choke point, your team should use multiple flashes in different spots to help clear the bombsite/choke point before your team moves in. One tip when using flashes to help protect a planted bomb is to spread out the flashes you have left. Most of your teams flashes will be gone before the bomb has been planted. You should try to spread your remaining flashes out to delay the CTs as long as possible. Smoke grenades play a huge role on the Terrorist side of the map. I would suggest that your team buys at least 3 smoke grenades when you are on a buy round. Their are a few keys to using a smoke grenade. First, use them to help block a CT awp from being able to see your team at certain places around the map. Second, don't place the smokes in places that your team may get lost in the smoke. You want to throw your smoke towards the CTs, not right in front of your team.
*Good Timing and Team Work: Timing and team work are a key to the game of Counter-Strike in general, but their are a few ways this specifically relates to the Terrorist side of the map. If you are running a split strat on a bombsite, your goal should be to try to get the CTs looking in multiple directions at your team. Try to time your strats to get this to happen. Also, when your team decides to move on a choke point or bombsite, move together. One big mistake I have seen is that a team goes one by one into a choke point and then dies one by one.
*Setup Crossfires When the bomb is planted: When the bomb is planted, the goal is to delay the CTs as long as possible. This means that you are trying to hide from the CTs and trying to make the CTs chase and search for you if possible. If your team has more than 1 player left, you should try to set up a crossfire so you can cover each other without having to expose yourself too much. The CTs are going to try to clear camping spots, such as areas behind boxes/crates and other objects. You should try to get yourself into a position in which you will see the CT a split second before he can see your teammate. Your teammate should try to do the same for you. If you can get this setup, it will make it a lot of tougher on the CTs to clear those common camping spots in the bombsite.
*Don't become too awp heavy and know your roles: At most your team should have 1-2 awps on the Terrorist side of the map. This should be done for a few reasons. The first reason is that having more than 2 awps can really hurt your teams economy since awps are very expensive. The second reason is that the Terrorist have to take choke points or bombsites, whereas the CTs just sit back and wait for the Terrorist to attack. The awp is not that great of a weapon when you get to the point where you need to take a choke point or bomb site. I would recommend, that for most maps, that your team has only 1 awper, and that this awper is the same player all the time. By having the same player be the awp, it will help prevent confusion and it will also allow for awper to get good at being the awper. Also, most good teams can run some T side strats with no awps. This is good because the AK is much cheaper than the awp and can allow for your team to buy when your team may not be loaded with money.
*Know the money system and try to predict the CT save/economy rounds: If you win the pistol round, their is a very good chance the CTs will be saving for the next 2 rounds. You should have a special setup for these 2 rounds since the CTs may try to rush your team or they may try to stack a bombsite. Also, try to have a general idea of the money system and if you think the other team may be saving, you may want to sit back for a few seconds just to make sure the CTs aren't rushing you. Another important thing is that if the CTs are saving, the first member on your team who spots this should let the whole team know. Knowing that the other team only has pistols can help your team avoid nade stackes, rushes, and getting killed by a CT camping in a spot they wouldn't usually camp in.
Here are a few general tips on some things you can do to improve your game individually and as a team as a Counter-Terrorist:
*Communication is Key: Their are a few aspects to a team that makes the team strong on the Counter-Terrorist side of a match or scrim. One of these keys is good, efficient communication. One important part of this is making efficient and specific calls over ventrilo. You want to try to call the number of enemies, guns used by the enemies, and specific locations of the enemies with as little words as possible. One huge mistake I have seen is a team member calling "ALL B! ALL B!" when only 4 where in B. This can be a big mistake because one of your teammates may try to flank and not be looking out for a Terrorists who was waiting in a great spot for your teammate to flank. Also, your team should decide on specific names to call certain places and hiding spots around the map. This will help the whole team to know exactly where the enemies are when one of your teammates makes a call. Another thing that can be helpful is to call out flashes, smokes and the HE nades thrown by the enemy. This is another way to let your teammates know what is going on in your side of the map. One more thing is to cut the unnecessary talking on the mic. Try to refrain from talking about non-cs things in a serious scrim/match, and try to refrain from letting your whole team know how pissed you are every time you die. Lastly, let your teammates know when you are falling back, when you need backup, and when certain choke points have been compromised.
