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BRB, CS:GO Guide for newbies!
Eightball
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#1
06-15-2014, 10:53 AM

BRB, CS:GO Guide for Newcomers

WORK IN PROGRESS, should be done by tonight.

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Counter-strike is one of the world’s oldest and most popular first-person shooters. Its popularity can be attributed to its exciting combat, great depth, and objective-based gameplay. The original counter-strike was probably the most popular FPS in history, with hundreds of thousands of active players playing at any given time during its peak. CS:Source was an adaptation for the source engine, but it was met with mixed response and was not popular in competitive circles. CS:Global Offensive is the newest iteration, and establishes a good balance between the two. It retails for cheap, has more game modes, and is more approachable for new players in addition to catering to the competitive crowds. It even now features a market involving weapon skins, and is probably one of the few games in the world that will pay itself off if you sell your drops.

BRB,U now has its own server for CS:GO and (currently) a group of about 30 that play it at least periodically. This guide is directed at new players within BRBU (and beyond) to help them make the transition to being a competent CS player. This guide is not meant to be overly technical, but should cover a lot of the major points and subtleties that may be hard to grasp intuitively, or may make the game less frustrating to newcomers.

The game retails for about $15 normally, but during the upcoming 2014 Summer Steam sale, you can expect it to go for $3.75 several times. Oh, and before I forget, here is our info:

Steam Group: http://steamcommunity.com/groups/brbcsgo (message anyone to join)
Server: cs.gamingorgy.com OR cs.brbuninstalling.com (password: “getin”)
*This is an NFO, 100tick Chicago InterNAP server. Message Eightball for rcon.
When we play: Pretty much any night, but we especially like to play in-house casual on Friday/Saturday, and in-house competitive on Tuesday.
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Eightball
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#2
06-15-2014, 10:54 AM

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CSGO features several game modes. Most of you are familiar with the “classic” types, where you buy a gun at the start of a round and fight over objectives. This guide is aimed at this game type, since the other three modes are not very serious and are often played for shits and giggles. Still, here are all of the modes:

Classic Casual - What you should be playing to get started. In this mode, end of round cash rewards are fairly even, everyone gets armor, helmets and defuse kits, and kill rewards are reduced. Teams can have up to 10 players each.

Classic Competitive - A more serious format, with 5 against 5, different cash rewards, and a first-to-16 win criterion with a halftime switch, as well as friendly fire!. This is how the game is meant to be played, but it can be a stressful experience. We host weekly in-house competitive nights for those who want to try it but don’t want to be stuck with angry randos and russians.

Deathmatch - What it sounds like. You spawn randomly on a map with random (or specifically chosen) guns, and try to rack up more points (kills) than anyone else. Don’t forget to kill the chickens.

Arms Race - Formerly called “gun game”, you start with an SMG and try to progress through (almost) every gun in CSGO, needing one kill per gun to advance. The winner is the first to get 26 kills, the last of which is a knife kill. Progression now requires 2 kills, fewer weapons are cycled, and the team leader glows "shoot-me red" and instantly advances you

Demolition - A strange, small game, which looks like a normal defusal map except that there is only 1 bombsite, and your selection of weapon depends on a ladder not dissimilar to Arms Race.
(This post was last modified: 01-21-2015, 04:57 PM by Eightball.)
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Eightball
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#3
06-15-2014, 10:54 AM

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CS is played in a series of successive rounds in which two teams are pitted against each other: Terrorists vs Counter-Terrorists. In these rounds, once you die, you are dead for the remainder of the round and do not respawn until the next round. This sounds like a drag but is actually pretty tolerable if you don’t run out and die in the first 5 seconds of a round, or are playing with friends.

There are currently two type of objectives played in CS. In defusal, the terrorists attempt to take control of one of two bombsites, plant a bomb, and defend it until it explodes or until all of the counter-terrorists are dead. In rescue, counter-terrorists attempt to reach one of two hostages, and then safely escape to their spawn with the hostage on their shoulders. In either objective, there is a team that has to attack and one that should defend. Failing to observe these roles can make things difficult for you. Defusal is the more popular format by a large margin.

