Showing posts with label Guide. Show all posts
Showing posts with label Guide. Show all posts

Counter-Strike Weapon Guide  

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Counter-Strike - Weapon Guide

How important is it to know your weapons in Counter-Strike? Very.
If you're a regular in the CS scene then you'll know that a game of CS can come up with many different scenarios and situations that you need to deal with pretty rapidly. Knowing the strengths and weaknesses of the various types of weaponry that appear in CS will keep you on level playing terms with your opponent, if not better.
The following is a guide to each weapon in the game as well as a little info about the pros and cons of each. It's written purely by my experience (vast, honest!), so if you are expecting scientific terms and research, this won't be it. However, if you're looking for advice on choosing a weapon this is the place to get some.
» Pistols
» Shotguns
» Sub-machine guns
» Assault rifles
» Sniper rifles
» Machine guns
» Grenades
If you're an experienced player then you'll no doubt have your own opinion and may disagree with some of what appears below (surely not it all!), but if you're new to the game then read on and when you start your next game of CS you'll be a new man. Well...not really, but it might help!

Melee & Pistols



Knife


Obviously, the knife is never a serious option to go into battle with. But nevertheless, it can come in handy when you least expect it...right in the heat of battle. If you and your opponent get into some close quarters battle (and you both need aiming lessons), you may occasionally find that both your primary gun and your pistol clips emtpy, leaving you two options...reload or knife!
Reloading can often be very time consuming in those situations and it can often pay off to whip out the knife and slash away. Do, however, make sure that you are in range because if not your opponent will just keep backing off whilst he reloads, game over.

USP .45


This is the pistol that the CTs start the round with automatically, and it's widely regarded as the best pistol available, even above the Desert Eagle in some people's eyes (mine included). This is a pretty accurate gun on the whole, and can also pack a punch when you aim it well. One or two shots to the head and your opponent won't have much of a chance. The secondary function for this gun is a silencer which can come in very handy.
If you start the game as CT I'd recommend keeping this gun, buying more ammo for it and buying a kevlar vest...that should stnad you in good stead for the all important first round.

Glock18


This is the default T pistol for the Terrorists, and they could do worse than ditch it for a USP or a Desert Eagle. This is what puts the Ts at a bit of a disadvantage at the start of a match. It's a pretty weak gun and although it does have a big clip (20) for you to play with, it just won't cut it in a pistol fight generally. Secondary fire for the glock is semi-auto mode, which fires 3 bullets at once.
My advice (yes, again) if you spawn with this pistol would be to ditch it and buy a Desert Eagle or a USP .45 and some ammo...if your CT opponents are decent players, you won't have a chance against their usp and armor with that Glock of yours.

Desert Eagle


The most powerful pistol in the game, this gun is normally the option that most people who buy a pistol in the first round go for (to replace the Glock18?). It's the only pistol that is able to penetrate walls, crates, doors and the like. It also has pretty good accuracy, the only downfall being the 7 bullet clip, which doesn't last long at all. Hand Cannon, to sum it up.
With good accuracy this gun should get you far, but if you can't aim then 7 bullets won't last long and it'll take what seems an eternity to reload. A good alternative to a cheap sub-machine gun in the later rounds, if you're saving money for a rifle.

Sig P228


This is the least used pistol in the game, but probably only because players would rather buy a DE, or stick with their default gun. It's quite a powerful gun, and along with the 13 bullet clip, it can be put to very good use in the right hands. If your opponent is using a DE and reach a point where they need to reload, that's when you have a great opportunity to come out on top in the duel...6 bullets more than him and not exactly with a pea-shooter either.
Pretty decent accuracy, but then again, none of the pistols are too bad in that department...oh wait, spoke too soon.

Dual Beretta Elites


These are by far the most innacurate pistols available and I can't really justify spending $1000 on them. Each gun holds 15 bullets in the clip, meaning 30 total which is handy, but I guess you'll need it when these guns are as weak as they are. It'll take a good few shots to take out your opponent, unless you're lucky/good and land headshots.
But still, it's nice running about with akimbo pistols so I recommend trying them at least once! They look cool and it feels good, until you get involved in a battle, then you'll remember why you always buy USP/DE. Terrorist Only.