*Solid Teamwork and rotations: The other major key to having a good CT side is great teamwork and good rotations. This teamwork is based a lot on good communication, however. Good calls will allow your teammates to make good decisions on when to rotate and how fast. You want to rotate fast when you know the enemy is coming to a certain bombsite or choke point. You want to try to meet them before they can even get into the site and plant. This is not always possible though. In cases where you can't help your teammates in time, you want to wait for the rest of your teammates to get into position to re-take the bombsite instead of trying to take the bombsite back one by one. Your in game leader can help out with this by trying to get everyone coordinated and grouped up. After you are all ready to go, you should flash the bombsite and all try to retake the bombsite at the same time.
*Using HEs, flashes, and smoke grenades: All of these nades can have big advantages if used correctly. Using a flash is pretty easy, you want to use it to prevent rushes and to delay the other team while you wait for help from your teammates to help. Be careful, however, not to use your flashes wastefully. Good teams will try to delay their strats and get you to use up your flashes. This will leave them with a bunch of flashes and you with none. The HE, as a CT, is often misused. A lot of players try to use it to get kills. You should use the HE to suppress the Terrorists. This will give you another nade to hold of the Terrorists when they make their move and also buy you a few seconds for your teammates to rotate and help. An exception to this is that I have seen many top teams use the HE to secure a vital choke point. An example of this is a two player nade stack on the long A doors on dust2 right at the start of the round. Lastly, the most underappreciated nade on the CT side is the smoke grenade. The smoke grenade can be very usefull when you are trying to guard a small choke point for several reasons. The first reason is because the smoke may force the Terrorists to waste flashes because they are afraid of what is on the other side of the smoke. The second, and most important reason to use a smoke is because you can see the Terrorist in the smoke before they can see you. A good example of this is the back alley or Ivy part of de_train. If you use a smoke in the little alley, you will see a part of them when they are still lost in smoke.
*Know when to push: For the most part, you are going to want to stay back and guard the bombsites and choke points as a Counter-Terrorist. However, their are good times to push as well. A good flank can win you a round. Knowing when to push relies on two things: 1) How the other team is playing, and 2) communication. A few good times to push would be when the Terrorists are consistenly avoiding your choke point/bombsite or when you know where most of the enemies are. For example, if 4 of the enemies are rushing the other bombsite, it may be a good idea to try to push behind them and catch them off guard. When pushing, be very careful to check all the corners and good camping spots. You will most likely want to use a flash to help clear the choke point you are pushing threw as well.
*Setup Crossfires when possible: This something that can be really helpful if you are able to do it. It is only possible to use on certain maps and certain choke points. However, when used, it forces the Terrorists to check two complete different directions in order to clear a choke point. One good example of this is having two CTs going to long A with one in the pit and one between the pit and the car.
*Knowing when to Save guns and getting exit kills: Your team is not going to win every round, but their are a few things you can do that will help you win the following round. One of these things is knowing when to save your guns and when the round is unwinnable. Their are certain situations like a 2v5 with the bomb planted in which you have very little chance of winning. In this situation, it is statistically better to save the guns then to try to take the site back and lose both of your guns. By saving, you will have 2 guns and will be much more likely not to have to save. This is something that needs to be judged by your in game leader on a situational basis, but it is important that everyone is on the same page. You don't want 1 guy trying to take back a site and 1 guy saving. Also, when saving, it is a good idea to try to stay at a really save distance and to try to get some easy shots on Terrorists leaving the bombsite. Be careful not to lose your guns when doing this though. I will use another example from Dust2. A good idea, if you had an AWP and the bomb was planted at B, would be to sit in T spawn and wait for the Terrorist to try to exit from B tunnels. You will have an easy shot from their and also have an easy way to retreat if the Terrorists get to close.
