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A quick guide to Cain's Lair for newbs

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    A quick guide to Cain's Lair for newbs

    So you've decided to play some CSGO with us. That's great! But you suck at the game and the high skill players keep killing you. That's not so great. It might take quite awhile to get to the point where you dominate the scoreboard, but until then, here's a few tips.

    Step 1) Pistol round

    This is the most important round of the game. If you're a CT, you should get a p250, it'll put you on even footing against glocks. If you're a T, you can safely save up and use only your spawn pistol as the glock is extremely powerful, especially if you can land the initial burstfire. To mix it up a bit, you can buy body armor with your starting $800, or splurge on one of the second tier pistols (Tec-9 for terrorists or Five-seveN for counter-terrorists) but I find these don't help you as much. Frag grenades are very powerful in the pistol round, as most people will not buy armor, and the explosions will wreck shop if placed well. Avoid the mighty deagle especially as a T, as it's accuracy is currently rather shit when on the move, its recoil is hard to manage, and the p250 or better should oneshot in the head in this round anyway.
    For pistols, put your crosshairs right over an enemy and click like mad. It takes several shots to kill someone with your lowly sidearm, and there's not much you can do to manage recoil, so keep firing.

    2) Second round
    If you win the pistol round, the next 2 rounds are much easier, as your team will have a money advantage over your opponents, you'll likely be able to buy a rifle right away. In this round, I prefer to use SMGs if my team has won the pistol round. SMGs do light damage but are easily fired on the move, and many players will save up by not buying armor in the second round, making weapons that have trouble penetrating flak vests more viable, like the Bizon (The Bizon does a piddling 11 damage per hit to the body if your target has armor)
    DO NOT OVERSPEND. Even if you've racked up the kills and can afford one, there's no reason to buy something like an AWP in the second round. In fact you'll be shooting yourself in the foot, as those lapua magnum rounds will only earn you a $100 bounty per kill against your underequipped opponents.
    If your team lost the pistol round, pretend you're taking a second pistol round and buy another p250. Saving your money is key, you're not likely to win right after a loss on the pistol round. Don't worry if you get destroyed by a well-equipped opponent, it's all part of the game and you'll be on equal footing soon enough.

    3) First buy round
    By the third or fourth round, you should have enough money for your team's rifle of choice if you've saved properly, sooner if you've got some kills or your team won the early rounds (See above). This is called the 'buy round' or 'gun round' and this is where things start to get interesting. If you're a bit low on cash, go ahead and get the first tier rifle, the FAMAS G1 for CT or the Galil Assault Rifle for T. These have similar recoil patterns as their bigger brothers, but do less damage. If you can afford it, go ahead and purchase your second tier rifle by this point, the M4 for CT or the AK-47 for T.

    For the CT rifles, the first three bullets will land right where your crosshairs are. After that, they'll start to rise and go inaccurate. To compensate, start pulling your mouse downwards slowly as you start firing to keep the bullets on-target. Strafe, hold still for a brief instant, let off your 3 round burst, then strafe again to make yourself a more difficult target and to keep your shots as accurate as possible. The FAMAS has a built in 3 round burst mode that will automatically do this for you and cluster your shots perfectly, use this often for long ranged shooting until you're comfortable with full auto. CT's are often on defense, so you can easily find a good 'camping' spot. Watch where your teammates hide, as the more experienced players on your team will often know the best positions.

    For the T rifles, the first 2 bullets will be right on target, and after that they'll rise and start to go inaccurate. The AK is notorious for this, and at full recoil you'll be firing several feet over everyone's head if you're still holding the crosshairs right on an opponent. You'll have to pull the mouse down strongly if you intend on keeping up sustained fire. Another technique if you're intending on ambushing an overly aggressive CT team is to aim low and let the recoil pull your shots up into an unlucky CT's head. The Galil's 5.56mm rounds are a lot more accurate than the mighty AK's, but less damaging, however it has almost the same recoil pattern, just less pronounced. As a Terrorist, you're more often on offense, so the rifles can be used on the move at an exaggerated recoil pattern. A technique I use with the AK is to start pressing the trigger and aiming very low just before I come around a corner I expect defenders to be waiting for me. You can get kills this way, but the strafe-shoot-strafe method described above is going to be the more reliable choice by far.

