famas/clarion: Clarion 5.56 (Counter-Terrorist) $2250, 25 rounds per clip, $60 per clip, 90 rounds total. The Clarion can only hold 25 rounds, and can select between automatic fire and burst fire (the burst fire shoots its three rounds a little faster than it would in normal automatic fire mode by holding the trigger down). It is not very accurate and not very powerful, but it is an affordable alternative to the Colt for the Counter-Terrorists. |
![]() |
![]() |
galil/defender: IDF Defender (Terrorist) $2000, 35 rounds per clip, $60 per clip, 90 rounds total. The Defender can hold more rounds than the Clarion, and can't select between full auto and burst fire, but is somewhat cheaper. Other than that, they are comparable low-end assault rifles. |
![]() |
ak47/cv47: CV-47 (AK-47) (Terrorist) $2500; 30 rounds per clip, $80 per clip, 90 rounds total. The AK47 is the standard no-zoom assault rifle used by the Terrorists (and is only available to them). It is a hard weapon to use well, but is very accurate when used properly. The key to using the AK47 is to remember that it is only accurate when fired from a standstill, and only for the first shot or two of a burst, and after that the accuracy severely degrades. Even in close quarters, holding down the trigger on the AK47 is not a good idea due to its extremely poor accuracy. It is surprisingly cheap for its accuracy when used properly. Learn to fire only one shot or two at a time when holding still, and the AK47 becomes an extremely accurate weapon. |
![]() |
m4a1: Maverick M4A1 Carbine (Colt) (Counter-Terrorist) $3100; 30 rounds per clip, $60 per clip, 90 rounds total. The Colt is a favorite in Counter-Strike; although it is available for purchase only to Counter-Terrorists, one will often find Terrorists using Colts that they've picked up from their killed enemies. The Colt is extremely accurate, and although its accuracy is considerably reduced when fired in bursts, it does not nearly have the same accuracy problems that the AK47 has. Furthermore, the Colt is a very competent close quarters weapon as well, even when in motion, whereas the AK47 has severe accuracy problems in that context. It is noticeable more expensive than the AK47, but it is well worth it. Fired from rest and in two- or three-shot bursts, the Colt is a devastating weapon. |
aug/bullpup: Bullpup (AUG) (Counter-Terrorist) $3500; 30 rounds per clip, $60 per clip, 90 rounds total. The AUG has one zoom level and is a good combination of a straight assault rifle and a sniper rifle. Its accuracy is only moderate, especially when fired in long bursts, but it is a common rifle chosen by Counter-Terrorists (and is only available to them). The AUG is a favorite assault/sniper rifle combination. |
![]() |
sg552/kreig552: Kreig 552 (Terrorist) $3500; 30 rounds per clip, $60 per clip, 90 rounds total. The SIG is the Terrorist counterpart to the AUG (and is only available to them). The SIG is the more accurate weapon, but they are both quite comparable and have the same price. You can't go wrong with the SIG in experienced hands. |
![]() |
scout: Schmidt Scout $2750; 10 rounds per clip, $80 per clip, 60 rounds total. The Scout is a popular sniper rifle with multilevel zoom. It has a reasonable rate of fire and a fairly rapid reload for a sniper rifle. Unlike the AWM, it takes at least two hits to deal a fatal blow, but it can land those two hits quickly and accurately. As with other sniper rifles, remaining still while firing is essential to hitting your target. The Scout also has the additional benefit of being extremely quiet; even at moderate distance, the target cannot hear the Scout being fired; contrast this to the AWM, which is the loudest weapon in the game. It is also very affordable, with a cost in between the AK47 and the Colt. At first the Scout seems underpowered, but in capable hands the Scout can quickly take out enemies |
![]() |
awp/magnum: Magnum Sniper Rifle (AWP) $4750; 10 rounds per clip, $125 per clip, 30 rounds total. The AWM (often referred to as the "awp," which is its internal designation) is really the only effective one-shot-one-kill weapon in the game. Like the Scout, it has multilevel zoom, but unlike the scout, any hit except to the extremities will result in a fatality; the AWM is a fearsome weapon. It makes a godawful noise when fired; it is obvious to anyone remotely nearby when someone is sniping with it. Of all the weapons, it has the slowest rate of fire, but its power is unsurpassed. It is, however, correspondingly very expensive. This is the ultimate sniper weapon. Coupled with a Desert Eagle as a sidearm, a competent AWM sniper is very difficult to rout. |
![]() |
flash: Flashbang grenade $200; 2 maximum. When the flashbang grenade detonates in line of sight of a player -- any player, include your own team -- the player takes no damage but his view is completely whited out. The view slowly clears; the time it takes to clear depends on the distance the grenade detonated from the victim -- the closer it went off, the longer it takes. Flashbangs are perfect to soften up the enemy just before a rush. |
![]() |
hegren: High-explosive grenade $300; 1 maximum. High-explosive grenades to significant damage, although not enough to kill an armored target outright. Normal grenades are ideal for softening up an enemy, flushing out a camper, or finishing off a wounded, pinned-down enemy. |
![]() |
sgren: Smoke grenade $300; 1 maximum. Smoke grenades billow out smoke for a brief period of time. This can be used to provide cover where cover is not available. The billowing of smoke progresses around the grenade, so the cover it provides is not always total. When cover isn't available, smoke grenades can help. |
![]() |
COPYRIGHT © 2006-2007 |LoG|Red_Dr@gon ®, ALL RIGHTS RESERVED |