TERRORIST GUIDE :)
Here are a few general tips on some things you can do to improve your game individually and as a team as a Terrorist:
*Good Strategy: Going into a match or scrim you need to have a good game plan. I would suggest having a solid pistol round strategy, 4-6 gun round strategies, 1-2 Save/Eco round strategies, and 1 anti-eco round strategy. By having all of these strategies well practiced, your team will be ready for every single round of the Terrorist side of the match. Also, try not to make your strats too specific and make sure you leave some room for the unexpected to happen. Adaptation is a big part to winning rounds on the terrorist side of Counter-Strike.
*Solid Leader: Your ingame leader plays a huge role in your success on the T side. It is important that when you get to match time, your team isn't calling strats by commity. Your team needs 1 player to be calling strats and directing the team. This will help your team to be on the same page. One big mistake I have seen is that teams will be indecisive and have 2 or 3 players trying to call a strat at the beginning of the round. This will lead to confusion and will result in the players on your team either being confused or running different strats. Your ingame leader needs to be someone who can be in control, both when winning and when losing. He needs to know when it is time to get on someone's back and when it is time to be relaxed.
*Using HEs, flashes, and smoke grenades: Using the grenades in Counter-Strike on the Terrorist side should be a little bit different than how you use these on the Counter-Terrorist side. The HE, to start, can be used to kill or to clear good CT camping spots on the map. For example, if their is a spot on the map that is real tough to clear with guns, you may want to try a nade stack on that camping spot to help clear the spot. Flash grenades can be used to either help you take a choke point or help you protect the planted bomb in the bombsite. When you are moving to take a bombsite or to get past a choke point, your team should use multiple flashes in different spots to help clear the bombsite/choke point before your team moves in. One tip when using flashes to help protect a planted bomb is to spread out the flashes you have left. Most of your teams flashes will be gone before the bomb has been planted. You should try to spread your remaining flashes out to delay the CTs as long as possible. Smoke grenades play a huge role on the Terrorist side of the map. I would suggest that your team buys at least 3 smoke grenades when you are on a buy round. Their are a few keys to using a smoke grenade. First, use them to help block a CT awp from being able to see your team at certain places around the map. Second, don't place the smokes in places that your team may get lost in the smoke. You want to throw your smoke towards the CTs, not right in front of your team.
*Good Timing and Team Work: Timing and team work are a key to the game of Counter-Strike in general, but their are a few ways this specifically relates to the Terrorist side of the map. If you are running a split strat on a bombsite, your goal should be to try to get the CTs looking in multiple directions at your team. Try to time your strats to get this to happen. Also, when your team decides to move on a choke point or bombsite, move together. One big mistake I have seen is that a team goes one by one into a choke point and then dies one by one.
*Setup Crossfires When the bomb is planted: When the bomb is planted, the goal is to delay the CTs as long as possible. This means that you are trying to hide from the CTs and trying to make the CTs chase and search for you if possible. If your team has more than 1 player left, you should try to set up a crossfire so you can cover each other without having to expose yourself too much. The CTs are going to try to clear camping spots, such as areas behind boxes/crates and other objects. You should try to get yourself into a position in which you will see the CT a split second before he can see your teammate. Your teammate should try to do the same for you. If you can get this setup, it will make it a lot of tougher on the CTs to clear those common camping spots in the bombsite.
*Don't become too awp heavy and know your roles: At most your team should have 1-2 awps on the Terrorist side of the map. This should be done for a few reasons. The first reason is that having more than 2 awps can really hurt your teams economy since awps are very expensive. The second reason is that the Terrorist have to take choke points or bombsites, whereas the CTs just sit back and wait for the Terrorist to attack. The awp is not that great of a weapon when you get to the point where you need to take a choke point or bomb site. I would recommend, that for most maps, that your team has only 1 awper, and that this awper is the same player all the time. By having the same player be the awp, it will help prevent confusion and it will also allow for awper to get good at being the awper. Also, most good teams can run some T side strats with no awps. This is good because the AK is much cheaper than the awp and can allow for your team to buy when your team may not be loaded with money.
