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CS:GO Beginners Bible.
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Topic: CS:GO Beginners Bible. (Read 10544 times)
Capped
Community Member
Posts: 346
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Sri lankan Beauty
CS:GO Beginners Bible.
«
on:
June 18, 2014, 07:49:31 PM »
This might look ridiculously fucking long as a "beginners" guide but i assure you it covers fucking EVERYTHING outside of specific nade throws, map knowledge and random tidbits. Once you've read and understood the things in here the only thing left is to go and "get good".
--
Posting this for all people looking to get into CS:GO but don't know where to start, its quite different from CoD and other FPS' games with its mechanics and economy system.
I won't be going into detail about stuff since i'm going to assume people in here have no real idea of how to play CS. There's alot of useful stuff in here even if you do, however.
Im using alot of peoples content since what i can write is only so good, these links hold everything you need at great quality, i will just direct to what you need from them.
--
AMAZING Starter/Basics guide
http://forums.absurdminds.net/viewtopic.php?f=65&t=2198
(Alot of technical stuff at the beginning, much further down he details everything you need to know about CS. READ THIS.)
Novices guide
http://www.reddit.com/r/GlobalOffensive/comments/1s6pmc/for_all_the_new_players_csgo_beginners_guide/
(Great tips and tricks)
How to be good at CS:GO at all levels:
http://steamcommunity.com/sharedfiles/filedetails/?id=121447468#
(Awesome little guide)
Map overviews, Nades & More.
http://operationl2p.com/
(Amazing resource for nade throws, has other things like map overviews and guides.)
Gun recoil patterns
http://twowordbird.com/articles/csgo-recoil-mechanics/
(You will want to look at this to understand exactly how gun recoil works in CS:GO, the bullets do not go where your cursor is placed.)
How to fire at range
(Just general guidelines. The "line" is A-long on Dust 2 from back-barrels on A site to Pit at the other end, if you wanted to compare in-game distances.)
adreN_TV
http://www.youtube.com/channel/UCauWzM4ElgQCuwymc3sV42g/videos
(Full of amazing informational videos from smokes to rushes to movement.)
--
How to get started
1) Read the Starter/Basics guide. Even if you skip over the technical stuff at the beginning, The rest of it is GOLD information if you have no idea how CS is played.
http://forums.absurdminds.net/viewtopic.php?f=65&t=2198
From the post titled "Weapons" and down is
great
.
2) Read and look at the recoil mechanics. CoD and other shooters have completely different recoil, in counter strike the bullets
do NOT go where your cursor is placed
, you will see in the link what i mean.
http://twowordbird.com/articles/csgo-recoil-mechanics/
This means you have to adjust your aim for the recoil while you are spraying, so you would start aiming at the head and quickly progress to aiming near his feet / legs because the actual bullets are firing at his head still.
3) Watch these videos -
Rifle/gunplay -
Crosshair Placement -
Peeking -
Stutter step -
4) Go play and get used to what you've just read / seen. Play casual, DM, anything. Once you've done steps 1, 2 & 3 you know everything you need to play CS at a basic level, the rest is either aim practice or advanced stuff. You really need to practice, practice, practice to get a feel for the game.
Going into an empty game to see gun sprays at a wall is a great idea, Doing 100 kills with each rifle (AK/M4/Famas/Galil) in a DM server also a great idea. (I know people who do this daily. lol.)
5) Onwards, read through the other two guides i posted which go over some of the same stuff in more detail and newer, more advanced things. Go over the rest of the links i've posted, theres alot of useful stuff you can learn from them.
Practice like a mother fucker.
--
«
Last Edit: June 18, 2014, 11:03:40 PM by Capped
»
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Capped
Community Member
Posts: 346
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Sri lankan Beauty
Re: CS:GO Beginners Bible.
«
Reply #1 on:
June 18, 2014, 07:50:14 PM »
Practice methods
1) Deathmatch servers help your aim. They provide the largest amount of kills in the smallest timeframe since you respawn upon death. Great for practicing raw aim with any gun. Play them often for best results.
