Communications, Tactics, Teamplay, and Skills
Camping:
The word is uttered with disdain and contempt, but "camping" is, when used properly, a legitimate
and effective strategy. According to those who crucify me for doing it, "camping" is the practice of either a) holing up in
an easily-defended, rather obscure location and getting the jump on the enemy by popping them out of nowhere or b) moving
quietly across the map, hearing an approaching enemy, hiding, and then ambushing him. There is nothing inherently wrong with
either.
Remember that, unlike death match games such as Quake, Counterstrike is a team-based game played
within an attack-and-defend scenario or variation thereof. In the "hostage rescue" scenarios, for example, the Terrorists
are on the defensive, attempting to hold off the attacking Counter-Terrorists. Likewise, in the "defusion" maps, the CTs defend
their turf from the bomb-toting Ts. In either case, one side is occupying an area with the intention of keeping the other
side out. Concealing yourself in a static position that offers you good visibility as well as the element of surprise is a
sensible way to defend. Real combatants call this "digging in." Frustrated CS players call it "camping."
Granted, an attacker who "digs in" accomplishes almost nothing. Counter-terrorists who
camp in a "hostage rescue" map, for example, are nothing more than counter-productive – unless the Terrorists venture
outside in search of their enemy. (This isn’t likely to happen, though, since as of B6 the Ts will win the match if
they still have their hostages when the time runs out; they may as well wait it out inside until the entire team can afford
heavy weapons.) But a defender who controls access to his enemy’s objective is simply doing his job.
A Case in Point: When you’re the last Terrorist left in Canyon Siege because all of your
teammates have dispersed individually across the map (and been taken out one-by-one by a cohesive CT team), you’d be
amazed at how many attackers you can waste by hiding out in the vent room. Position yourself in the corner by the door, facing
the vent. Listen for someone climbing up to the vent opening. When a CT crawls through the opening, the first body part you
see is his head – an instant kill. Also, listen for attackers approaching the door and either fire through the door
or whack ‘em as soon as they slide it open. When all is said and done, you have single-handedly held off the CTs, kept
your hostages, and won the match.
(Conversely, CTs should toss several grenades through the vent before entering in order to clear
nasty buggers like me out of that room. Don’t expect the hostages to survive, though.)
As I mentioned earlier, the other form of "camping" involves moving stealthily across the map
towards your objective and taking every opportunity to ambush enemy players along the way. It is amazing that as effective
as sneaking is (holding SHIFT while moving), almost no one does it. I’ve made many kills by sneaking. In the Militia
map, for example, I’ve racked up several kills by sneaking through the sewer; when I hear an enemy running from
the other direction, I move up to the corner around which he is about to appear and wait; more often than not, I am able to
take him totally by surprise, kill him, and continue towards the enemy base. What also works is sneaking up to the corner
and then around it; most players expect me to be running and so are unprepared when I appear and cap 'em.
Despite it's effectiveness (or perhaps because of it) I am constantly berated for "camping"
as soon as I start racking up the kills. Anti-campers whine that capping someone while camping is "cheap." Maybe, maybe not.
All I can say is that a "cheap" kill is still a kill, regardless.
I play CS within the limits set out by the game designers. Which means that I don’t use
head-shot scripts or cheat in any other conceivable way. Until those very same game designers implement some kind of "idle
timeout" script to kill players who remain stationary for too long, I will continue to "camp." Because it is a legitimate,
effective strategy that works.
Counter-Sniping:
Although I dislike sniping, I can snipe... not like people who only take 1 role. Learning to take multiple
roles can wreak havoc on the battlefield and your opponent will keep guessing what you're up to next. This guide won't be
narrow minded but will look at both side of the picture... Both the anti sniper and the sniper.
We all know what a sniper does so lets skip to what the anti sniper can do shall we? There are 3 ways literally
to kill a sniper and it's quite simple actually. 1st, rush and attack at him and take him out with a light weapon. 2nd, Go
around the map and backstab the little prick. 3rd, Counter snipe with an AWP back at him.
