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    Strategy Guide by DWee

    Version: 0.2 | Updated: 10/11/01 | Search Guide | Bookmark Guide

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    by  david wee
    This file is best viewed in Notepad.
    Last Modified 8-11-2001
    Revision History
    v0.1 8-7-2001  First appearence on GameFAQS
    v0.2 Changes made below
       + Chapter 3.4   Expanded Section, Confidence
       + Chapter 3.5   Aiming and Short Statistical Discussion : its about pixels
       + Cleaner text layout
    Legal Note: You may copy this or portions of this FAQ for any public medium
    only by emailing me for permission first. Also, please credit me for any 
    copied text contained herein.
    Counter-Strike is a video game that, in essence, is a test of your sense for 
    prediction. Prediction drives the stock market, it also drives the top 
    scores of Counter-Strike. Prediction, on a technical explanatory level 
    requires interpolation of both sound and visual cues, such as footsteps, 
    fast glimpses of the enemy going one direction or the other, broken grates, 
    guns lying on the floor, etc. It also requires a 'milling through' of 
    previous experiences with specific opponents.. For instance, for me to kill
    the number one rated player on the server where I play at, I have to try 
    very hard, but I usually can predict where he will be, and that is almost 
    always where no one else is, and almost always in a flanking vector to the 
    majority of my own team. Hence, I use the position of the majority of my 
    team, look at any vectors that could flank it, and trace backwards, which 
    usually will lead to his position. He is a smart player, and he expects 
    people to use this reverse method on him, so he will do a "back-and-forth"
    shuffle on certain maze-like levels to "wait out" any fish he is trying to 
    catch (where the fish think they are catching him!).. By waiting out, i 
    mean, waiting to get enough visual / audio clues to determine their 
    location, kill them, then move on to the main sector of the enemy team, 
    and of course, in a flanking direction.
    Next, I would like to say hello to everyone on EverybodyDies... It is a great
    server filled with good players, and of course, it is Punkbuster protected.
    http://www.GameFAQS.com for updates.
    Before We Begin, Ping And Punkbuster
    With CS1.3, there seems to be some compensation for people still playing
    on modem (like me). I think bullets are now contained server side.
    Punkbuster (www.punkbuster.com) is an anti-cheat device, that while no
    longer supported, still keeps most cheats out of the game. Most servers
    require you have punkbuster installed and operating while you play.
    One must realize that counter-Strike is different from every other game out 
    there because life and death hinges upon split-second desicion making. You 
    reload at the wrong time; You decide tocover an open area with the wrong kind
    of gun; You hold the mouse button three tenths a second too long or too 
    short; all of these, and you die. 
    I don't quite know how to explain how to get better; I can only offer factual
    observations. It is up to you to log the hours of playtime. I know the best
    players have very high play times, and the worst players are casual players.
    It is sort of vicious by design : The new players will consistently die for
    the next 10-20 hours of play time, and be horribly disappointed, while the
    "old guard" will continue to rack up kill after kill, "oppressing" the new
    people. This is the nature of the game, and you should accept that if you are
    new to the game and want to become good. In other words, expect many days of
    consistent failure and death to pass first. I suppose it is a trial by fire,
    but there is nothing I love more than seeing new people consistently really
    try to do well. The thing about beginners is that they usually take 
    consistently wrong actions, apart from team goals, you will notice that
    they just "randomly run around". You don't do this. You run only because
    it is harder to catch a running opponent. You run with your eyes completely
    peeled at each pixel on the screen, scanning for enemy movement, and you 
    know precisely where you are going to go. You can distinguish a good player
    because they are almost always scanning everything, everywhere, and if they
    are camping for a short time, and they hear so much as a pin drop, they will
    determine if it is necessary to relocate to gain a better predicted advantage.
    Chapter 1.   The Most Important Aspect of Counter-Strike
        *     Position is key. Position is 95% of the game.  * 
    The other 5% is proper and rapid aim, and ability to tap the mouse at the 
    interval specified by the type of gun you are using. Some guns do not require 
    many taps, some, such as the AK-47 usually require at least 1 tap.