At the start of a round, you purchase guns, grenades, and gear using cash. This is done using the Buy menu (which is now a radial menu, accessible with “B” by default). So, how do you get cash? As with previous versions of the game, you are awarded cash at the end of the round, with the amount depending on the objective and whether or not you won, lost, suicided, or ran down the clock. Unlike older versions, you are also awarded cash for each player you kill, with the amount depending on what weapon you used to do the deed (knife being the most lucrative, P90 and AWP being the least). You are also awarded cash by completing objectives—reaching a hostage, rescuing it, planting a bomb, defusing it.

You can carry one primary weapon, one sidearm, and 3-4 grenades depending on the game mode. You can also pick up fallen players’ guns by looking at them and pressing “E” or by tossing your gun first by pressing “G”. You’ll pick up their grenades automatically if you can.
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Eightball
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#4
06-15-2014, 10:55 AM

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“This is the part for idiots who have never played an FPS before, right?” No! Although the movement scheme in CS is the same as any other source game, there are a few nuances you should note.

Movement speed is measured on a scale from 0-250. Your movement speed depends on what weapon you have equipped—what you have actively selected. For example, running while holding an M4A4 will give you a speed of 225. An AWP will make you move at a perceivably slow 200. Your knife makes you move at the full 250, meaning you should always start rounds carrying your knife until you’re in position or expect to enter combat. I do not know what the movement speed for grenades are, someone let me know.

One of the biggest pieces of etiquette that is lost on a new player (much to his teammate’s frustration) concerns sound. When you run, you generate a shitload of noise—your footsteps. These are a clear giveaway to anyone nearby that you’re present, and many firefights are lost before they began because one person perceived the other’s footsteps and pinpointed his location. You should avoid running when you are the last person alive, when you are trying to sneak by a group, and when you are near a teammate who is clearly trying to be stealthy and is also walking. You will come to intuitively understand when to be quiet; for now, just be aware of the noise that you normally make. You also make noise when landing from a jump or fall, when you’re reloading, and when you’re scoping in and out for some reason.

Another reason to not run everywhere—movement severely impedes accuracy in CSGO. If you want to see this, hold down the trigger while strafing parallel to a wall and see the ridiculous spread of your bullets. They will be so inaccurate that winning a firefight while moving full break is purely a matter of luck. Let’s talk about this more now.
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Eightball
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#5
06-15-2014, 10:55 AM

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“Hey, why is aim a whole section of the guide on its own? Shouldn’t it fit under combat?” No. CS’s unique aim and recoil behaviors are what make it a challenging FPS to play for the uninitiated, and failing to learn how accuracy & recoil work before entering real combat will make for a very frustrating experience.

Many factors can influence your accuracy in CS. We have already mentioned movement, but let’s clarify that further. You are most accurate when you are standing still. You are less accurate when walking (holding SHIFT). You are even less accurate when running. This is where TF2 players have trouble making the transition. If you are moving and you see someone at any type of distance, you will not be able to reliably hit them if you don’t stop your movement. This can make for a tricky song and dance when you enter combat--we’ll cover that in the next section. Jumping will also make your accuracy go to shit as you may expect. It is not clear to me right now if falling without jumping does as well. Note: Crouching appears to make your crosshair tighter, and it is a natural reaction for any FPS gamer. It’s a bad habit in CSGO. Your first-shot accuracy does not improve with crouching. Recoil recovery does improve slightly, but that’s it. This is not to say that you should never crouch, just that it isn’t as useful as you think.