2) Empty servers are a great way to learn a great many things. There are console commands to enable grenade / bullet tracers (big colourful lines that show you where they went.), allow you to fly and unlimited grenades/ammo. You can learn maps, nade throws, spray patterns and more by yourself in an empty server. I highly recommend doing this with anything thats "new" to you, like guns, just come in and spray the wall at different distances to get a feel for it. Or maps, just practice running from spawn to A/B either side and various locations / spots to get a feel for it.
3) Playing, any mode, ALOT.
--
Notable Guns: These are all the guns in the game that are worth buying in a competitive game and used often. The others are ineffective and mostly unused
Rifles:
T: AK47 / CT: M4A4 . M4A1s
These are the bread and butter. The best rifles in the game and the most expensive ones, if you can afford to buy one of these (along with the rest of your gear e.g armor / nades) its generally a good idea to do so if you are buying a rifle that round. The AK is known for its deadly first shot. The M4A4 has a higher clip and ammo reserve but is less accurate and does not have the silencer its counterpart the M4A1-S does. (M4A4: 30/120 M4A1-S: 20/60 ammo clips)
T: Galil / CT: Famas
These are the 2nd best rifles on either side. Less powerful and accurate then the AK/M4's but cheaper too. Usually bought when you can't afford the better rifles but still need to buy that round (forced buys, anti-ecos, if you're too poor on a buy round.)
SMG's
Both sides: P90
The most expensive SMG and most accurate gun in the game (except snipers.) Lots of newer players choose to use it because of its accuracy. Is weaker then the rifles but has a higher RoF.
Both sides: Bizon
Cheap SMG usually used after winning a pistol round in competitive. 64 rounds, mildly effective at mid-close range, Zero accuracy, Spray n pray baby.
Both sides: UMP
Sometimes bought instead of a bizon, deadly effective at close range, uselessly inaccurate anywhere else. Best bought if you're holding a tight spot.
Snipers
Both sides: Scout (SSG 08)
2 shot kill, 1 shot headshot. Deadly accurate, Cheap and cheerful. Not often worth buying since people can rush and spray you down before you hit them twice.
Both sides: AWP
The king, the big daddy. One shot kill anywhere in the torso / main extremities. You will kill someone 9 times out of 10 when you connect a shot. If you hit them in the foot / wallbang you will leave them sub 20 hp. Guaranteed. Deadly accurate.
Both sides: Auto-sniper (T:G3SG1 / CT:SCAR-20)
Deadly accurate. When zoomed is the only gun to function with "CoD-like recoil" the cursor is where the bullets go. Highly effective at holding a path. 2-3 shot kill, will not instant-kill upon a headshot if they have a helmet.
Pistols
Both sides: Starter Pistols (P2000, Glock-18)
High-ammo, Low damage, moderately accurate pistols that will get the job done.
CT: USP-S
CT's 2nd starter pistol, replaces the P2000 if equipped. Silenced with a 12 round clip, deadly accurate and will decimate a team with headshots if you're on point. Much like the M4A1-S rifle in pistol form.
Both sides: P250
Cheap, accurate, powerful. The go-to pistol buy for many people due to those 3 attributes. Easily affordable in most situations (e.g eco rounds) and a big improvement over the starter pistols.
Both sides: CZ75-Auto
Automatic, inaccurate handgun with high recoil that replaces the P250 if equipped. Deadly in the right hands, if you learn to control the recoil can spray someone down at short-mid range easily. Best used in small, enclosed spaces. Slightly more expensive then the P250 it replaces
CT: Five-Seven
Expensive, high damage, high ammo gun. Its ammo clip and increased damage over the starter pistols make it a great gun for prolonged gunfights. Accurate at all ranges, only vertical recoil.
Both sides: Desert eagle (Deagle.)
The brute of the pistol family, will 2 shot kill. Deadly accurate first shot allows for insane long-range snipes. Highly inaccurate after the 2nd shot. (3rd and onwards.) Very expensive, Suggested buy when you're "on form" and playing well.