Five Seven


Another decent pistol for the CTs, this time in the shape of the 20 round clip of the 5-7. It isn't as strong as some pistols but it's not weak either, and in terms of accuracy it's very good.
CT only, and again an under-used pistol, I suspect because of the better alternatives. Since it was added into the game I've seen mixed responses about this gun, but in my opinion it's a decent sidearm. You could do worse than buy one of these when you are sniping...the 20 bullet clip will buy you some time to back off and get in a better sniping position if any enemies are attacking.

Shotguns



M3 Super


This is the cheapest of the two shotguns available, and deservedly so. If you're intent on being top of the score boards this just isn't the gun to do it with...it's got a pretty slow reload and rate of fire meaning that if the action is coming thick and fast, you probably won't last with only 8 rounds in the clip.
It's a fairly powerful gun, though, and can be useful in close quarters battle (CQB), but not as useful as it's counterpart, the XM1014. It's obviously pretty accurate, as you'd expect with a slow rate of fire, within a certain range of course.

XM1014


If you want a shotgun, this is the one to go for....if you have the $3000 to spare. It only has a 7 round clip which empties very fast, so you'll have to be a dab hand with it but other than that it's a very good gun. Again, it's quite powerful but this time the rate of fire is more sufficient when you need to clear out an enclosed space. This is a good gun for any small, enclosed maps but it's not to be used over any great distance, obviously.
What's also quite handy is that you can still fire whilst reloading, as with the m3 super, meaning that you'll still have some sort of cover (albeit slower firing rate as you reload) until you can find cover to reload fully.

Sub-Machine Guns



MP5


This is the most commonly used of all sub-machine guns by far, and probably the most used gun in the game. It's a very reliable gun with good accuracy and power. If you can aim well then the MP5 will be a good gun for you, if you can't use the mp5....well...learn!
Even when things aren't going so well you can usually afford an MP5 and that's what's great about it, you'll always have the mp5 as a way of digging you and your team out of a hole. It has a 30 round clip which is enough to carry you through most fire fights, aim at the head and it shouldnt be too difficult to get a couple of kills per clip (of course, that's if you're good at avoiding death primarily). It's also decent for mid-range battles.

TMP


This is like the sub-machine gun version of the glock 18; it has a good rate of fire but is very weak, the weakest of all SMGs infact. Again the clip size is 30, but that doesn't help much either when you look at the accuracy of this gun. It's very shoddy and the recoil for such a small gun is terrible.
Sometimes due to money restrictions, you can't afford an MP5 and are left with this gun, but I think even then you're best of buying a Desert Eagle and hoping you can pick up a gun along the way, that way you'll be saving some money for the next round too. One good point is that it's silenced so if you're skilled enough you can sneak up behind an opponent, dispose of him and steal his AK47.....this gun is CT only.

P90


A decent SMG, this used to be the most used gun in the game...until the CS team toned it down a bit because it was being over used. It was extremely accurate and powerful making it extremely easy to use. Now, however, it takes alot more skill to use the P90 as it's less powerful and much less accurate than before. Probably best used in close quarters battle this gun has a very nice rate of fire, and a massive 50 bullet clip, meaning you'll still be firing away while an opponent reloads his MP5.
I'm unconvinced about the accuracy of this gun...at times it can seem ok, but most of the time I use it, I don't get very far which is no good if I've just spent over $2300 for it.

Mac 10


This is yet another gun that doesn't get used very often in CS, in comparison with other guns. It's ok in the rate of fire department, and holds up in the power area, but accuracy is where it falls down....badly! The accuracy on this gun makes it worth saving the money for the next round, death is imminent regardless.
It's not that bad really I suppose, I just felt like dramatising hehe. This gun is ok if you are rushing, your opponents dont expect you, and you can get quick headshots in CQB. Other than that, give it a miss and if you do buy it, pick up the first alternative gun you see....unless it's a TMP but even then it's a tough call.