*Know the money system and try to predict the CT save/economy rounds: If you win the pistol round, their is a very good chance the CTs will be saving for the next 2 rounds. You should have a special setup for these 2 rounds since the CTs may try to rush your team or they may try to stack a bombsite. Also, try to have a general idea of the money system and if you think the other team may be saving, you may want to sit back for a few seconds just to make sure the CTs aren't rushing you. Another important thing is that if the CTs are saving, the first member on your team who spots this should let the whole team know. Knowing that the other team only has pistols can help your team avoid nade stackes, rushes, and getting killed by a CT camping in a spot they wouldn't usually camp in.
Sunday, April 10, 2011
Hello Today I'll write what u need to play Counter Strike...
OS - Windows 2000/98/Me/Xp
Sound Card - DirectX 6.0
Procesor 500 MHZ
Direct V 6.0
Memory 98 MB Ram
Hard Drive 500 MB
Network TCP/IP compliant
Internet Hi-Speed
Video Card 16 MB
Input Keboard , mouse
I use Keboard
And Mouse
Ofc. U dont need best keboard,best mouse to be a pro Gamer.
U must just Train your Skill A LOT
Sound Card - DirectX 6.0
Procesor 500 MHZ
Direct V 6.0
Memory 98 MB Ram
Hard Drive 500 MB
Network TCP/IP compliant
Internet Hi-Speed
Video Card 16 MB
Input Keboard , mouse
I use Keboard
And Mouse
Ofc. U dont need best keboard,best mouse to be a pro Gamer.
U must just Train your Skill A LOT
Saturday, April 9, 2011
Hail :D Today I'll give to you some Weapon's guide :D lets Start :)
Okay
*Famas guide, hints, and tips:
This gun is good to use when you don't have the money for an M4. It is accurate at all ranges, but it has a small clip, causes you to move slower, and has a lot of recoil. Due to these disadvantages, you should try to burst almost all of the time when using it. The first shot from the famas is very accurate, so try to make that one count. I would recommend a 2-4 shot burst while strafing in between bursts with this gun. Also, make sure you take into account the fact that you move very slowly with this gun out. Try to utilize good cover and positions in which you can retreat quickly.
*Deagle guide, hints, and tips:
This is the best pistol in the game due to the amount of damage it can due with one bullet. This gun is very useful when you are the awper and need a good sidearm for clearing choke points. One shot to the head from the deagle will kill, except at long range. The key to using the deagle is to make every shot count. You only have 7 shots, so you don't want to spray these shots. Also, if you have a good angle, try to go for the head shot. One last tip is to be aware of your situation with this gun. If you know you are in a 1v1 situation, you can go for the body shots. It should take 3-4 hits. In a situation in which you may encounter two opponents at the same spot on the map, it is better to try to disarm one opponent with a headshot to even the odds before taking on the second opponent.
*USP guide, hints, and tips:
This is the standard CT pistol. It is pretty solid at all ranges. At long to medium range, it is helpful to use 2-3 shot bursts while strafing. At close range, you can pretty much spray with this gun and have it be fairly accurate. At medium to close range, I would suggest going for headshots. At long range, I would suggest aiming for center mass (center of chest). Improving your ability with this gun will give your team a better shot at winning CT pistol round, save rounds, and will also help you out a lot if you are an awper.
*AWP guide, hints, and tips:
Many players believe this is the best gun in the game. In my opinion, this gun ranks right up with, but slightly behind the M4 or AK when used for competition. This gun, when used right, can dominate an opposing team. There are a few things you should know about the gun that can help you use it to its fullest. The first thing is that it is quicker to just let the gun rescope on its own then to switch to your knife/pistol and then switch back to the awp (known as "quick switching"). Another tip is that if you are seen picking from a certain spot, take your shot then switch positions. Most teams will have their awper lock onto the spot you were just at and you will most likely get picked if you repeak that spot. There are exceptions to this rule depending on the map and whether or not you have flashes. To elaborate on this, if you want to repeak the same spot, it is a good idea to flash before you repeak. This will blind any members of the other team trying to pick the spot you are about to repeak. Another important thing is to give yourself a place to fall back to. The awp if very poor at close range battles when the other team is halfway decent. Due to this fact, you need to be able to pull back a bit if a group of AKs/M4s try to push you. Lastly, make sure you are good with pistols, and use your pistol in close range situations.