Heavy weapons
Both sides: Nova
Cheap, ineffective shotgun usually bought to surprise somebody coming around a corner and dropped after the first kill (replacing with the players you just killed.) Often purchased during eco rounds to try and get a pick-off kill and a rifle from the opposing team to turn the tide. Best used on a tight corner in a surprise fashion.
CT: Mag-7
Referred to as the "Swag-7" gives the most money -per-kill in the game and is brutal in close-quarters. Again often bought on an eco but sometimes during normal rounds to surprise the enemy in a tight location. Best used at close-range...it is a shotgun after all.
Both sides: Negev
Despite being an LMG has a deadly accurate first burst (1-3 bullets) that can easily surprise the enemy. Expensive and not often bought outside of a fringe / troll buy. Highly inaccurate but effective at delaying / holding a route with its spam.
«
Last Edit: June 18, 2014, 09:58:51 PM by Capped
»
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Capped
Community Member
Posts: 346
Reputation: 23
Sri lankan Beauty
Re: CS:GO Beginners Bible.
«
Reply #2 on:
June 18, 2014, 10:00:21 PM »
Economy
The money system in Counter-Strike is one of the biggest tactical aspects of the game. At the beginning of the match, each player spawns with $800 and just a pistol and a knife. The players must skillfully manage their money and equipment to have a greater likelihood of accomplishing their goals. Players earn money by getting kills and by winning rounds, and they can use that money to buy better weapons. But if a player dies, he must rebuy his weapons with the money he has left.
Basic Money System
Players can earn money by accomplishing objectives, getting kills, or winning rounds.
Counter Terrorist Economy
Round loss money
First round loss: $1400
Second consecutive round loss: $1900
Third consecutive round loss: $2400
Fourth consecutive round loss: $2900
Fifth+ consecutive round losses: $3400
Round win money
Elimination win: $3250
Time out win: $3250
Win by defusal: $3500
Win by hostage rescue: 2900
Other Counter-Terrorist earnings
Defuser's cash bonus: $300
Interacting with a hostage: $300
Rescuing a hostage: $1000 for the rescuer, $600 for all other teammates
Terrorist Economy
Round loss money
This is the same as for the Counter-Terrorist team, with the addition that if the Terrorist team plants the bomb, but loses the round, they earn an additional $800
Round win money
Elimination win: $3250
Detonation win: $3500
Other Terrorist earnings
Bomb planter's bonus: $300
If time runs out, the remaining Terrorists receive no money the next round
How to lose money
Killing a teammate: -$3300
Injuring a hostage causes a player to lose a varying amount of money
A player who suicides receives no money the next round
Weapon kill bonuses
Shotgun kills: $900
SMG kills (excluding P90): $600
AWP kills: $100
Knife kills: $1500
All other kills: $300
Team money management
Counter-Strike is fundamentally a team game. During a match, a team must generally buy together and save together. It is important to know if your team is buying or saving.
If you buy when the rest of your team is saving, chances are you will die that round because they don't have the resources to cover you and it's very difficult to take on an entire team single handedly. This means that you probably no longer have enough money to buy a weapon the next round, and your team is forced to play the next round 4v5. By buying together, you enure that you are able to attack the other team with your greatest amount of force for the greatest number of rounds.
When you are buying together with your team, make sure that your buys are complementing each other effectively. A team of 5 AWPers is not going to be very effective on a map like Nuke, which has a lot of close quarters. Communicate with your team to ensure that you are buying in a way that maximizes your advantage on the map.
Another important part of team money management is being aware of your teammates' money and whether or not they need a "drop", which is where you buy a weapon for your teammate. For example, if you can either buy an AWP or two AK-47's, and your teammate can't buy any gun, it's important to recognize that and offer your teammate a "drop".
An oft-overlooked aspect of team money management is predicting how much money the other team has and what they can buy. The point of buying weapons is to counter the other team, which means you need to be able to predict what they might be buying.
To allow of these balancing acts to occur, a player has to make sure to only buy near the end of the freezetime, after the in-game leader has been able to call a buy or save and after each player has assessed their own ability to buy weapons for themselves and others.