UMP


This gun has a slow rate of fire and only 25 rounds per clip, meaning that some people tend to steer clear of it where possible. It does, however, pack in some nice accuracy and a fair amount of power...in the right hands, this can be a very decent gun.
Probably best in mid-ranges, rather than CQB though, because of it's accuracy and slow rate of firing. If you do end up in an enclosed space then you won't last that long before you need to reload, which also takes quite long so try to avoid that scenario. Not a bad gun at all for the $1700 you'll pay.

Assault Rifles




AK47


Here we have one of the most popular guns around, people either love it or hate it, but the great majority tend to react favourably when you bring up the topic of the AK. It is the least expensive rifle in the game at only $2500 definitely a bargain, especially when you consider that it's the most powerful assault rifle as well as having 30 bullets in the clip.
So why so cheap? well, I didn't mention the recoil yet....on full auto this gun is about as inaccurate as they come. Only upon mastering how to use this gun will you appreciate how good it is. In close quarters battle it is superb, it's powerful, good rate of fire and on full auto you can empty a small space very quickly. For me though range is where the AK47 excels, if you use burst firing. This gun can be used as a sniper rifle but without the scope, that's how good it is from distance. Two or three accurate shots from this gun across a mid to long range distance will hurt an opponent pretty badly, stop, let the crosshair recover, and fire two or three more and he'll be dead....often he'll be dead before you even get to fire the last few bullets. Learn to handle the recoil and you'll love this gun. T Only.

SG552 Commando


Much like the AK47, this gun is good in both CQB and long range scenarios, but it tends to be a lot more accurate when using burst fire obviously. It is less powerful than the AK but comes with a built in scope to assist you in long range fights. When you're zoomed in the rate of fire does drop noticably but accuracy is helped which is what you want from range.
A lot less effort is required to learn how to use this gun than the ak, again because of the recoil issues, overall a good gun....Terrorists should feel safe with this 30 round gun in their hands. It's more expensive than the AK47, but that doesn't necessarily mean it's a better gun, maybe it's just easier to handle. T Only.

Colt M4A1


The favourite gun of the CT masses, the colt is a great gun and is more often than not likely to be compared with the AK rather than the Commando. It's the cheapest of the two CT assault rifles and represents more value for money than it's CT counterpart, the Aug. It has a 30 round clip and is also pretty darn powerful.
The accuracy on the colt can be quite wayward on full spray, so you're best bet again is to stick with burst firing unless in CQB. The main difference between the Colt and the other assault rifles is the silencer it comes with. This can be a great tool when used effectively and before the enemy can work out where you're coming from they can be almost dead. The silencer may make the Colt slightly weaker, but it makes it all the more deadly. CT only.

Steyr Aug


This gun is very popular, like all assault rifles, and is the CT equivalent of the SG552 Commando. It is more expensive than the Colt, which is probably mainly down to it having an additional scope for you to use.
It's a pretty powerful gun with a good rate of fire, which again is slowed when you're zoomed in, although it does take a bit longer to reload than the Colt does, or the T's commando for that matter. Overall though, a great gun and worth the money if you can afford it as it's pretty accurate, and even better in bursts. An Aug on full auto will clear a small room pretty darn quickly. CT only.

Sniper Rifles




Scout


The poor man's sniper rifle, not really, but if you are low on cash this sniper rifle probably won't be out of your reach ($2750). One scout bullet can do a lot of damage on an unsuspecting victim on the other side of a map, but it can just as easily kill them if you get a headshot.....if not, two body shots should do the same job. It has two zoom functions as secondary fire, just to make it that little bit easier.
If you're a sniping fan and can be very accurate, this is a great gun for the money you pay...it's accurate (obviously) but more importantly it's not that inaccurate when you're on the move. Obviously you can't run and jump around whilst shooting and expect to hit someone, but if you're crawling or even walking then you're in with a chance (very much unlike the AWM). The 10 bullets in each clip should suffice, providing you have the ability to stay well clear of any CQB.