    Notice the first few shots of any gun are much more accurate than those 
    following, that is, until you let go of the trigger, let the cursor settle 
    down (i.e. stop expanding its circle of damage), and re-fire. This is to 
    simulate the negative recoil effects on one's aim.
    I would say, even though proper aim is first required to kill opponents,
    it is only because you have situated your position such that their time to
    find you, or bear target upon you is just long enough for you to kill them.
    So, the question is, when do you change your position? Well, for one, if
    there are less people on the map, and you hear so much as a pin drop from
    somewhere that doesn't have your teammates signal on the radar, you should
    immediately decide how to gain a strategic positional advantage, first by
    predicting his entry point (which requires you to examine all possible
    openings), and then by seeking him out or waiting for him to arrive. 
    I will discuss more of this in chapter 3.
    Chapter 2.   Good and bad Players.
    Bad players are simply inexperienced players. What I suggest is to keep a log
    of your play time.
    Do not feel frustrated until you have exceeded at least 3000 minutes of game
    time (i.e. time you log on to servers to quit).
    Around the 3000 minute mark, you should see results. 
    Follow good players. See what they do. Shadow their movements.
    Good players are simply polar opposites of bad players. Good players take 
    initiative, they go through a different route almost every round, or two 
    rounds, or three at most. Good players know the value of proper aim. By 
    this, they will hit you with as few bullets as possible. Good players know 
    that aim is more important than anything at the critical moment of conflict. 
    Secondary considerations are amount of ammo spent to kill per victim to get 
    the maximum number of kills without reloading. 
        *   As a beginner try not to worry about killing multiple  *
                       people per single clip.
    And whatever you do, try not to camp. If you must camp, camp so your line of 
    fire is perpindicular to the predicted line of enemy movement. 
    However, most new players will not be able to estimate major lanes of 
    traffic, nor understand the proper distance required to camp back, which is
    dependent upon the gun.
    I suggest not following the rest of the team, hope to get a kill, die, 
    repeat. I suggest following your own line of reasoning, such as flanking, 
    running when you are fairly sure of enemy absence, walking when you are 
    unsure, running to gain attention, then doubling back while walking to set 
    a trap of sorts.
    That kind of reasoning will take you all the way. And it must come from your 
    own head, not orders from your teammates.
    The number one problem I see with bad players is lack of confidence. 
    Confidence breeds a number of good qualities, primarily alertness, 
    responsiveness, and a dedication to eradicate the opposing team. Notice,
    in good players, they take one out, and simply move to the next one. It is 
    as if they had a laundry list of players. In fact, they will keep a mental 
    tab of each opponent's skill, by observation, and hunt with care accordingly.
    So what kind of things do we see with lack of confidence? This will be
    covered in Chapter 3.4.
    Chapter 3.1   The Initial Confrontation : Targeting And Re-Targeting
    The immediacy of the conflict situation is fantastically pressure-packed. 
    The first thing you will notice is the number of enemies aiming at you. If 
    there are two or more, and they are still bearing their cursor upon you (you
    can tell because they have not yet begun firing), try to run such that only 
    one enemy can have the proper line of fire, in other words, try to form a 
    line between you and the average interpolated line between your opponents,
    if you think you can move before they bear target. This will cause only one 
    of your opponents to be able to bear fire upon you, and he will block the 
    rest of his partners from taking proper shots at you. This also has the 
    advantage of multiple headshots with sub-machineguns against your enemy 
    and at least some level of incidental splash damage.
    	  *            My enemy thinks he will kill me              *
                    because he is putting more bullets into the air
                    and sending them my way. Little does he know,
                    in his excitement, eagerness, and emotion
                         that one bullet to his head, 
                             will be all that i fire.
    Okay, perhaps I went overboard on that one, but I wanted to drive home the 
    point that accuracy is what counts. Learning how to be accurate and target
    fast is the goal. Especially with the AK-47, take that extra 300 milliseconds
    to bear true aim, it will pay off in a show-down situation.