Light weapon refers to handguns, shotguns and the sub machine guns category.
Rush and Attack is by far the simplest tactic and often the most suicidal. Bet your friends are going to watch
you and the sniper slug it out if you ever make it. To implement this tactic, you need to learn how to strafe left and right
in the area where the sniper can shoot you. Zigzag left and right like a drunkard while still facing your target and hope
that sniper rifle isn't a G3/SG1! This tactic is often good against 1 or 2 snipers. If you know you are going to do this,
grab a smoke grenade and a HE just in case. Chuck the Smoke and you can get a team through sniper ally and greet him with
lots of heavy gunfire. For the sniper's case, if the clown is getting close and you are using an AWP, switch to handgun for
goodness sake. You'll have a much better chance than that 1 shot you are trying so hard to aim for. And if more are coming,
retreat to the rest of your team.
Backstabbing is my favorite hobby. This requires little skill other than knowing the map and keep an eye open
for any guards. This tactic is simple and straightforward. Go into the map and sneak around. You might need to follow a rush
team then split up afterwards. When you get to your target, check if he notices or not. If not, kill him anyway you like.
Preferably many like to use the knife so to shame the player which is funny. If he notices you, KILL that fool! Silenced weapons
here are a plus because you can circle strafe him while he don't know where he's being hit. Snipers in this case should also
pull out that handgun and retreat. Oh, this tactic can kill a group of snipers unlike the above.
Counter Snipe is by far the hardest tactic to do. Why, the guy is already in position waiting for anybody
challenging his distance supremacy. What this tactic is get into position quick and snipe him before he snipe you. This is
very hard and only works if the sniper is looking elsewhere then where you will pop out and greet him. It also takes out only
1 sniper and if there are multiple snipers, your out of luck. Unfortunately, this is the only tactic a guy with a sniper rifle
can do. If you think this won't work, stick with the rush team and try some backstabbing with your handgun or the rifle at
a distance. Sniper should watch the camper while every now and then check his back.
Leadership:
Since Beta 4 there has been no re-embarkation into team leadership. Preceding that, team leaders were
privilaged to certain radio menu commands and specialties such as starting with the Sig228 instead of the USP as Counter-terrorists.
Some commands still remain from that menu, and some do not. The only apparent figure of leadership in counter-strike now,
is the man that notifies people of "Downed Hostages." This strategy is for teams that have simple organization, or clans
that need advice. Here i will tell you how to effectively set up a ranking operation, and different ways of pulling
it off.
- Apparently, the most difficult problem in order to get this strategy working, is not time, money, or manpower, but the
willingness of your teamates to listen. This might be easily achieved if the people your playing with are clanmates
or close friends, but random players are either there for simple DM, or just plain ole' sonsabitches.
- First, assert yourself as leader
- Player: I am team leader, I will give out orders, wether you follow them or not is your choice.
- If you have a few players, if any, recognize your self imposed authority, than you have accomplished a great goal.
This should be your first and main objective. If successful, you now have something counter-strike was made for, teamplay.
- Currently, your small band of loyal warriors are not afraid of dying, with exception to the true elite nerds out there.
Psycologically, teamplay is very interesting and most people are willing to be a part of something. This is historically
accurate. if you've passed the 8th grade, you've probably seen that movie about the teenage nazi-like party created
by a teacher to show them how easily corrupted they were (Same concept).
- Strategy is the most important part, before you assume leadership, you should be VERY good. People do not follow
losers, thats historically accurate too. Make sure you know the map too, along with these things. Know the:
- Map
- Guns
- Where the enemy is concentrating resources
- How to deal with the enemy
- Where to send your teamates
- What to send your teamates as (i.e. Sniper, CQCombatant, Rusher)
- If you know these things than you are ready for strategy planning. I will use examples on maps that work well with
the strategy.
Stadegies - if you are clever, you can come up with your own, but technically they would all be different versions of these.
