TIPS
knife: Knife
The knife is your standard close quarters knife. It is mostly used as a humiliation weapon by sneaking up on your enemies and knifing them from behind. In its standard usage, it has a slashing attack, and in the alternate attack it has a thrusting type of motion. The slashing attack does less damage, but also can be used more frequently. The knife can also be used to open vents and other breakable objects. Unless you're out to embarrass your opponent, the knife is not very useful, with one exception: It can be a relatively low-noise option for opening vents.
usp/mk45: KM .45 Tactical (USP)
$500; 12 rounds per clip, $50 per clip, 48 rounds total. Initial Terrorist weapon. The USP is the initial Counter-Terrorist weapon (the cost applies to the Terrorists); all Counter-Terrorists start with it. It is arguably the most accurate pistol in the game, which makes it even more surprising that the Counter-Terrorists begin with it. It delivers moderate damage and has a reasonably high rate of fire, and so is a very competent weapon. The alternate fire switches back and forth between silenced and unsilenced modes. The USP is a fine sidearm for a Counter-Terrorist with an assault rifle, or a Terrorist strapped for cash.
glock18/9x19mm: 9x19 mm Sidearm (Glock)
$400; 20 rounds per clip, $20 per clip, 90 rounds total. Initial Terrorist weapon. The Glock is the standard Terrorist weapon. It has a reasonable rate of fire and a high magazine capacity, and in recent versions the damage has been increased to make it comparable with the USP as a decent sidearm. The alternate fire alternates between single shot mode and burst fire mode where three rounds are fired per shot. The Glock makes a decent sidearm for the Terrorists and Counter-Terrorists alike.
deagle/knighthawk: Knighthawk .50C (Desert Eagle)
$650; 7 rounds per clip, $40 per clip, 35 rounds total. The Desert Eagle is a common favorite in the game. The .50 AE rounds do severe damage when they land a hit; the Desert Eagle is somewhat accurate, but only each shot is fired slowly. It holds only seven rounds per clip, but you can make those seven rounds count in close quarters. The Desert Eagle is a common sidearm among snipers.
fiveseven/fm57: ES Five-Seven (Counter-Terrorist)
$750; 20 rounds per clip, $50 per clip, 100 rounds total. The Five-Seven has quite reasonable accuracy -- even while moving -- and a sufficient capacity, but does very little damage. Since a pistol is for killing, you're better off with a USP or a Desert Eagle.
m3/12gauge: Leone 12 Gauge Super
$1700; 8 rounds per breach, $65 per breach, 32 rounds total. The M3 is lesser example of what is in effect a humiliation weapon. It's a pump-action shotgun, which while it does significant damage at close range, requires sneaking up on the opponent. It has a relatively slow rate of fire (since the action must be pumped each time), although it does have the benefit of being nearly as accurate while moving and, since it is reloaded one slug at a time, reloading can be interrupted to continue firing at any time. The M3 is relatively expensive for its worth, but using it effectively will not amuse your enemy.
xm1014/autoshotgun: Leone YG1265 Auto Shotgun
$3000; 7 rounds per breach, $65 per breach, 32 rounds total. The XM1014 is a fully automatic shotgun with a high rate of fire, rendering it a truly devastating weapon at close range. It is often considered a rather skill-less weapon, often resulting in it being referred to as a "newbie stick." In maps where most encounters at at close quarters, however, it is extremely effective and should not be overlooked. It, like the M3, can be fired in between reloading slugs, so the disadvantages to reloading during a firefight are reduced. It is, however, fairly expensive. This is a good choice of weapon on maps where nearly all encounters are at close quarters.
mp5navy/smg: KM Submachine Gun (MP5)
$1500; 30 rounds per clip, $20 per clip, 100 rounds total. The MP5 is a standard choice of submachine gun, although like all submachine guns it is relatively inaccurate and does inferior damage to a rifle. At short range an MP5 can hold its own; at medium to long range it starts showing its weaknesses. It's standard fare for its price class, but like most submachine guns it has its limitations.
tmp/mp: Schmidt Machine Pistol (TMP) (Counter-Terrorist)
$1250; 30 rounds per clip, $20 per clip, 120 rounds total. The TMP has a high rate of fire and is relatively quiet, but does relatively little damage. You're better off with another submachine gun.
p90/c90: ES C90 (P90)
$2350; 50 rounds per clip, $50 per clip, 100 rounds total. The P90's claim to fame is that it has a very high clip capacity; the downside is that even at medium range it is rather inaccurate. It is, however, an extremely strange looking gun that people often like to buy if only to be different. Its high clip capacity doesn't outweigh its low accuracy.
mac10: Ingram MAC-10 (Terrorist)
$1400; 30 rounds per clip, $25 per clip, 96 rounds total. The real Mac-10 is well-known as an inaccurate firearm, and the Counter-Strike version is no exception. It does relatively low damage, but has a high rate of fire. The MP5 is an all-around better weapon for only $100 more
ump45: KM UMP45
$1700; 25 rounds per clip, $25 per clip, 100 rounds total. The UMP has very good accuracy, but a relatively low rate of fire and a reduced clip capacity. For close combat, it is outmatched by all the other submachine gun -- its rate of fire simply cannot keep up. The UMP is a good beginner's weapon. Once you mature, however, you will find its faults limiting.
COPYRIGHT © 2006-2007 |LoG|Red_Dr@gon ®, ALL RIGHTS RESERVED