    Again, clock your number of minutes played, aim is more of a developed skill, 
    not a genetic predisposition.
    Do not be frustrated, a few really good players on a particular server will 
    probably keep most new players at a 1-10 ratio or worse.
    Chapter 3.2   Multiple Enemies
         	*         They will think they can take you out,     * 
      	          since they are many, and you are one.       
    If you can run from multiple enemies without losing any strategic position 
    (or if position in that locale is irrelevent), then do so in an attempt to 
    gain a position such that your ability to predict the enemy's movement into 
    your line of fire is higher and greater than their ability to respond.
            *      And then they will think you need to reload,     *
                     that you spent over half your clip
                            on one of thier men, 
                       and they will be mistaken again, 
                           because you will have 
                    only used three bullets out of your thirty. 
    This is perhaps my most favorite trick. Well, its not really a trick, I just 
    simply use only 3-15 bullets (depending upon the gun) to dispatch an opponent 
    into the Elysian Fields. When the next enemy comes, he will assume you don't
    have enough bullets to finish him on that clip, so he may be a little less
    careful. A good player however, will assume that one bullet will all that
    is needed, and hence, would treat every situation with the same quality,
    murderous care. 
    This following is a rough chart of typical # of bullets needed with reasonable
    aim at the upper torso. It is not a minimum nor a maximum, just a "typical" 
    average from the "average" good player in any particular round on any 
    particular level.
    This # of bullets used per kill is not the number of bullets that actually 
    hit the opponent, just the typical number sent his direction s.t. after 
    n number of bullets sent, the opponent died.
    Gun       # of bullets used per kill      Clip size
    MP5                      15                    30
    Desert Eagle              3                     7
    (still opponent)
    Desert Eagle              6                     7
    (strafing opponent) 
    Colt M4A1                 7                    30
    AK-47                     3                    30
    AWP                       1 *                  10
    Sig552/SteyrAUG           9                    30
    USP-45 CT Handgun         5                    12     
    (w/out silencer) 
    H&K UMP                   9                    25
    Steyr Scout               2 *                  10
    From this basic chart, we can extrapolate a time window based
    on rate of fire to estimate a seconds per kill per gun table.
    Note that the Scout and the AWP are not included on the
    table because the time per kill is not relevent since the
    time it takes to find targets, reload, reposition etc.. 
    it is not feasible for melee-ing multiple enemies at
    mid to close range. By melee-ing, I mean your bullets on
    multiple enemies within the span of 5 seconds or less.
    Gun            milliseconds per kill        Clip size
    MP5                      ~600                  30
    Desert Eagle             ~500                   7
    (still opponent)
    Desert Eagle             ~2000                  7
    (strafing opponent) 
    Colt M4A1                ~400                  30
    AK-47                    ~200                  30
    AWP                       NA                   10
    Sig552/SteyrAUG          ~1000                 30
    (scope zoom)
    Sig552/SteyrAUG          ~500                  30
    (w/out scope zoom,close)
    USP-45 CT Handgun        ~1000                 12     
    (w/out silencer) 
    H&K UMP                  ~600                  25
    Steyr Scout               NA                   10
    What can this chart tell us? Well, the AK-47 is well suited for multiple 
    enemies, however I did not include cooling down time, cooling down time being 
    the time it takes for the cursor to settle back into its default firing 
    circle, hence it is somewhat deceptive. The Colt M4A1 has very good cool 
    time, perhaps in the next FAQ update i will have a chart of Cooling times.
    Chapter 3.3   Sniping 101
     *   Only relocate when you think the enemy is on to you.  *
    This means, if there are a squadron of enemies walking around  (not 
    neccessarily towards your direction, but general sweeping of thier local 
    area) and you take one out at long distance, if the footsteps start getting 
    closer, take another shot, because they are directly challenging your ability
    to sniper effectively. 