AWM/P


There are endless debates about this gun as so many people love it, yet so many people hate it and of course, lots couldnt care. It used to the case that one shot anywhere on the body would be a kill, until it was toned down so that a leg/arm shot wouldn't kill anymore. That's still an ok deal in my opinion though, under $5000 for a gun that will kill if you can hit your opponent's head or chest area.
If you like sniping you'll more than likely love the AWM, it's a great sniper rifle (again 2 zoom functions) and can be put to great effect with a Desert Eagle as your sidearm/backup. It has a slower rate of fire than the scout but from great distances you can afford to wait the little extra. Stay out of CQB as well, because when you're zoomed out you won't have a crosshair (disabled by CS team to discourage people pushing into small areas for easy kills).

G3/SG1


Considering this gun has two zoom functions and costs a small fortune ($5000), you'd think it would have good accuracy.....wrong. It seems ok at times but too often you'll end up dead thinking 'wait a minute, I should've hit him 6 times at least!'.
Decent rate of fire for a sniper rifle and it's powerful enough but not worth buying really, judge for yourself. You'll rarely find a player who swears by it and can actually do very well with it, but maybe not even as often as that. T only.

SG550


Much like the G3, this gun is pretty rarely seen in CS. It basically functions like the G3 but is CT only, is cheaper and is also less powerful.
I'm not convinced with this type of gun, it's not ideal for sniping yet it's certainly no good close up and for the money you pay you won't get very much longevity in return, as you'll be dead soon enough if you hold onto this gun (some will disagree but most people don't like it). Definitely not the gun to go for if you have lots of money at your disposal, try an Aug or an AWP?

Machine Guns




Para


One word that could describe this gun in my opinion is 'fun'. It's not a particularly good gun, although you may be lead to think so by the price ($5750). Generally you won't see many paras in game either, until it gets to a stage where teams have more money than they need and they're dominating. The next step in the cycle is to pull out the paras and have some fun.
It has a massive 100 round clip, which is more than enough for any situation, and is pretty good in the power area. It does fall down slightly on the rate of fire and reload times but that's to be expected. It's also pretty inaccurate when you go full auto, but it can work well if you're in very close quarters battle and want to empty a room. If you don't kill everyone in there then the room will still empty as you'll have scared them off with the noise of the thing. I'm not sure why the noise intimidates people, however, as people usually dont get very far with a para....unless they're really taking the p*ss and kicking your ass with any gun.

Grenades




High Explosive (HE)


These are excellent additions to any player's arsenal of weapons (one is maximum you can carry), if possible I try to buy one every round just for the initial damage factor. If you are about to go into the heat of battle, what better to weaken your opponent than a well timed High Explosive grenade. If you're lucky/skilled then he can be below 50 health before you even see him, meaning you're in with a great chance of winning any battle and you haven't even fired a bullet yet.
It can also be used in quite the reverse and you can keep any HE grens until you're pretty sure a guy is near death (perhaps after a long range fight with you?). While you both take cover to reload switch to your gren and lob it in his direction....if it lands anywhere near him it's your lucky day hehe. Another good thing about HEs is that they aren't limited to damaging one person (obviously), so lob one into a crowd of injured opponents and watch the kills rack up (beware if friendly fire is on).

Flashbang (FB)


On the attack there's nothing better to throw one into a room/tunnel and burst through only to find an opponent who is facing the wall, spraying his gun and hasn't got a clue where you are.......talk about easy kill.
On the defensive, it's very effective to use one of these before you either reload or try and make a dash to a safer area (perhaps back amongst your team). When using these, however, do be aware of your team mates.....they'll get very unhappy very quickly if you keep blinding them. All in all it's best to keep FBs for when you may really need them, there are lots of people who waste them by throwing them at the first opportunity they get. Possibly even wait til you hear an enemy so you have an indication of where they are.