Every gun in CS has a unique “recoil pattern”. That is, if you were to aim at a point at the wall, and hold down M1 without moving your mouse, you would see the wall peppered with bullet holes like these. Try this! You will notice that most guns are pretty accurate for the first 2-5 shots, depending. Beyond that, they climb wildly and begin throwing their bullets left and right. Therefore, you are most accurate when firing in short bursts and allowing the recoil to “recover” between bursts. This is not to say that full-auto fire (“spraying”) is not feasible. In close range it is natural and effective. You can actually adjust for recoil by pulling your crosshair down after the first few shots. Pros are able to get all 30 bullets of an AK-47 mag into a head-sized group!

You will notice when going full auto that your crosshair will appear to climb. Don’t trust the placement of this crosshair. Check the link I provided above: The crosshair does not accurately follow the spray. Trust your instinct and visual cues like bullets hitting the terrain. A few other pointers regarding accuracy: The first bullet is not necessarily perfectly accurate. It’s just “very” accurate, depending on the gun. You’ll notice this with say, a deagle.

Quote: To practice your aim, open a singleplayer server, open the console and type the following:

sv_cheats 1 -to turn on cheats
sv_showimpacts 1 -to show where your bullets went
weapon_debug_spread_show 1 -to show a box representing your current spread
mp_roundtime 60 - to make the rounds last an hour so you don't need to wait.
sv_infinite_ammo 1 -1 for your ammo to never go down and 2 for unlimited extra clips
(This post was last modified: 06-15-2014, 11:00 AM by Eightball.)
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Eightball
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#6
06-15-2014, 10:56 AM

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What would an FPS like counter-strike be without a wide array of weaponry? I’ll try to cover all of the guns in a sentence or two each--what they’re good for, tricks you should remember when using them, that sort of thing.

Pistols
Cheap, easy to use, and surprisingly adept at holding their own against larger rifles.
Glock-18 - The default Terrorist pistol. High rate of fire and low recoil make it approachable, but it has laughably low damage against armored enemies. A three-round burst function is still available. Go for headshots or try to ambush and put a burst in someone’s face.
P2000 - The default CT pistol*. Slightly higher damage than the Glock, with a smaller magazine. Still, its magazine and ammo capacity are slightly larger than the...
USP-S - The OTHER default CT pistol. More accurate than the P2000, unless you take the silencer off, which somehow makes it LESS accurate. Use a P2000 if you tend to spray your pistol bullets, use the USP if you’re going for headshots. Equal damage as the P2000. This is generally regarded as better than the P2000.
P250 - A cheap, powerful, reasonably easy to use pistol. Most importantly, this gun is able to one-hit headshot armored enemies at medium to close range. A fantastic first-round buy in casual, and a good complement to any sniper rifle. $300. This weapon recently got an ammo nerf, for apparently no reason.
Dual Berettas - Formerly only for Terrorists, now both sides have access to these stylish bullet hoses. Damage is pretty great at close range, but accuracy is so-so. Take advantage of the high volume and spam them wildly--as fast as you can click. $700, pretty pricey. $500, still inferior to Tec-9 and Five-SeveN
Desert Eagle - CS’s wonderchild is now a shitty piece of shit. Or at least it was, before a slight buff recently. Massively powerful (1 headshot or 2 bodyshots), but wildly inaccurate. Your recoil will take about a full second to recover after firing. Still, what’s more satisfying than a 1deag? $800. $700, now tolerably mediocre
CZ-75 - A somewhat bizarre replacement for the P250 added somewhat recently. Despite only costing $300, it is a fully-automatic pistol that can dish out quick death while being quite accurate. The most glaring downside is the low reserve ammo--you get 12 in the gun, and a single replacement magazine. 24 bullets! Be ready to grab another pistol off the ground if you buy this first round. $500 and got nerfed considerably
Tec-9 - Don’t be confused by its appearance, it is a semi-automatic pistol. Very powerful but retardedly inaccurate. Click like crazy and hope for a headshot, because it will one-hit armored enemies that way. When we stack a valve server, we like to do large tec-9 rushes where everyone buys one and just saturates a bombsite with bullets. T-only. $500. THE SKILL CANNON
Five-Seven - My personal favorite pistol, it behaves very much like a more accurate P250 with more ammo. One-hits on headshots at a fairly generous distance. CT-only. $500.