    However, if the enemy is smart, he will not approach you directly, and will 
    try to flank you by approaching you in a less-straight forward manner, so, 
    you must relocate.. This usually means changing your line of fire at least 
    90 degrees to a completely different spot of cover. Of course, sometimes 
    you have to drop the sniper rifle and pick up a submachine gun, but this 
    is completely situational, and it is too hard to describe when to do this, 
    but usually when you know you are getting boxed in on two opposite sides, 
    then you probably want to go rifle/submachine gun, so grab anything on 
    the ground. Sniping is essentially the art of patience even when your enemy 
    is 20 feet away, and you are standing there for a very long time, the enemy 
    will think you may try to relocate, but don't. Unless of course, he has 
    friends trying to flank you by coming around to your blind side. In that 
    situation, you should choose one direction from all available directions 
    that the enemy is believed to be coming, and take out "one arm" of their 
    two pronged attack. It is simply too hard to take on two opponents from 
    different directions firing upon you, hence you should expect this to happen
    when playing against good players. If it is not feasible to snipe when going 
    after one side of the attack, it is a good idea to switch to the secondary
    hand-gun, such as the desert Eagle, to do the job.
    The main reason why you want to go after one or the other of all flanking
    enemies is that by killing one set of enemies from one flanking position,
    you now have time to set up your next round of kills because you have 
    placed a certain amount of time between you and the other flanking arm,
    so, all you have to do is double back to your original position to find
    your next enemy.
    It will take a few hours of practice to predict the body trajectory of 
    jumping enemies trying to dodge your bullets. The smarter ones will stand 
    still just long enough for you to think you can hit them, then move just when
    you are about to fire, causing you to re-aim. This is not a 'strafing' 
    defense. This is simply moving only when you predict the sniper will fire 
    upon you. My usual estimate is that it takes most people roughly 1 second 
    to bear the correct aim and to fire; Hence, I move just before one second, 
    In the meantime for those 900 milliseconds or so, I try to fire upon him as 
    much as possible. Repeat.
    Chapter 3.4   Bad Memories: The Killer Within You
    This section will try to present an offensive tactic that uses psychology
    to gain more kills. The key is this. Choose a spot that you know they will
    come through, or not. I.e. A major chokepoint. Kill three-five people.
    They now have bad memories of that location.
    Then, they will not go that route the second time. They will assume, that
    since you got "so lucky" there, that you will probably stay there. But you
    will not. Instead, you will go in precisely the opposite direction the next
    round. And you will run with the knife, to get to a second chokepoint. And
    they will completely not expect you. In other words, they go to one place,
    they all die. By psychology, they go to another route the next round, but
    again, you are there, they all die. The key is to go where the masses of
    the opposition lie, and beat them to the spot. Then unleash hell. You can
    easily go 14-1 and more using this tactic. Eventually they will get the clue
    they should not bunch up and be much more cautious about every single step 
    they take. Congratualations, you have now made your mark as a bad memory in
    your opposition.
    	 * To know the enemy's mind is to conquer the enemy. * 
    A word about confidence. Think to yourself, Im going to kill every single
    terrorist/counter-terrorist I see. That is final. There is no room for
    "I hope i get one". Everyone will die, and I will live. Well, I have noticed
    great players go into "CS Trances" where they just have this unimaginable
    run upwards of 20 to 30 kills or more before they die. Then they will revert
    back to their normal self. Call it an unlikely alignment of the planets,
    luck, but I believe it was when they were at their apex; the apex being
    any emotion such as fear, lack of confidence of one's abilities, 
    fear of dying quickly, was simply shoved aside for brute reason and fast 
    reaction. Fast reaction goes hand in hand with reason. When you must react
    fast, you can only do what you essentially know what works. And you only
    know what works by experience, which is when you didn't die. Hence, you
    know only do what you think is reasonable per situation, and clearly,
    if you already can sense the situation, you can react without even
    really thinking. I believe, if you can actually put yourself in the shoes
    of your on-screen representation, you will actually make better decisions,
    because you will give it more thought and more brainpower to make an
    immediate, informed decision. I remember one time when I was playing de_train
    and I was on the CT side, I ran through the back entrance to the Terrorist
    spawn side, and a T was hitting me with burst fired AK-47 from the end of 
    the corridor near the brick walls. I tried firing, but got very few shots in
    (you never stay too still with an AK-47 on you), so I decided to run into the
    main central train/courtyard area. But then, I decided to backtrack, because
    I predicted that he predicted I would move into that area, so I ran a bit 
    towards that way, but walked back quietly to sneak back upon him as he
    tried going into the courtyard area to meet me. For really good players,
    you can hesitate long enough for them to *think* you are doubling back 
    on their back-side, then go to the original location you wanted to go.