I will give them names for simplicities sake.
- Flood - his is relatively simple and can be pulled off easily. The basic concept is that you order your men
to sit at choke-points and wait. It is easy to set a specific amount of players that should be killed before enterance.
The only catch is that this strategy requires CONSTANT COMMUNICATION between teamates. So here are the steps
- Order your team to guard certain enterances and wait, when the enemy comes out shoot them and try not to enter into a
war of attrition. Most new players will feel the urge to run in with guns blazing, which will lead your strategy waining.
- Use the "report in team" command frequently, if you get most of your players answering with a ready signal, give the go
code
- It is useful, but not necessary, to throw in a concussion grenade to blind your enemies, if your grenade fails however,
it acts more as a beacon than a offensive measure.
- When you run in, make sure your teamates are safe, if the enemy are prepared, it can be very noisy and very nasty, very
quickly.
- The sudden rush of your teamates is a rare sight in CS since most of it usually is one on one combat. This means
it will certainly surprise the enemy if they see 6 or 7 of your men flying at them, and since most teams have no organization,
they will be unable to concentrate on all targets and likely will die. This strategy is especially effective for CT's
on maps like CS_Seige and CS_Assault. Both of those maps involve cornered terrorists and a minimum of
2 enterances for CT's to attack through
- Camping- This should be a last ditch effort, used only if your strategy suffers heavy casualties and/or wounded,
or if your team is just plain bad at that map, they may have to find a spot that they can sit and hold for long periods
of time with relative ease. This can be achieved well on maps like Dust or Militia, which involve
rooms with very easily defended enterances. Bomb maps and bomb sites usually have several cut-off rooms that can be
held with no problems and newbies can hold off all but the best of counter-strike players.
- You and your teamates must agree that all is lost
- You then must decide on where you must hold and where the majority of enemy traffic is located. If the enemy
is rushing a bomb site, than you must find a way to flank/attack from behind, or a way to get there before they do.
- If cash is your main problem, than buy nothing for a few rounds and pick guns off the dead. After a minimum of 2
rounds, your cash supply should be consistant enough to provide you with adequate armnaments. The Mp5 is the perfect
weapon for low cash flows, and even high ones. Its a very strong weapon, able to conquer any foe.
- Once you have enough weaponry, you and your teamates should have already decided upon a spot to hold, and also how to
deal with threats. This is important, because once you defend the spot, being able to respond to other things (I.e.
Bomb planted at other site) than you must use flood tactics to escape and get to other area quickly.
- Platoon Style -This involve practically the most difficult steps in order for you to pull off, with basic steps.
The Platoon style is relatively simple in theory but requires much communication. In fact, this is typically the normal
of style of play for most teams, seeing as their are limited ways on each mission to attack, so teams will bottleneck in small
groups and devide up as the body count rises, the team will be split up and luckily gather together. The only thing
that usually lacks in normal play is COMMUNICATION. Platoon style is a important factor on maps that have several
enterances and only a couple of bottlenecks, such as De_Prodigy and CS_Iraq. These maps involve a lot
of strategy over a wide amount of spaces, and if you move in flood style, the enemy can always find ways around you to get
on both sides and smash you like a bad peanut and butter sandwich. That's why deviding your force into several small
forces is an effective way of wiping out your foes. This will prevent your teamates from being smashed individually
and still maintain a wide area of cover. This requires EVERYBODY to listen however, so this should only be used with
people you trust.
- You must have a roger from everybody on your team and an understanding of who goes where.
- Locate your team to those positions as soon as possible or whenever you deem them nessesary to be there.
- Have those groups cover their teamates and move in turtle style (pointman forward, stops to cover, rear forward, etc...)
- If one teamate comes under fire, than the other's should cover him and try to prevent his death. If he is hit beyond
fighting capability than he should retreat to rear of pack and remain there.
- The multiple members of a team have a great advantage on the enemy even with pistols the enemy can only point his gun
on one man at a time.