    CTs should get themselves some armor and a defuse kit every round once the buy rounds begin. A defuse kit can mean the difference between a round won and a round lost, and even if you die a teammate might pick it up to use on the bomb later. It's only $400 and if at least half your team doesn't have one, you might just be in trouble. Consider buying only the kevlar vest, as the commonly used terrorist's hot dog the AK-47 will kill you if you're headshot even if you bought a helmet.

    T's should get a full set of armor every round once the buy rounds begin. A helmet will keep you alive with a small amount of health if you're headshot by a CT's M4 carbine. The various grenades are very useful to a T, especially the smoke grenade, but be wary of using these until you know what you're doing. A mis-placed frag grenade can lay waste to your own team, or a poorly thrown smoke can obscure a vital point from your own allies. Practice your throws with a harmless decoy grenade, they're only $50 and they are certainly not a make-or-break if you toss one poorly. They make the same noise and look a lot like a flash grenade, so sometimes you can fool your enemies into looking away from it as your team is storming in. Once they land, they'll make a sound like your primary weapon, and will pop up as an enemy on your opponent's radar. This rarely fools anyone, but throw a bunch of them at one place behind some smoke and you might trick the opponent into thinking you are where you're not.

    4) The later game
    Sometimes you'll do well and you'll have plenty of cash to splash around with, sometimes you'll get rolled and you'll have to go back to saving up. Counter Strike has always been a very 'momentum' based game, once you're winning it's easier to keep winning. The p250 is your best friend, when you're running too low on funds due to a losing streak to get your rifle, a mere $300 investment can pay for itself when you land your first headshot and even if your team loses a round, you'll end up making money via the small stipend given to the losing team at the end of the round. Don't bother with getting the high cost weapons just yet. You'll be much more useful to your team to keep with your plain old AK or M4, as they are versatile and can be used well in every situation you could come across in the game. They're the most important weapons to master, as they're the most common and the most useful.

    5) Entering a match late
    You have to wait in the queue for a good ten minutes to get into the server, so there's a good chance you'll join the game once it's already underway. Don't just join the team you see with the best players on it, hit auto-join and see where you end up. You can't even see the scores before you pick a team, so there's no point in trying to join the winning team. Players like Yadigg will often change teams if they see one side is too 'stacked' anyway. Either quietly start with a save round like you would in step 1, or politely ask over voice chat if someone can buy you a weapon. Say that you just joined and you don't have anything, and if someone has money to spare before the round starts, they'll often toss you something. Ask for one of the rifles mentioned above (Start low, ask for the first-tier rifle) if they ask what weapon you'd like. As the round plays out, you'll notice most people will be better armed than you, friend and foe alike. You can quickly pick up a dropped weapon if you survive to the halfway point or better in the round anyway. If you have auto-pickup enabled in options, you can quickly pick up a new primary (or pistol, if you see a good one lying around, though this is more rare to see) by pressing g to throw down your currently equipped weapon and walking over the new one. The alternative is to look down at a weapon and hold E until you swap out, though this is much slower and requires you to take your eyes off of vulnerable spots on the map.

    General tips:
    PRACTICE PRACTICE PRACTICE. The professional CS players will often play 4 or more hours a day, training with pistols or the rifle weapons, and spend half the time on tactics with their teammates. The normal CS player can't be expected to do all this, but you can do things like learning muscle memory and learning maps, callouts, and tactics from experience. Try to play some sort of FPS a little bit each day to keep your skills from rusting

    Set your mouse sensitivity and don't change it across any shooter-style games you play. For source games, this just means you can set it back to how you had it, but if you play other things too (Call of Duty, Battlefield, CRYSIS) you don't want to lose your muscle memory when you return to CSGO. It's a bit goofy, but try putting a bit of tape with measured notches on your mouse pad. Find a mouse sensitivity setting that is comfortable for you and measure how far you have to move your mouse to make a 180 degree turn. Fire up another game and change the sensitivity until you can move your mouse the same distance to get the 180 turn again. This is the biggest non-hardware related change you can make to improve your aim across FPS games.