Smoke Grenade (SG)


The least used grenade of the 3 available, but still very handy in certain situations. One of the most common uses for these grens is obviously for covering purposes, especially against snipers. A sniper may be blocking a route you need to cross in order to penetrate a bomb spot/hostage room.....a quick smoke grenade in his view should buy the time needed to make the dash across his scope view.
Can also be good as a distraction, for example, you want to rush left but throw a smoke gren to the right to draw the enemy's attention allowing you to slip through and behind enemy lines.






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Counter Strike Economics  

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Economics

Ever found yourself in a reoccurring dilemma of not affording the gun of your choice? Round after round your team bites the dust, and you're stuck with the MP5 time and time over. Most of clans takes a look at the basics of the economics behind the fighting, and what you can do to maximize your checkbook and still carry the gun you want. From basic scavenging to full Pistol runs, and how you effectively maximize the output of the early rounds. When winning money quickly becomes unimportant, but when on the losing side the lack of it very commonly creates a powerful downward spiral.

Basic Economics

This is nothing new to the experienced player, but necessary facts to establish ground for a few strategies below.

Win Round: $3500 Lose Round: $1500
Escort Hostage: $150 Rescue Hostage: $1000
Kill Hostage: $-2250 Kill Opponent: $400
Hostage Rescue Bonus: $2400 *Team*
Start Cash: $800 Max. Cash: $16.000


The few basic things we can learn here. Saving hostages makes you AND your team damn rich, a full house (3500+4000+600+2400) makes for a startling $10.500. Continually winning supports buying Rifles each round, while a loss puts you in the SMG category.

The Early Rounds

The few first rounds of each map are worth taking a special notice to, not only does the limit amounts of cash force special things, such as the 1st Pistol Round. The result of these rounds are also usually very decisive, here you can take a grip on the economics, and hold it, continually limiting your opponents to a b-rate of firearms, while saving cash to ensure premium warfare even if the tides turn. I won't look into team/clan strategies for limiting the opponents economics here, this article is aimed at getting by on your typical public game.

The very first round, the Pistol round, there are but a limited ways to go.
  1. Vest + Extra Ammo $650 + $25-100.
  2. Upgrade Pistol (P228, Desert Eagle, 5-7) + Ammo $600-750 + $50-200.
  3. Save the lot.
While this guide is aimed as much at individual success as team, and how to save and control cash flow, I don't recommend option C. The first round is usually fought between the 4-10 first to connect after map change, usually a low number on each side, making the impact and importance of each higher. Therefore even a small upgrade can make a big difference. It should be noted though, if you spend your cash and your team lose the round, you are going to be in a bit of a spot, but more on that below. As CT I'd go with path A, already equipped with a capable gun the Vest is at it's Premium in stopping low AP guns like the Glock and DE (both very likely to face). Count on scavenging a nice DE for yourself soon anyway. As T I'd go with path B, the Glock simply doesn't hold the standard and against the economical thinking, a more powerful Pistol is needed.

Hopefully it turns out well, you survive and your team wins, under path A that puts you with a decent amount of armor left from Round1, and enough cash to buy any of the Assault Rifles. Compromising Armor a bit, you should be better armed than most. Following Path B (as T), you can go for Armor and an AK47, all good there too. If you lose (usually means dying too) however, you will be put with merely enough to get a SMG and some ammo, OR.

Advanced Scavenging or Pistol Running

I think you all know the Scenario of running through the Main Tunnel on dust, it littered with guns, you drop and trade your MP5 for your pick of Rifle, what a waste. You just threw away 1500, and there was probably 10.000 or more just in guns on the ground. Yes you can claim that you traded your MP5 for a better gun, and all is good. But odds are you still don't have any armor, and are still back on 0 cash if you die. So what's the option? If you are on the losing side, earning a 1500 or so per round as we established above, never surviving long enough to build a budget or keep a bought gun. Instead of chucking all your money on a decent SMG like all you're teammates, buy the one thing you can't pick up, Armor and use your pistol. Obviously you aren't gonna throw yourself into the fry and own just because you have armor, no simply stay a step behind your teams main attack force, when they hit the choke point, firing breaks out and people start dying, you leap out, grab yourself your poor fellows MP5 and fight on in his place.