- Sweep the map front to back therefor no enemies can get by you and attack other groups from behind. This might be
difficult but do your best, a single leak can cause great trouble.
- If a group suffers 2 or more casualties than the remaining men should combine with other teamates if they can find them.
(Off topic: The radar can be used for this but most people neglect it and the friendly fire it was supposed to prevent remains
rampant)
- This style very rarely goes bad but if it is not pulled off correctly or the enemy team outnumbers or outguns
you, or both, you should consider another strategy. This should only be attempted by experienced CS players. Particularly
ones who get along.
Teamwork:
Counter-Strike is different from regular death-match in one essential area—team play. Unlike ordinary death-match
games, CS is all about teams; counter-terrorists vs. terrorists. Before I go too far, I'd like to stress the importance of
individual skill! Just because CS is a team-based game, doesn't mean that your individual skill is not important—in
fact it is VITAL—most other tactics/guides will teach these skills. I could start to list all those lovable acronyms
of "team" (T.E.A.M—Together Everyone Achieves More etc but for the sake of everyone's sanity I will refrain. However,
keep in mind this phrase—"The ability of a good team is greater than the sum of its individual parts."
Basically,
this means that a group of people working together will perform better than if they had worked alone. Note: I'm afraid that
if you have a group of pathetic players—working together is still not going to make a great team! Again, individual
technique is a key factor—before a team can work well, the players in it have to have to be reasonably good players
by themselves. It must be stressed that a team of lesser skilled players can beat more experienced players with some simple
teamwork. Unlike other CS strategies, teamwork isn't necessarily going to improve your stats. Oh, yes, time for Mr bond's
pet complaint. GET OVER THE STATS, PEOPLE! This isn't death match. If you want to show off your incredible kill-to-death ratio
to all your buddies, go play Quake. Ahem, as I was saying, teamwork might not necessarily improve your stats but it will provide
a more rewarding game experience.
So how do you work together as a team? There are two different areas that need to
be considered for team play to work effectively—planning and implementation. I will discuss planning only in brief terms
as in most CS games, it is usually only applicable if you play regularly in a clan or with others you know.
Weapon Strategies
Using Silencers Effectively:
When it comes to using silencers, most people throw them on without giving it a second thought.
Being on only three guns in the entire game (Colt, USP, and TMP), the silencer is not something people see as being tactical—just
more of a pretty accessory. More than just adding to the "badass" factor, the silencer can be the only thing standing between
you and another death.
Besides that badass effect, the greatest advantage to having the silencer on is that the enemy
can't hear your gunfire. When you're the only one alive and camping in a corner, the silencer can be extremely useful. When
your enemy starts taking fire and can't hear where it's coming from, it's very easy for you to get a kill even if you're using
the TMP or USP. It also gives you some crucial time to aim for the soft, supple head.
Camping isn't the only situation
when the silencer is critical for survival. We all know the "whole team rush the point" maneuver when someone gets the entire
team to rush one way. More often then not, I find myself on the opposite end of the map, and my team-mates screaming into
their mics, "FOR THE LOVE OF GOD HELP ME THEIR ENTIRE TEAM IS RUSHING THE..." and radio silence. It is these times when I
cynically laugh to myself and slap the silencer on my Colt. Flanking is the perfect opportunity to use the silencer. When
you end up behind everyone on the enemy team with the silencer on, you can easily peek around a corner, cap someone in the
head, and duck behind cover again. The enemy will think the shot came from the front, while you're in back picking more people
off with ease. This same situation minus the silencer can lead to disaster. You peek around a corner, get a few shots off,
and before you know it their entire team is riddling your dead corpse with an unnecessary amount of gunfire.
Sneaking
and silencers can be a very deadly combo when you’re one of the last alive on your team. "Sneaking" is simply pressing
the shift key while walking, making your footsteps invisible to the naked ear.... or.... something. With yourself not making
any noise, you can pay attention to other people's sounds and easily judge where they are. This is especially useful when
trying to decide whether to run out and fire, or to camp and wait. If they're coming toward you, hide behind a crate and waste
them as they go by. If they're running away, pursue and cap them in the back—of course with your silenced weapon. Consider
yourself a n1nj@.