Heavy
Shotguns no longer get their own section, and neither do machine guns. They’re together now!
Nova - A discount shotgun that’s very suitable for ambushes. Note that its damage falloff isn’t terrible for a shotgun, there will be times when you get headshot by it at a surprisingly long range. $1200.
XM1014 - The same autoshotgun as the old versions. Regarded by some as a noob cannon, it also has pretty good range and headshotability. $2200.
Sawn-off Shotgun - Terrorist-only shotgun. Cheap and good for ambushing like the Nova, but with higher damage and increased accuracy while jumping. Damage falloff is worse. $1200.
MAG-7 - CT-only shotgun. Cycles fairly quickly, quite powerful, and has a magazine reload. Wish I could tell you more, but there isn’t all that much nuance to using shotguns. $1800.
M249 - Negev’s retarded younger brother. Well, it is if you treat it like the negev. Fire this weapon in bursts and don’t try to hold down the trigger. It is slightly more accurate but apparently does LESS damage per bullet! Hard to justify the cost of $5200, so this weapon is often ignored. Use this like an AK. A retarded AK.
Negev - Your goal is always to buy this weapon. Well, when you’re playing with us. Ridiculous 150 bullet capacity and a cycle rate that can shred an entire team if you catch them just right. Great for ambushes, shooting through walls, and can be proficient at long range if you burst. Enjoy! $5700.

SMGs
SMGs are good choices for beginners getting used to movement and shooting, since their recoil is quite mild.
MP7 - The spiritual successor to the old MP5. Modest damage, but very accurate at long ranges. Aim for headshots and you’ll do well. $1700.
Mac-10 - Terrorist-only SMG. A box that bullets come out of, it is not particularly powerful or quick. At close range it can definitely shred though. $1050. Talk to Moos about first-round buys…
MP9 - CT-only SMG. Very little recoil and a high fire speed make this the TMP’s spiritual successor, but I don’t have as much success with it. Try to keep the bullets on someone’s face. $1250.
UMP-45 - The highest damage-per-bullet of any SMG, this is a great choice for the poor. Recoil is probably the highest of any SMG though. Stick with bursts or ambush plays. $1200.
P90 - The pro-90, the noob hose, the no-skill. Run around at full speed with this thing and have a blast, its high fire rate and large capacity make it the “most viable” of the SMGs. You’ll get headshots without even trying to. But, a $2350 price tag puts it in the cost bracket of some rifles.
Bizon - A new gun to the CSGO series, and kind of a retarded one. A huge 64 bullet magazine would make it great for spraying, but it doesn’t cycle as quickly as the P90, is pretty inaccurate, and has poor armor penetration. Still, we like to do rushes with it. $1400. Recommend you buy one in "Blue Splash" color.