*AK47 (AK) guide, hints, and tips:
This is the primary weapon for the Terrorist side of matches or scrims. This, like the M4, is a very solid and versatile weapon. This weapon is somewhat accurate at long range, but most deadly at medium or close range. When using the AK at long range, you are going to want to use 1-3 shot bursts. It is very helpful if you are able to either use cover at long range or to strafe then burst then strafe again then burst again. When using the strafing technique, you are going to want to make your strafes a bit longer than you would with the M4. This gives the AK recoil time to settle down. At medium range, you can take the burst up to a 2-4 shot burst. Yet again, you are going to want to try to use cover or use the strafe and burst technique. At short range you can use 3-5 shot bursts. One thing to note is that the AK spray is tough to control without practice. I would suggest trying to stick with bursts at close range. One strength of the AK over the M4 is that the AK is a one shot to the head kill gun. Even if the other team bought helmets, you can elimate one of them with a shot to the head. Another strength is that this gun is much cheaper than the M4, which will allow your team to be able to buy more often. This is a huge advantage if you are playing in a league with the 16K start money system. If your team can limit itself to 1 awp, you will be able to buy almost every round assuming you can win a few rounds or get a few bomb plants.
*M4A1 (M4) guide, hints, and tips:
This is the primary weapon for the Counter-Terrorist side of matches or scrims. This is a very solid and versatile weapon. This weapon if very accurate at long range, but still very lethal at close range. When using the M4 at long range, you are going to want to use 2-3 shot bursts. It is very helpful if you are able to either use cover at long range or to strafe then burst then strafe again then burst again. At medium range, you can take the burst up to a 3-5 shot burst. Yet again, you are going to want to try to use cover or use the strafe and burst technique. One important note is that you should not try to outpick an awper from medium to long range with the M4. At short range you can use 3-5 shot bursts again or you can even just spray at the other team's players. As mentioned before, the M4 is a very accurate gun at all ranges, this means that you can aim for the head and hit often. One weakness with this gun is that a headshot only does 82 damage when your opponent has a helmet. So you have to hit your opponent at least twice when they have a helmet.
http://www.youtube.com/watch?v=lnxGZ5EnBtw (M4A1) guide :)
http://www.youtube.com/watch?v=Y7TomNfVp3E (AK47) guide :0
http://www.youtube.com/watch?v=IHx9OqKMZ1Q (Awp) defensive guide
http://www.youtube.com/watch?v=yAU4gRVu2vg (Awp) offensive guide :)
I cant find more Great guides in YT but i hope u will enjoy :)
*Famas guide, hints, and tips:
This gun is good to use when you don't have the money for an M4. It is accurate at all ranges, but it has a small clip, causes you to move slower, and has a lot of recoil. Due to these disadvantages, you should try to burst almost all of the time when using it. The first shot from the famas is very accurate, so try to make that one count. I would recommend a 2-4 shot burst while strafing in between bursts with this gun. Also, make sure you take into account the fact that you move very slowly with this gun out. Try to utilize good cover and positions in which you can retreat quickly.
*Deagle guide, hints, and tips:
This is the best pistol in the game due to the amount of damage it can due with one bullet. This gun is very useful when you are the awper and need a good sidearm for clearing choke points. One shot to the head from the deagle will kill, except at long range. The key to using the deagle is to make every shot count. You only have 7 shots, so you don't want to spray these shots. Also, if you have a good angle, try to go for the head shot. One last tip is to be aware of your situation with this gun. If you know you are in a 1v1 situation, you can go for the body shots. It should take 3-4 hits. In a situation in which you may encounter two opponents at the same spot on the map, it is better to try to disarm one opponent with a headshot to even the odds before taking on the second opponent.