It isn't very nice, it doesn't win you any games alone, it can backfire, but the beauty of it is that you just saved yourself several hundred (saving up for a round with a GOOD gun), got the same gun you would anyway AND armor, without really compromising your teams odds of winning, just making use of the basic principles of a typical round. To be used at best, you need a typical chokepoint where your main attack wave stops and has a shoot-out, preferably with a corner you can await behind for the opportunity. Also fairly big teams, so that you initially being useless doesn't hurt the team (in these shoot-outs you as often as not just end up waiting behind the rest, being just as useless with or without gun). It can for obvious reasons not be applied by an entire team, you might do good in knife rushing to hide the fact that you don't carry any Primary armament, we don't want your teammates to get upset over you vulturing them. It can also backfire, if your attack force gets quickly overrun and you are rushed by opponents, but in those a SMG would hardly make a life/death difference, maybe you'd get a frag but hardly stop them all. Another backfire is on maps with several paths and no real chokepoint, is that you can get separated from your main force.

The Hostages

As we established above, Hostages is your key to be insta-rich, that it also gives all your teammates a bonus doesn't hurt. They are commonly considered risky, a bit boring, and just more trouble than they are worth, and people instead go off to kill the opposition. And they most certainly are a pain, get stuck in doors, give away your position, but if you really are in need of the cash, it's your best shot. You know what they say, little profit without risk. First of all you get 150 per hostage you start escorting, this is something you can make use of even if you have no hope of rescuing them, such as the final seconds of a round, just activate them for an easy cash bonus. Next you can look at the possibility of rescuing one or two of the closely placed hostages, maps such as backalley, estate maybe even office, offer a few hostages close that are easy to rescue first for 1000 each. Don't necessarily be greedy and go for them all at once. Learn to make use of these smaller bonuses at first, because quite frankly a full Hostage rescue is going to be rare.

That was the CT way of profiting of them, and well as Terrorist you can't specifically profit from them, but you sure can play them as economic factors. Even the most unscrupulous CT thinks twice about going in with guns blazing, when each Hostage kill costs him 2250. Not only can you ruin his budget, but more likely you can make him hesitate and let you gain advantage. I won't go fully into exploiting hostages here, but basically you slash/shoot your poor Hostages to 10-20% health (what kind of Hostage taker would you be if you let them leave in prime condition!), then place them in a position where they just 'might' get shot. Classical positions are, just around a corner typically bombarded with HE grens, in a dark window usually camped by snipers, blocking a door (commonly making the CT shoot through the door) or simply as a wall in front of you. For a more advanced map-by-map description of applying these tactics, I suggest you read Kram's "How to be a Hardcore Terrorist".

Balancing your checkbook

Lets give a slightly more positive scenario, with your team winning some, losing some. You get the occasional cash boost, survive a few rounds, but don't quite pass over into the stage where you hit the roof and money loses it's value. Here I wouldn't recommend compromising on your primary firearm, it's the one most important thing, instead look to the accessories for saving a few cents and dimes. You don't always need full ammo for the gun, 2 additional mags usually gets you by fine. As useful as it can be, you don't need a $200 defuse kit every round, especially not if you intend to rush in the first ranks. Grenades are very important on some maps and in some strategies, but spending $500 a round is a bit of a rich mans luxury, buy when you have to and really use them, otherwise leave em to teammates. Finally, think twice when buying armor, the additional save factor of buying a Helmet for $350 is small. As you've surely found out, most headshots kill you anyway.