Rifles
Galil - Cheap, reasonably powerful, but generally inferior to the AK47. Fire this weapon in 2-3 bullet bursts. Not all that much else to say. $2000. T-only.
FAMAS - Believe it or not, this is the least accurate rifle. More expensive, with less ammo, and worse armor penetration than the Galil. But, accuracy deteriorates less while on the move, and maybe a forced option if you can’t afford an M4. 3-round burst available. $2250, CT-only.
AK-47 - The most iconic CS gun, and one of the most important to master. High damage--high enough to one-hit kill on a headshot at any range. Very high recoil, too. Spraying is tough and requires practice. This gun is ideally used in 2-3 bullet bursts, aimed at the head. $2700. T-only.
M4A4 - The newest iteration of the M4; accurate and reasonably powerful. Fire in 3-6 bullet bursts. My personal favorite. $3100. CT-only.
M4A1-S - A throwback to older CS. In most specs it is identical to the M4A4, though many regard it as more accurate or with less recoil. The major downside is a small magazine and little reserve ammo--you cannot afford to spray, prefire, fire through walls, etc. $2900. CT-only (replaces the M4A4). $3100, the low recoil can become a crutch.
SSG 553 - Lovingly known as the “krieg”, think of it as an AK with a scope. However, it cycles stupidly fast, and it even harder than the AK to control. One-hits on headshot. Best armor penetration of any rifle. $3000. T-only.
AUG - Lowest damage of any rifle, but great armor penetration. May 1-hit HS at point-blank. Pretty intuitive to use, not much else to say about it. $3300.
SSG 08 - Basically the steyr scout. A cheap sniper rifle that does 70-90 on a body shot. You move pretty fast with this guy, and it’s cheap too. Fun to use, but difficult. $2000. $1700, note that it is fully accurate at the apex of a (non-moving) jump
AWP - The gaystick! One-hits anywhere but the legs. Prohibitively expensive with low kill rewards, weigh the pros and cons before buying it. More on this later. $4750.
SCAR-20 / G3SG1 - Grouping the CT and T autosnipers because they are identical in nearly every way. For mowing down masses of enemies storming into a sniper line. $5000.

Grenades/Gear
Remember, you can carry 3-4 grenades. You can adjust the strength of your throw with left and right click. More on that later.
Flashbang - The tried and true. If it blows up in your field of vision, you’ll be blinded for an amount of time dependent on your distance from it. This goes for teammates, too. In casual, you can carry one. In competitive, you can carry two. $200.
High-Explosive Grenade - Pretty much unchanged as well. Use this to spam chokes and corners, or to finish off wounded players that run for cover. Don’t try to lob this at snipers… $300.
Smoke Grenade - Arguably the most useful grenade. You can smoke off sniper nests, block doorways, promote area denial, lots of stuff. There are many guides on youtube that show tricky spots to throw them on various maps. $300.
Molotov/Incendiary - A grenade that sets a small area on fire, damaging enemies (and  yourself) if they stand in it. I’m not exactly sure how to use these yet. Throw them on a bomb to stop defusing? Stop people from retaking from a given choke? Idk. $400 for T-molotov, $600 for CT-incendiary.
Decoy Grenade - Makes the sounds of YOUR gun firing, and creates a static radar blip. Also looks like a flashbang. $50.
Zeus Taser - A joke weapon. One-hit kills, with a fantastically short range--like knife range. Sometimes it will do 90+ damage instead, this probably is at the max range of the taser. $1000. $400
(This post was last modified: 01-21-2015, 04:55 PM by Eightball.)
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Eightball
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#7
06-15-2014, 10:57 AM

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Before I get into the complex details, let me hammer home the importance of armor. Armor reduces the amount of damage you take, sure. That’s huge, and it’s crucial for staying alive. Most guns will one-hit kill you on a headshot if you’re not wearing armor. The other important thing is that having armor reduces “aimpunch”; Aimpunch occurs when you get shot--you flinch and your accuracy suffers. You would be amazed at how huge this effect is if you are unarmored.

One other thing that can happen when you get shot, is “tagging”. When you are shot, you are “tagged”, and your movement speed suffers. Running across an opening when an enemy is trained on it is ill-advised: You get shot, you’ll slow down, you’ll be exposed for longer. Just be aware that that’s a thing.

Elaborating on my earlier point regarding the song-and-dance of movement: When you engage in combat, you ideally want to not be moving when you are firing--otherwise, your bullets will go wild. It’s often good enough to just let go of the movement keys when you fire, but this isn’t perfect. You see, like with many source games, you have inertia, and even when you let go of the movement keys, there is still a small interval in which you will still be moving (and thus, your shots will be inaccurate). To combat this, learn how to do a stutter step: https://www.youtube.com/watch?v=LNKPhq-1U6g

In short, tap the opposite movement key to come to a more rapid stop. If you are strafing to the right and see an enemy, let go of D and lightly tap A. A good way to engage someone at range with a rifle would be to do this, fire off a few shots, then strafe again. Move, stop, fire. Move, stop fire. You’ll get it.