    Use your mic. Don't overdo it, don't call it every time you see an enemy, but most people don't even look down at the text chat until they're dead, and most people ignore radio commands as they're commonly spammed. If you see the bomb, say where it is. If you see a large group of enemies, try to say where they are before it's too late and you're overrun - Cain's Lair has deadchat on, which means you won't be able to report to your teammates after you've been killed. DON'T spam up the voice channel with trash talk, boasting, or reports on every little footstep and gunshot you hear. Idle chit-chat is fine for a few seconds at the beginning and end of the round, or to talk about that sweet frag you made with your dead teammates in deadchat, but otherwise try to leave the voice channel open for important calls and updates.

    Be a team player. CS is a heavily team based game, going all Quake style solo will often get you killed and contribute nothing to the team. A unified push is much stronger than trickling into the bomb site one by one to get killed. If you've got $14000 and someone asks you to buy them a gun, you should toss one over to them (use the G key to throw down your currently equipped weapon). As a newbie, you can often watch your teammates to see where the right places to grenade, rush, and camp for an ambush are.

    Don't get greedy! So you just saw a teammate get sniped and drop his sweet weapon. What you SHOULD NOT do is run over to his ragdoll and try to snag it. You'll only get yourself killed and then neither of you will have a weapon. At the end of the round, you can walk around and try to grab a dropped weapon off the ground just before the next round begins. If you find a negev or awp, go ahead and pick it up and announce 'free awp' at the beginning of the next round and then throw it down for a teammate to pick up. Chances are that an extra awp in the hands of a skilled teammate will do a lot more for your team than the ~$3000 it costs to re-buy your primary. Don't chase an enemy around corners either in hopes of finishing him off. More than likely he's waiting for you to do just that so that his friends can ambush you.

    Listen to calls: If someone says 'bomb down A' and you're derping around on B, for god's sakes, run over to A! Having the enemy retake the site and plant while you camp watching an empty doorway for 30 seconds isn't helping anybody. If your teammates are any good and use their microphones, you can learn a lot about what's happening in the game just by listening to your team report in now and again.

    Cain's Lair is very welcoming and playing against some of the highly skilled players that are regulars here will improve your skills even if you do have to get killed by them a lot in the first place.

    The rest can only be learned by practice and experience, so get in there and have some fun!
    Last edited by Cain; 8 Mar 2013, 11:59 PM.

    #2
    Weapons guide

    Pistols:

    Glock-18: The spawn pistol for terrorists. Despite a few recent nerfs, it's still an extremely powerful sidearm, and you'll rarely need to upgrade from it. Recoil pattern is essentially random on single shot mode, but it will all be grouped around a central hit location, which like any weapon, grows in size when you're moving, and shrinks when you're still or crouching. The important feature is the burst fire mode, toggled on by alt-fire (by default, mouse 2). This will make each shot fire 3 rounds in quick succession. You can't 'spam' the weapon in this mode, as there's a coded firing break in between each burst, similar to the countermeasures added by Valve in CS:Source to stop people from using scripts to fire the dual berettas inhumanly fast. The recoil pattern is a vertical line, making it difficult to predict where your shots will land. Aiming for the chest is the best option, as the recoil will often pull your shots up into the head of your target. This is currently not purchasable by counter-terrorists, so all you can do is pick one up off of a dead terrorist (If you really want one, search T spawn).
    Trivia: The game model for this weapon is actually a Glock-17 that can burst-fire. It has a shorter grip and the OD style frame, whereas a real Glock-18 can fire fully automatic.