*USP guide, hints, and tips:
This is the standard CT pistol. It is pretty solid at all ranges. At long to medium range, it is helpful to use 2-3 shot bursts while strafing. At close range, you can pretty much spray with this gun and have it be fairly accurate. At medium to close range, I would suggest going for headshots. At long range, I would suggest aiming for center mass (center of chest). Improving your ability with this gun will give your team a better shot at winning CT pistol round, save rounds, and will also help you out a lot if you are an awper.
*AWP guide, hints, and tips:
Many players believe this is the best gun in the game. In my opinion, this gun ranks right up with, but slightly behind the M4 or AK when used for competition. This gun, when used right, can dominate an opposing team. There are a few things you should know about the gun that can help you use it to its fullest. The first thing is that it is quicker to just let the gun rescope on its own then to switch to your knife/pistol and then switch back to the awp (known as "quick switching"). Another tip is that if you are seen picking from a certain spot, take your shot then switch positions. Most teams will have their awper lock onto the spot you were just at and you will most likely get picked if you repeak that spot. There are exceptions to this rule depending on the map and whether or not you have flashes. To elaborate on this, if you want to repeak the same spot, it is a good idea to flash before you repeak. This will blind any members of the other team trying to pick the spot you are about to repeak. Another important thing is to give yourself a place to fall back to. The awp if very poor at close range battles when the other team is halfway decent. Due to this fact, you need to be able to pull back a bit if a group of AKs/M4s try to push you. Lastly, make sure you are good with pistols, and use your pistol in close range situations.
*AK47 (AK) guide, hints, and tips:
This is the primary weapon for the Terrorist side of matches or scrims. This, like the M4, is a very solid and versatile weapon. This weapon is somewhat accurate at long range, but most deadly at medium or close range. When using the AK at long range, you are going to want to use 1-3 shot bursts. It is very helpful if you are able to either use cover at long range or to strafe then burst then strafe again then burst again. When using the strafing technique, you are going to want to make your strafes a bit longer than you would with the M4. This gives the AK recoil time to settle down. At medium range, you can take the burst up to a 2-4 shot burst. Yet again, you are going to want to try to use cover or use the strafe and burst technique. At short range you can use 3-5 shot bursts. One thing to note is that the AK spray is tough to control without practice. I would suggest trying to stick with bursts at close range. One strength of the AK over the M4 is that the AK is a one shot to the head kill gun. Even if the other team bought helmets, you can elimate one of them with a shot to the head. Another strength is that this gun is much cheaper than the M4, which will allow your team to be able to buy more often. This is a huge advantage if you are playing in a league with the 16K start money system. If your team can limit itself to 1 awp, you will be able to buy almost every round assuming you can win a few rounds or get a few bomb plants.
*M4A1 (M4) guide, hints, and tips:
This is the primary weapon for the Counter-Terrorist side of matches or scrims. This is a very solid and versatile weapon. This weapon if very accurate at long range, but still very lethal at close range. When using the M4 at long range, you are going to want to use 2-3 shot bursts. It is very helpful if you are able to either use cover at long range or to strafe then burst then strafe again then burst again. At medium range, you can take the burst up to a 3-5 shot burst. Yet again, you are going to want to try to use cover or use the strafe and burst technique. One important note is that you should not try to outpick an awper from medium to long range with the M4. At short range you can use 3-5 shot bursts again or you can even just spray at the other team's players. As mentioned before, the M4 is a very accurate gun at all ranges, this means that you can aim for the head and hit often. One weakness with this gun is that a headshot only does 82 damage when your opponent has a helmet. So you have to hit your opponent at least twice when they have a helmet.
http://www.youtube.com/watch?v=lnxGZ5EnBtw (M4A1) guide :)
http://www.youtube.com/watch?v=Y7TomNfVp3E (AK47) guide :0
http://www.youtube.com/watch?v=IHx9OqKMZ1Q (Awp) defensive guide
http://www.youtube.com/watch?v=yAU4gRVu2vg (Awp) offensive guide :)
I cant find more Great guides in YT but i hope u will enjoy :)
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