A note on visibility: You see the world from the point of view of your character model’s head. Whatever you see, also has line of sight to your head. Bullets also originate from this point, so if you can see something, you can shoot it. This is unlike TF2 where projectiles often generated right-of-center.

Let’s discuss some scenarios. Let’s look at this example part of a map. Let’s say that the blue diamond represents Moosendoo, our counter-terrorist, while the orange dot represents Dr. Commish, our terrorist. They are separated from each other by just one corner, and more importantly, they both know the other one is there!

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Moosendoo approaches the corner quietly, then strafes past it at full-speed, coming face-to-face with Commish. Who should win this gunfight? Moosendoo should. This is because he is able to see Commish before Commish sees him. Because there is some latency between the server and players, they each see where the other was (let’s say) 100 milliseconds earlier. At the precise moment in global time where Moos spots Commish, Commish hasn’t seen him come around the corner yet. Thus, the attacker has the advantage.

What if Moosendoo had been slower around that corner? Let’s say he walked slowly around it, or crouch-walked it. Then, Commish would actually have the advantage. Remember that you see from your “head”, but your playermodel is much bigger than that. If you round a corner slowly, people will spot your shoulder, leg, arm, whatever, before you can spot them. Be bold when rounding corners!

Let’s change it up a bit. Now, Moosendoo, is trying to enter this large room with obstacles everywhere, and Commish is partially hidden. Moos may know that he’s in the room, but not precisely where. Meanwhile, Commish has his gun trained squarely on the doorway. Who wins now?

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Commish should win. The advantage granted by edging is mitigated if you do not know precisely where to look. Moosendoo will need a short amount of time to process what he is seeing, to spot Commish, to bring his crosshair onto him and fire. Commish was waiting for Moos to move into his crosshair.

For situations like the one above (which is typical of entering a bombsite as terrorist), there are tricks to make it easier. You can edge portions of the room, rather than exposing yourself all at once. You can throw smokes in the room to obscure vision and reduce the effective amount of area to cover or process. You can throw flashbangs to blind the people staring at the corner. Let’s talk more about those grenades now. You can "prefire" the most common hold spots--if everyone likes to stand behind the middle box and peek over it, shoot it pre-emptively the moment you can.

Flashbangs only blind people that look at them. This means that you can avoid the blinding effect of a flashbang by simply looking away from it when it flies into a room. This also means that a good flashbang throw (a “pop-flash”) explodes the moment it comes into the view of a would be defender. So, if you’re trying to blind someone, don’t be surprised if they are unaffected by the flash you threw at full-strength from right against the corner.

Smoke grenades are great for attackers, as they can reduce the defender’s vision, cover a rush, or completely disable a good sniper position. In time you’ll learn what makes a smoke “good” or “bad”, but for now, observe the following points: When smoking a sniper line, smoke THEIR side, not yours. When pushing through a smoke cloud, your vision is affected more than you are being concealed. That is, if you’re pushing through the smoke towards an enemy, they’ll spot you and shoot you before you can spot them. It’s usually foolhardy to do this, but sometimes people don’t expect it. Also, a 1-way smoke is one that obscures the vision of someone in it, but which can allow people to spot the people within. For example, a smoke dropped on a barrel at waist height will show the feet of the people inside of it.