A few last words of advice

Remember the Max of 16.000, and the least round income of 1500. Knowing this, always buy to spend the cash you otherwise wouldn't get. Full set of grenades, defuse kit, good pistol, restoring 5% lost armor. It just might make a difference, and otherwise the money would just be lost anyway. This can even be used for buying guns to teammates, even though they are most likely in the same seat.
Don't buy more Ammo than you'll realistically use if cash is short. Also think of what Ammo your default secondary armament uses (Glock 9mm, USP .45in) and remember that you can make use of the 2 free mags for your Primary Gun.

Don't spend money like it will keep coming, until you pass into the stage of maxing out money, don't spend it aimlessly. The tides can turn, and you will then be happy for every round you can live on cash from previous rounds.

Don't let the economics get in the way of your playstyle, in spite of everything I've said, the obvious point in the end is to make your game benefit. If it doesn't in the end (remember the effects are somewhat long term) then don't bother.






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Counter-Strike Basic Clan Management Guide  

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A Basic Clan Management Guide

This is the first time I have ever posted an article about management. The experience I have is limited, but I have managed online gaming clans as well as online communities for various other games so I'll try my best. Let's start with the basics.
One of the most important things is communication between the team. As with most businesses and corporations it is important that the level of communication is tight. In most cases online clans are likely to be spread across a fair distance so face-to-face communication will be rare. Methods of communication in this day and age are fairly advanced; so make full use of them.
There are numerous methods of communication available, these include the Internet (IRC, Instant Messagers, E-mail and Voice Comms), telephones and depending on the success rate of your clan you may even use mail to send sponsor contracts and player agreements which may need to be signed.
The line of communication I feel is the most important is the various voice communication programs that are used over the internet, such as TeamSpeak and Ventrilo. Note I am not just talking about in-game communication. By talking with your clan mates on a regular basis what will you improve?
  • Friendship.
  • Understanding of people's personalitys (Which in some cases will help you understand their style of play).
  • Communication in game is tough over the Internet, speaking on a daily basis could help improve this.
Try to get your team using one of the above voice comminication programs, but note despite some leagues and cups prohibiting use of such programs they can still be used as described above.
The team will often face a lot of pressure. Often individuals will be under very high pressure in particular situations. What's important is that they are able to release some of this pressure. When someone makes a mistake you have to be very careful what you say to them. Shouting and the like will just cause more problems. It is best to go over mistakes at the end of the game rather than during the game - doing so could cause arguments and cause team-play to fail drastically. Moral is the key - moral must be high even when you are down.
It is your job as manager to make your team aware of these issues. Don't be a dictator - but do set rules. Don't shout at or punish someone when they break these rules just remind them where they went wrong. Remember that Counter-Strike is a game and members want to get as much from it as you do.
Try to encourage friendship wherever possible. Organise a meet at your local town for a day, go out, have fun. I guarantee it will help your clan succeed in the long run.
Thats the basic side of things. Now we will look at the aspects of proper organisation. What exactly does 'organisation' involve?
  • Basic organisation of the team. Match schedules, practice schedules and keeping a pile of relevant information in regards to each member (Such as wonID's, phone numbers, names and addresses - anything that you may need in the future).
  • When organising an entrance to different cups and leagues (online and LAN based) be careful what you pick. Don't overload the team with matches but ensure they don't go long without proper games, doing so could effect their performance.
  • Organise bootcamps. Bootcamps offer the chance to get together and sort out tactics face to face, rather than yelling them down in-game voice comms.
  • Seeking and arranging sponsorship deals. I cannot offer a great deal of advice on this, but I advise you check out our Approaching a Sponsor article or this page if you are an eSports amateur/professional team member. My guidelines for seeking a sponsorship would be to think about what you can offer the company - they are not going to accept any agreement where your benefit outwieghs theirs.
Finally, some things to remember:
  1. Dont demand respect from the team - earn it.
  2. There may be times when you have to take stick from a member - bare it.
  3. You only get one chance to get a good reputation - earn it and keep it!