    I think it is fair to say, you can only become good when you start realizing
    your mistakes. You should curse the mistakes that could have been avoided.
    An example of a mistake that could not have been avoided is walking into a room,
    and then seeing 4 campers bear fire upon you. An example of a mistake that
    could have been avoided is taking sight of an enemy, chasing after him, and
    not paying attention to the footsteps behind or to the side of you.
    Chapter 3.5   Aiming and Short Statistical Discussion : its about pixels
    If I plan to guard a certain passage point from my enemy, notice that the 
    closer up I am to the expected appearence, the larger my pixel representation
    will be, hence, I will take more screen room, and thus be an easier target, 
    than if I were sitting as far back as possible, minimizing the number of 
    pixels used to display my character. In other words, suppose we pick a 
    random point on the screen. There are many pixels, pick one, lets say at
    position (x,y) on your monitor.  Now, if I sit up close, my pixels will take 
    up, say 9% of the screen pixels. If I were to sit far away, my pixels would
    take up, say 4% of the screen pixels. 
    It is obvious that any random pixel would have, on average, a shorter 
    distance to one of the 9% of the pixels, than to 4% of the pixels, because
    there are 5% more pixels that could potentially be closer to position (x,y).
    Hence, we would always like to sit as far back as possible, when guarding 
    passage points. 
    Let me mention that this is for guarding territory when it is fairly certain
    that there will be at least some warning (i.e. footsteps) from opponents
    on a flanking vector. 
    In the next update, I will discuss field of vision as a function of time,
    and how you can use this to your advantage, or be caught in disadvantage,
    and including positional knowledge, strafing, millsecond advtanges, etc.
    Chapter 4.1   Hand-Guns
    If you are playing Counter-Terrorists, I would use the USP-45 with the
    silencer enabled. The stealth afforded by the silencer truly leverages
    the power of a good camping spot.  In addition, you can buy armor the
    first round, which also leverages yourself against unarmored terrorists
    carrying desert eagles. Of course desert eagle is strong, but the armor
    will help some, and alot more than none at all.
    If you are on the Terrorists, use the Desert Eagle, or pick up a weapon
    on the ground. The Glock is not useful, it should be recycled at the
    closest recycling facility.
            * The desert eagle is *the* weapon of choice for the  *
              first few rounds, and remains the best side-arm
                     when your primary clip runs out.
           *  When firing a desert eagle, learn to aquire a perfect  *
                tracking cursor on the enemy, even when they try to 
               jump, duck, sidestep, or fire to cause intimidation 
     Chapter 4.2 Guns
     What is response? Response is the ability of a gun to respond to a previously 
    unknown event, such as an enemy moving in by surprise, that was 
    essentially unpredicted, and putting the enemy down, even when surprised. 
      Prediction is the ability of a gun to put down an enemy moving into 
    predicted territory, efficiently, without significant penalty of personal
    injury, and without time for the enemy to respond effectively before death.
    I will use the following scale
            Poor   Good   Very good   Excellent   Unsurpassed
    The MP5. 30 Round Clip. Fast. Reliably accurate. Can even do wonders on
    long range one shot sniping. $1500, the best bargain in the game.
    I think using the Mp5 is the best for fast rush levels, such dust.
    It just wins rounds, and can really cover wide areas, and do
    close quarter combat also. Also its price allows purchase of grenades.
    Good response, good prediction. 