Pistol round
"Pistol round" refers to the first round of the game, when each player has only a pistol and $800. $800 is not enough money to buy any other gun except a different pistol, and perhaps a few grenades or kevlar. Thus every member of both teams will only have a pistol and will not have a helmet.
Because you can be assured that nobody on the other team has a helmet (a helmet costs $1000), it is best to stick with the starter pistols (the Glock or the P2000). The P2000 one-shot kills with a headshot from any distance, and the Glock can one-shot kill from medium to short range and two-shot kill at longer ranges. By learning how to use the starter pistols, you can use your money on a variety of grenades, which are very helpful for pistol-round strategies, or save enough money to buy an AWP third round.
Eco rounds
Eco rounds occur when the team does not have enough money to full buy. On eco rounds, players will generally buy a better pistol that can counter enemies with kevlar and helmet (both the P2000 and the Glock are bad against armored enemies, and after the pistol round the opponent will almost always have kevlar and a helmet if they won the previous round), an assortment of grenades, and possibly kevlar. Eco round strategies will revolve around closing the distance before engaging - since most pistols are better at closer ranges - by using grenades and diversionary tactics.
Don't assume that just because it's an eco round that you're probably going to lose. Many players start doing really stupid things or rushing into danger with no care in the world because it's an eco round and they're "probably going to die anyway". A good eco round strat with well placed grenades can be successful and can earn your team free weapons.
Anti-eco rounds
Anti-eco rounds occur when two things happen:
The opposite team has to eco buy (remember, predicting the other team's cash is important)
Your team does not already have weapons
If I can be sure that the other team is not capable of purchasing weapons, I can anti-eco by purchasing cheap weapons that I know are good enough to get the job done. For example, our team can purchase shotguns and submachine guns, depending on what each player is comfortable with. Since the other team only has pistols, I will probably be able to kill them with the cheaper weapons. Not only does this save me money for the next round, but if I get a kill with a shotgun or a submachine gun I get a larger kill reward (see above).
On anti-eco rounds, many players prefer to buy the PP-Bizon or the Nova. Both weapons are very good against unarmored opponents. The PP-Bizon has 64 bullets, a relatively decent range, and awards $600 per kills; and the Nova can one-hit kill at medium to short range against unarmored opponents and awards $900 per kill. The MP7 and MAG-7 are other popular anti-eco weapons. Stay away from the P90 during anti-eco rounds. It's strength is against armored opponents, and you will only receive $300 for a kill.
Force buys
Force buys occur when a team probably should be saving but can't afford to. For example, if a match is 6-14 for the other team, it would be important to buy whatever we possibly can afford, because if they win the next round (bringing the score to 6-15) the best we can do is tie the match 15-15. At a point like this, it would be important for players on the losing team to buy whatever they can to ensure the win. The P90 is a very popular force buy gun because of its long range, high power, and large magazine size. Others will buy a FAMAS or Galil. Often times players will choose to buy a better gun and forgo grenades or armor.
Full buys
Players can full buy when the whole team has enough money. A full buy consists of buying a rifle of choice, kevlar and a helmet, and whatever grenades are needed for the strategy. Most players generally buy four grenades every round when they full buy. Many players also choose to purchase a better pistol, especially if AWPing.
Mixed buys
Occasionally a team may choose to have a mixture of players full buying and some partial buying. This could happen if only one player on a team died and had to rebuy, but the team did not have enough money to purchase a drop for this player. That player may choose to buy a cheaper weapon, such as a FAMAS or a shotgun, and forgo grenades.
-Copy/pasted from AbsurdMinds forum (the starter/basic link at the top of first post.) so that it gets more attention. Credit to them.[/list][/list]
«
Last Edit: June 18, 2014, 10:02:41 PM by Capped
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Joanne
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Re: CS:GO Beginners Bible.
«
Reply #3 on:
June 19, 2014, 09:08:51 AM »
Awesome ty Capped
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The Bitch is within me
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CS:GO Beginners Bible.