    H&K P2000: This is a carbon copy of the USP from Source, minus the option for a suppressor of course. The accuracy is better than the glock, but it's greatly outperformed thanks to the Glock's burst fire mode. As with any pistol, there is little you can do to manage recoil, and shots will group around the center of your crosshairs. This is a CT only weapon, but you'll rarely if ever see a terrorist using one, unless it's a pistol round and they ran out of ammo for their glock.
    Trivia: The real p2000 uses 9x19mm ammunition, but this one has a separate ammunition pool from the other 9mm weapons that is more limited at 52, with 13 more loaded by default. The USP from the previous games uses .40 S&W rounds, with the same amount of rounds in its ammo pool, making this weapon truly a change 'in name only'

    P250: The pro's pistol of choice, for an investment of only $300 you now have a sidearm that is capable of oneshotting opponents who are wearing a helmet. Albeit, you must be at closer range, as there is a damage dropoff, as with most pistol and smg type weapons with range. Then again, you ought not to be using your pistol to engage an enemy at range in the first place. It has the normal 'pistol' style recoil pattern.
    Trivia: The hammer on the viewmodel of the p250 shows it fully cocked, while a real p250 fires in DAO (Dual action only) mode. This means that the hammer would be cocked and released only when the trigger is fully pulled.

    Intratec Tec-9: A nice beefy sidearm to make you feel like a gangsta. For $500 its pricetag is not too terrible, and it sports a large 32 round magazine. This was once capable of oneshotting an opponent in the head even if they had a helmet, at the cost of having a slower firing speed (With the artificial break in between shots similar to the glock's burst fire). Now, it's firing break is much shorter, but it's no longer able to oneshot. As a terrorist, you should always take this over the dual berettas, as the firing speed is the same, the damage is similar, the magazine is 2 shots greater, the cost is $200 cheaper, and the reload time is much faster. The recoil pattern is the same as any other pistol, but thanks to its large magazine size and faster firing speed, it's less accurate. Spam this one as fast as you can in the general direction of an enemy.
    Trivia: In real life, the tec-9 can be converted to fully automatic using a simple and legal kit. Intratec, an American firearms company, took a lot of heat as they were accused of making cheap weapons intended to be used by organized crime. Amusingly, the CS terrorists seem to not know about the full auto conversion and merrily run around with an unmodified version.

    Fabrique Nationale Five-seveN: A nice sidearm to get you through those later game save rounds. The Five-seveN got a reasonable buff recently by the price drop and the generally lowered usefulness of the Desert Eagle. It's not terribly powerful, comparable to the USP, but it shines against armored opponents. Its armor-defeating ammunition will shred a flak vest and do barely any less damage to an armored target than an unarmored one, plus it has a 20 round magazine allowing you to keep in the fight for longer. Has normal 'pistol' recoil as explained above.
    Trivia: Yes, that really is how you spell it, it's almost like they asked some late 90's hacker kid to name it.

    Dual Beretta M9A1's: Do you need a sidearm you can spam at opponents to lay down a wall of lead while you retreat or advance? The duallies are for you. Pairs well with a sniper rifle if you're on CT side, but if you're a T, just use the Tec-9 as it's better in almost every way. Beware its long reload times, and remember that you have /thirty/ shots, so don't spend time reloading if you've only fired off four rounds. Has a 'pistol' style recoil pattern that is a bit bigger than the others. If you're concerned about accuracy, you might want to consider another, cheaper weapon, or else crouch to fire.
    Trivia: Like the p250 except in reverse, the hammers on the berettas are always in a half-cocked position.

    IMI Desert Eagle: Big, shiny, loud, and powerful. The $800 pricetag is high, the recoil is extreme, but if you land that headshot, you're guaranteed a kill no matter what. Remember that your first shot will land dead center on your crosshairs and line up appropriately- your followup shots will be less accurate especially if you spam, and you need several bodyshots to kill. If you are moving and firing, don't expect to hit anything at all. Take about 1/2 a second between each shot for your aim to recover, and remember that you have to make every shot count as you have a miniscule 7-round magazine. Or better yet, just use a different gun. Was Valve trying to model the silliness of trying to use a .50 handgun in real life?
    Trivia: Despite its inclusion in many video games as military hardware, the Desert Eagle has never been adopted as a weapon used by any military force in the world and is in fact intended as a target pistol.