    The Colt M-16 (the game calls it the M4A1).. Can take out enemies with
    three bullets to the chest. Silencer enable, it is even more accurate. 30
    round clip, ultra fast rate of fire, light. The best thing about this gun
    is that you can control the first 10 rounds, which means, you can probably
    aim for the chest, and move slightly up as they are temporarily stunned
    and get the headshot (i.e. moving the cursor as you are firing on their
    Very good response, good prediction.
    The AK-47. 30 Round clip, One shot means near death. The most powerful
    automatic rifle in the game. It must be compensated for its wild
    uncontrable recoil by burst-firing only. Aim for the chest, hold
    for about 1/2 to 3/4 a second to let out 3-5 shots. Close up, nothing
    except the AWP kills faster than this. 
    Good response, Unsurpassed prediction.
    When you fire the AK, learn where the head of any enemy *would* appear at
    any spot in your view. Crouch, and when you hear the enemy footsteps, 
    figure out precisely where they are, and get the cursor lined up on the
    current non-existent enemy form. Counter-Strike is a game of using sound 
    and the radar to interpolate your *EXACT* enemy position, and all of this
    has to be calculated on split-second demand. This takes a long time to
    master, but you want to get good at CS?
       * There is no way to kill a good player unless he moves into your  *
                      cursor, not the other way around. 
         *           you must learn to predict, or you die              *
    The AK-47 is perhaps my favorite weapon, simply because when you use it
    in the right situation, it is disastrous. It truly wrecks havoc on
    standing opponents, and while you are on above enemies raining fire
    down on them with an AK. Especialy when they try to take cover, you just
    rip with the AK and they all die.
    The Sig552 / Steyr AUG. 30 round clips. Both are the same weapon,
    essentially.  They are useful for long-range support, long-range sniping
    with its 2x zoom.  This weapon can control open spaces from afar. Not
    many weapons can claim this ability. In fact, only the 552/AUG has the
    versatility to control open spaces and sideways, fast moving enemy.
    The Steyr Scout / Artic Magnum Warfare. 10 round clips. Use these
    against enemy snipers first. The 4x zoom lets you take precision shots.  
    Poor response. Unsurpassed prediction.
    The Steyr TMP / Mac10. 25 round clips. Ultra-fast rate of fire, poor
    accuracy. I would not use these weapons, but they are the cheapest
    submachine guns money can buy.        
    Poor response. Poor prediction.
    The H&K UMP-45. 25 Round clip. Half the speed of fire of the MP5, but it
    does have a little bit more power per bullet. But again, I prefer the
    Good response. Good prediction.
    Chapter 5.1   Map By Map analysis
         terrorists : go AK-47. Camp chokepoints, spread
    out amongst the upper rafters, one man at each corner, one man guarding
    the door (above the rafters, not on the ground), and try to sneak
    a few men out into the gates past the main garage door in the "shadows"
    to gain surprise kills. Mainly camp. This is a good map for one to
    learn the basic tactical elements such as using your radar to know which
    areas have been compromised : the venting system, if the enemy is inside, 
    the garage entrance, the backdoor, and the bottom floor inside the 
         counter-terrorists : go MP5-Navy. The Colt's aren't worth the money
    on this level, and the MP5's do a good job already for this range of 
    fighting. Also mp5 is good for going through the vent system and breaking
    the back door entrance. Make sure you check the upper rafters in every 
    corner. Storming the backdoor is a good idea, but you better have your
    best man be the point man, otherwise your team will get slaughtered if
    you have all your newbies go in, they will all get reamed because they
    do not know how to look around carefully enough. 
    for both teams : looking is the most important aspect on this level.