All grenades can have their throw strengths reduced by either holding left and right flick, or right click alone. This can make it easier to pop-flash without winding up the flashbang and having to run after it full-speed. Lastly, observe that grenades are affected by your movement. You’ll get more distance if throwing while running full speed, and less if you are backpedaling.
(This post was last modified: 06-15-2014, 11:34 AM by Eightball.)
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Eightball
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#8
06-15-2014, 10:57 AM

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This is really just a "tips" section.
  • The scout has max accuracy while scoped in at the apex of a jump. If you can jump against a low wall and spot someone, you can hit them with full accuracy.
  • Smoke and decoy grenades won't go off until they've come to rest on the ground. As long as they keep bouncing, they won't activate, unlike flashes and smokes.
  • Incendiaries are bad about being thrown long distances. After a while, they will blow up in air without creating any fire.
  • When a player dies, they drop their most valuable weapon and grenade.
  • Bomb timers range from 35-45sec depending on the mode and server settings. When you hear the dramatic music start to play close to detonation, you have less than 10sec to defuse it, and you are therefore fucked if you do not have a defusal kit
  • Hide like a bitch. Like, a lot
  • "When in doubt, P90 out" - Moosendoo
(This post was last modified: 06-15-2014, 11:39 AM by Eightball.)
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Eightball
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#9
06-15-2014, 10:57 AM

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Full weapon spreadsheet
More guides from kniferound
Hatton's weapon video guides
Tip videos from Pro CSGO players
(This post was last modified: 06-15-2014, 11:41 AM by Eightball.)
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FlyingMongoose
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#10
06-15-2014, 02:40 PM

I would like to make a point based on vision/visuals. Your actual crosshair is based on the position of the eyeballs of your character (seriously there's code references to it all over). But this is a little wonky at times (there are times at just the right height you won't see someone over a ledge but if you shoot at it you hit them). So if there is a common one like this (Dust 2 middle doors), just shoot to that ledge (or corner) anyway, you are better off being safe.


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Kor
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#11
06-28-2014, 01:52 PM

Was going to do a buy bind post, but then I found this: http://gamebanana.com/generators/11

Get all the shit you need crunched into a single bind.

Start with making/finding this: C:\Program Files\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\cfg\autoexec.cfg

Add generated binds to file, press buttons in-game, never waste time going through radials again.

As a general recommendation, I'd suggest that you save a button for just a resupply bind after having a successful round. Just topping up ammo, vest/hat, grens, etc removes all that headache.

Edit: Caveat with the bindings, I've read that some of the newer weapons might not be there, or is using the wrong alias in the binding. A little google-fu should fix you up.



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Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence. -Albert Einstein
(This post was last modified: 06-28-2014, 01:54 PM by Kor.)
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FlyingMongoose
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#12
06-29-2014, 06:06 AM

(06-28-2014, 01:52 PM)Kor link Wrote: Was going to do a buy bind post, but then I found this: http://gamebanana.com/generators/11

Get all the shit you need crunched into a single bind.

Start with making/finding this: C:\Program Files\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\cfg\autoexec.cfg

Add generated binds to file, press buttons in-game, never waste time going through radials again.

As a general recommendation, I'd suggest that you save a button for just a resupply bind after having a successful round. Just topping up ammo, vest/hat, grens, etc removes all that headache.

Edit: Caveat with the bindings, I've read that some of the newer weapons might not be there, or is using the wrong alias in the binding. A little google-fu should fix you up.

You kids have it easy these days, I remember having to pay small asian children in a sweat shop to write these for me for years! Err... wait... I wrote them...I wrote buy scripts, and even wrote a complete toggle-overhaul of most things that usually require you to press and hold the button for (and vice versa)... but that was CS: Source and CS 1.x


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(This post was last modified: 06-29-2014, 06:08 AM by FlyingMongoose.)
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cbre88x
Seabreeze: That Damn Sniper


Posts: 2,835
Joined: Apr 2008
#13
07-02-2014, 02:59 PM

Couple of points of emphasis:

-Learning to stop and shoot isn't enough. Different guns have different spray patterns and sometimes it is better to aim at the chest with the intention that the second bullet will drag up to the head.

-Your model is bigger than you think. And when holding specific weapons..barrel of said weapon sticks out like a sore thumb.
-Be aware of what you're holding and where you are. If you are corner camping or walking around a corner with an AWP don't expect to surprise anyone around said corner.


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