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Counter-Strike - Player/Model Guide  

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Counter-Strike - Player/Model Guide




This guide is just a short picture guide that allows you to see each of the player models that are used for each team in Counter-Strike. When entering a new game you'll have to choose a team and a relevant model for that team. There are no functional differences between them, it's simply a matter of preference when you choose one:
  • Terrorist Models
  • Counter-Terrorist Models
  • Hostage Model (Not playable...needs rescuing)




Terrorist CS Models





Arab Model - L337 Crew

The Arab model appeared in Counter-Strike beta 3.

Arctic Model - Arctic Avenger

The Arctic model appeared in Counter-Strike beta 6.

Guerilla Model - Guerilla Warfare

The Guerilla model appeared in Counter-Strike beta 6.5.

Terror Model - Phoenix Connection


The Terror model appeared in the first beta release of Counter-Strike and has been with us ever since.



Counter-Terrorist CS Models





GIGN Model - French GIGN

The GIGN model appeared in Counter-Strike beta 6.

GSG9 Model - German GSG9 Model

The GSG9 model appeared in Counter-Strike beta 3.

SAS Model - UK SAS

The SAS model appeared in Counter-Strike beta 5.

SEAL Model - Seal Team 6 (Devgru)

The SEAL model appeared in the first beta release of Counter-Strike and has been in the game ever since.

VIP

The VIP model appeared in Counter-Strike beta 6, when the assassination gameplay mode was introduced.





Hostage CS Model





Hostage

The hostage model is another that has been here since the first CS beta, because initially the only gameplay mode was hostage rescue.

Defusion maps were added later on in beta 4.






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Counter Strike Guide and Tips  

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Here are a few general tips on some things you can do to improve your game individually and as a team:

*Watch Demos: One thing that will help you and your team to improve is to watch demos. Before a match, it is always helpful to watch a demo of a top team. By doing this you can see how the pros play the CT position you would be playing and how the pros approach Terrorist side. Also, after the match is over, it is also helpful to watch your own demo to see where you made mistakes and where you can improve.

*Improve Your aim with DeathMatch: Get into and play in deathmatch servers often. I would recommend doing this multiple times a week with all the weapons you would use in competitive play. I would concentrate on the AK, M4, AWP, deagle, USP, and glock. However, if you have some time, it is not a bad idea to work on your MP5, TMP, SCOUT, and maybe even the Shotgun.

*Scrim often: This is obvious and the best way to improve as a team. Work on your teamwork, communication, and execution of strats.

*Learn the maps: Knowing the maps can give you a huge advantage over the other team. Know the angles and the timing to choke points. Also, try to find creative ways to flash and smoke certain parts of the map. By knowing the maps, you will also know where some good places to hide are and where some the Counter-Terrorist might be hiding as well.

*Learn the money system: Knowing or suspecting when the other team has to save or eco could help your team avoid losing a round in which the other team has only pistols.

*Buy as a team, save as a team: You don't want to have 3 guys on your team with pistols and the other 2 with M4s. Coordinate so you can all buy at the same time, save at the same time, or deagle save at the same time.

*Crush the other teams economy: Their are a few things you can do that can help you win the money battle. Obviously, winning rounds is the best way to do this. However, you can even do some damage to the other teams economy or help your own teams economy with the things you do in a losing round. One thing you can do is to save your weapons when you know you can't win the round. A good example of this is when it is a 2V5 situation and their is no way the 2 alive on your team can win the round. It is better to have them save their guns then to try to win and end up only killing 2 of the Terrorists. If they live, the next round they will have guns, and may also be able to drop a weapon for another one of your team members. Also, to go along with this, these two guys can try to get an easy kill before saving their guns. The key is "easy kill". They don't want to put themselves in a situation in which they good easily die. A good example of this is when the Terrorists plant the bomb with 5 members left and only a few members left on your team. Your remaining players can wait for the Terrorists to try to exit the site and then get an easy kill on one or a few of them. On the other side of this, if you are winning a round, you want to try to win the round with as little deaths as possible. If you have a huge advantage like a 5V2, expect the other team to be saving or trying to get easy kills on your team. Try to exit a site with the bomb planted together to avoid deaths.



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