    The enemy team is hard to see, and can rain fire from anywhere. It
    is truly about carefully looking around before you take your steps while
    inside the warehouse. 
        terrorists : I prefer Sig552, because you can truly wreck havoc
    on CT's trying to make their way up the main corridor on the left from
    the Terrorist spawn position. Rushing Terrorists (which go into the house
    with the paintings and stuff) should go with MP5's.
        counter-Terrorists : Steyr Aug / Colt, you will normally see half the
    team buy colts, half the team with AUG's. This is a good mix. Aug's 
    for the long range support, and Colt's for the quicker-invading CT's.
    for both teams: learn to move quickly, without hesitation or fear
    from campers. Eventually, by forcing yourself to move while checking for
    blind spots along the way, you will kill all campers, and that alone
    will bring your score to 3-1. The enemy on this level moves, and for some 
    reason, stops at certain spots, most likely to fear that the enemy is doing the 
    same on the other side; this fear is unwarrented. For instance, as a CT,
    you should quickly run to the left or to the right (or through the middle
    house, after you go up the boxes), and stop only to kill enemies. Flanking
    on this map is easier than most since the entire map is so maze-like.
        terrorists : camp the house, have snipers on the roofs and in the 
    little crack on the very far right side of the house, on this rock wall.
    Have men guarding the tunnels, not directly, but at the far corner between
    the two holes leading out, this way men can cover both spots with fewer men.
    Sometimes, if you AWP, it is nice to run out in front of the house and 
    hold the entire ground. An AWP down here from the Terrorist side is 
    devastating, because the CT's have to contend with snipers on the roof,
    at the same time you are sniping them from the ground.
        Rambo Terrorist Tactic :                                                       
        counter-terrorists : rush the tunnels, pour men out like lemmings into
    the other side of the terrorist house; use smoke grenades to 'lag' terrorist
    snipers (it is tremendously powerful, it slows down the computer to a grinding
    halt) when trying to go directly in front of the house, rush the fronts.
    Rushing is key, causing a lot of havoc from the tunnel side and the front
    is necessary. It has to be a split effort acting in concert to cause the 
    terrorist defense to fall. 
        terrorists : MP5's are the weapon of choice, they are cheap, and
    you need to throw flash bangs coming out of the tunnels, so you need
    money for that. I would buy flash bangs and HE grenades and an MP5,
    which is quite expensive in total (about 2100). make sure when you
    rush out of the left side of the tunnel, you throw a flash bang before
    you exit, and turn your back to the flash grenade. If you see a white
    shimmer, the enemy is blinded, and you rush immediately, running to
    the back wall, to flush out any CT's hiding behind the boxes, then 
    pushing forward to clean up the left bomb site. Sometimes things
    don't go according to plan, or all the CT's end up camping bomb site
    a, so go rush bomb site B. Bridge offensive: Usually bridge offensive
    works best *just* when your other half of the team is leaving the
    tunnels on the left into the CT side. What happens is that the CT's 
    get swamped with too many targets coming from too many directions
    which results in death for the CT side. This is harder to achieve, but
    with Voice Communication now enabled, i think coordinating attacks
    this way is possible. 
        counter-terrorists : hold the CT side. 
    Concluding Thoughts
    Experiment with different ideas. This game is a game and a good game, as
    this is such, can always reflect innovative ideas. Inspiration to go 
    behind enemy lines, or directly in front of them can lead to wonderful
    results. I normally am very cautious about taking on an entire troop
    of enemies, head on. But, I decided to test my skill in using the enemies
    to block each other as they fired upon me, and using various objects
    (the grey room in De_Vegas), i was able to take out 5 opponents that all
    were hunting me, by predicting each person's movement ( i kept a mental
    tab of each persons position and predicted movement!), i was able to
    triangulate out each person into a 1 on 1 battle, and because my aim
    was faster than theirs, I would win each battle. But they key was,
    after each exchange, go back into and check my mental list of
    each enemy and move accordingly so I could single out another opponent.
    Having a running tab of enemy positions and movement vectors sounds like
    a tough thing, but it is doable. You should start with at least two 
    enemies and be able to predict the next 20 seconds based on your own
    movement (and how they would respond as such). Continue to practice
    putting yourself out of the line of fire of multiple enemies while at the
    same time putting one enemy into yours, and continue down the list
    of the opposition.
    I have seen really good players keep positional tabs on upwards of 
    four people at the same time, while jumping over and under boxes, stairs
    gates, doors, windowsills, etc... taking each out one by one, and rapid
    positioning to obstruct enemy lines of fire while keeping active lines
    of fire for themselves. 

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