While the silencer is great for being a stealthy ninja, it can also hinder performance. Especially
with the USP, in close quarters combat it can give you the advantage to be able to hear your own gunfire. In the heat of battle,
louder guns can mask the sound coming from your ever so silent USP, making it very difficult to hear if your gun went off
just then, or if you clicked the mouse prematurely. With the USP, hearing your own gunfire can help you get a faster firing
rate because you can hear when it is the right time to click the mouse. Even with the Colt, it is a good idea to leave the
silencer off when in situations where you may end up attacking in close quarters. Also keep in mind that leaving the silencer
off will give you a little more accuracy and power. Good for when sniping... or whenever you’re not trying to be stealthy.
Playing like a ninja can add an entirely new experience to playing CS. If you've never tried using the silencer in
a tactical way, I'm sure you'll be impressed with how much fun it can be to pick people off without them knowing where you
are.
Using Grenades to Win:
Part I Most people use grenades mainly for trying to wound others. True, the
grenades do, and I agree with the fellows: grenades are virtually useless.
Sound is very important in CS, and whether or not you can hear where your enemies are coming from can effect your result
in the round. If the enemy knows where you are, you're as good as dead. If you can somehow deceive them, and make them think
you are someplace else, you can use the element of surprise to catch them off guard and kill them easily. Provided you can
kill normally, this won't be a problem, but if you sometimes have trouble being able to stay alive in a fire fight, it's better
to master that first.
Flash grenades are useful when the enemy can see you, and you need to make a quick getaway. Throwing one and firing a few
rounds while strafing behind a corner is the way to do this. Then you can quietly walk away. Occasionally, I will use this
technique and start walking towards them, so when their screen becomes clear once again, I'm in their face and (using the
element of surprise), I can kill them with ease. I find these the most versatile grenades.
HE Grenades are fun, but they don't do very much damage unless practically your whole team chucks them into the same group
of enemies. Then you'll get a kill or two. A good technique I use for HE Grenades is only use them when the enemy can't see
IT. If they can see the angle at which it is coming from, they can tell where you are. That's a bad thing. HE grenades are
good for getting place to place while under heavy or sniper fire. For example, in cs_siege, terrorists can pick off a considerable
amount of CT's with a couple of snipers. If the rest of your CT team has been blown away, and the only thing separating you
and them is the big red container, don't use the HE to try and wound the snipers. Try to avert their attention to get out
of their line of fire. Perhaps throw it to one side, and as it explodes, dash in the other direction. THis means they have
to move a longer distance to go back to where you are, and there is a much greater chance of them missing.
smoke grenade |
|
cost: $300 description: Produces a temporary cloud of smoke in order to mask your team's
movements.
| I don't find Smoke grenades particularly useful, but if you are running a high end machine
and you have a cable modem or something, you can quickly disable some of the high-pingers with these. Smoke grenades means
fastsprites, and fastsprites is complete hell for people with 5.0 fps normally. These grenades will lower fps drastically,
and if you can make it through, you can get by without your enemies knowing. So once the grenade stops spewing smoke around,
they'll still think you're in your previous position.
These are just things that work for me, but my main point is to always know where your enemies are. If you are in a crossfire
with somebody else, and you both duck for cover, try to imagine what HE is thinking and what HE is seeing. Try and predict
what his next move is. If you can stay one step ahead of him, he's toast.
-n0ctu|2ne
Part II This is a rather short strategy description, but it works well.
Often when you are on a small team playing against another small (OR large) team, rushing or hiding simply doesn't work.
Often in this case, a team will have to use their brains rather than sheer firepower. One way to do this is through making
your enemy think you're doing what you're not.
flashbang |
|
cost: $200 description: Temporarily blinds people caught in the blast radius (ideally,
but fails often) in order to help your team infiltrate an enemy stronghold.
| You know that there are three types of grenades available to you in CS. This strategy focuses
on mainly the HE grenade and the smoke grenade combined, but a flash grenade can easily take the place of the HE. We will
still need the cover of the smoke grenade for this.
One man can be designated the "stay-behind" grenade tosser. He will purchase these two grenades, and take it solo as quickly
as possible to a popular spot in the map. He might choose to wait a few seconds at his destination, but that can be either
helpful of harmful depending upon the speed at which the enemy approaches the location. This man should probably station himself
in the entrance that his team members would usually take to enter this location. Still on his side of the entrance, one smoke
bomb or flash bomb can be thrown into the open to blind any players of the other team. After they are most likely to be "disabled,"
throw in the HE grenade for the extra look of an oncoming attack, and run (or walk) like hell to catch up with the rest of
your team.
This is why we have one man carrying this grenade. How often is it that a single player will stock up on every type of
grenade? Not very often, so most players will assume multiple attackers. Meanwhile, the rest of the team takes a stealth entrance
to swing in behind the enemy players awaiting the attack force from the choice location. Sometimes the teams may still clash,
but there is a good chance that the enemy team players will still be waiting for the smoke to clear, while what they're really
waiting for is their death from behind.
Flashbang Strategy:
One of the least used items in Counter-Strike is the flash bang (aka Concussion Grenade). Throwing
one in to a room full of the opposing team will score you some quick kills, especially if it's a small room with only one
exit. Throwing flash bangs out in the open is a bad idea though, you'll blind and hurt any team members in the area and leave
them defence less against anybody on the opposing team that wasn't affected buy the blast.
Comunication is very important when using flash bangs. "Fire in the hole" will always tell your team before you throw one
so that they can move or turn around, but be sure to use things like voice comm to alert teammates near you specifically.
There's nothing worse then a pissed team member that was just killed by your flash bang. Also don't be a jerk and throw them
at your team for fun, even if FF is off, it still hurts them!.I'll now give you some flash bang strategies for some of the
more popular maps.
Militia
|
CT - Throwing one up into the one of the front windows will blind any snipers that try to pick off your team mates,
of course to do this effectively you'll have to read SecurityGuard's Militia strategy to get to the house without going through
the sewer. |
|
T - Throw one into the last sewer hole to blind any nasty camping CT's that are down there. |
Or if you feel like rushing, run up to the Big Rock Crate ComboTM in the middle of the
yard and throw one over. Also throw one into any room you know a CT is in, this also works for CT's so watch out.
Siege
CT - Throwing flash bangs out in the open as I said before is a bad idea, so only use them when you're
indoors. Throwing two down into the garage will get you some kills, why two you ask?, well throwing two will get anybody else
that was fast enough to get away from the first one, and it'll do more damage to the victims if they get hit twice.
|
Once you get the garage clear you can throw one up into the vent before climbing up into it, only one this time though
because anymore may kill the hostages on the other side. | T - The only time you'll need
flash bangs is in the elevator building or in the garage, Also you can throw one up into one of the windows and let a team
member rush in and kill anybody in there. again this one works for both teams.
|
You can throw one down into the elevator shaft to blind any CT's coming up it, make sure you get it to go threw the
hole though. |
Assault
CT- Try throwing one down into the vent on the roof, then just climb in and take out the terrors waiting for you.
|
If you're in the vent that has the opening looking down over the door where the hostages are, throw one down, jump down
and take out anybody guarding the door. |
If your at the back of the building, by the fence, throw one in, most players will turn their back to avoid
it and you can shoot them if you're fast enough, while their not looking. Watch for snipers though.
|
T - Throw one up into the vent, then climb the ladder and shoot any CT's that you blinded. But this doesn't always work,
because most people start shooting when they get flashed. | You can try throwing them off the roof,
and let the rest of your team take anyone out that got hit.
|