    SMGs

    Ingram Mac-10: A decent early-round weapon for terrorists only. It's got a high rate of fire and equally high recoil, while doing a surprisingly good amount of damage on an unarmored opponent. Even in later rounds, it's good headshot damage can keep it viable, but you shouldn't expect much from a weapon that costs $1200. Only its first shot is accurate, and it fires so quickly it's difficult to pace your ammo consumption or to hope for much accuracy. Immediately start pulling downwards and wiggle your mouse side to side slightly to compensate for its recoil, and don't be surprised when you run out of ammunition quickly.
    Trivia: Most games that feature the Mac-10 have characters not use the strap on the front end of the weapon, which is intended to help manage its large amount of recoil. Thankfully, in CSGO, T's and CT's are bright enough to know to hold onto it instead of putting their hand just in front of the trigger like in Left 4 Dead 2.

    Brugger & Thonnet MP9: A cheap and cheerful little early-round SMG. This is the CT's counterpart to the Mac-10 in that it's reasonably powerful and has a high rate of fire combined with low accuracy. It is more accurate than the mac-10 but less damaging, and being just slightly more expensive at $1250. The first 2 bullets are actually accurate, but the rate of fire is so high that it's difficult to fire just two. Start pulling down on your mouse immediately, and wiggle left to right slightly as you fire to manage recoil. The mp9 uses the exact same ammunition as the Tec-9, Berettas, and glock, and will use up the same ammunition pool if you have both equipped. It's a bad idea to pair these weapons together as you might find yourself out of ammo for your SMG and your pistol at the same time. However, you can also replenish your ammo supply by picking up one of these weapons, which may rarely prove to be a lifesaver if you're at the end of a pistol round and the only weapon in sight is a T's dropped Glock.
    Trivia: This is actually the same weapon as the older games' Steyr TMP. Steyr discontinued the design of the TMP and Brugger & Thonnet bought it, modifying the barrel slightly but otherwise keeping this weapon exactly the same.

    Izmash PP-Bizon: An odd submachinegun available to both sides. Mostly notable due to it's impressive 64-round magazine. Its damage is incredibly low, taking more than 10 hits to the body to down an armored opponent, but it is one of the most accurate fully automatic weapons in the game. It only takes a round or two of play with this weapon to figure out its recoil, and its massive magazine lets you stay in the fight longer than anyone else not armed with one of the machineguns. It handles as smooth as butter, simply pull very lightly downward on your mouse as you fire until you're aiming just slightly beneath your opponent to manage recoil. In fact, you can more or less aim directly at what you want to shoot at, the recoil is so light even once you've been firing for several seconds. Just beware, your ammo pool only has about 2 magazine's worth, and again, the damage is so tiny that it's not worth using past the second or third round when everyone has armor.
    Trivia:The design of the Bizon's magazine arranges the rounds in a helix shape, allowing for its huge capacity.

    H&K UMP45: This is really the middle of the road SMG in pretty much every way. It's got typically low body shot damage, paired with the SMG class' ability to be fired on the move without sacrificing too much accuracy, and costs a reasonable $1500. Where the UMP really shines is its headshot damage, which is quite good. Just beware of the smallish 25 round magazine with 100 in reserve. To manage recoil, pull down slightly AFTER you fire. The first two shots will land right on target, making short bursts quite deadly if you have good aim.
    Trivia: The ingame menus show the UMP to have an EO-Tech sight, but this isn't actually on the game models.

    FN P90: Despite having a small nerf recently, the p90 is still the king of the SMG class, quite viable even when everyone around you has assault rifles. It's accuracy is fantastic even while on the move, it barely loses any damage capability against armored targets, and it has a large 50-round magazine. The downsides are that it costs $2350, has a long reload time, and has very little capacity to penetrate. This means if you see an opponent on the other side of a wooden door, you'll have trouble damaging them with this SMG. Its easily managed recoil (Pull down slightly AFTER you fire, the first three rounds will land on target) has given it a bit of a reputation for being a noob weapon. Do not pair this weapon with the Five-seveN. Like the mp9 and the other 9mm pistols, this one will pull from the same ammo pool as the Five-seveN.
    Trivia: Soon after CSGO's release, the p90 had the same recoil type and amount, better damage, better penetration, AND would pay out $600 per kill. Aren't you glad it's a bit more balanced now?

    H&K Mp7: The pro's SMG of choice. The Mp7 is inexpensive enough at $1700, reasonably powerful, and has low recoil. Its low penetration is usually a negative thing, but for a close quarters or hostage rescue map like Office, this can be a boon more often than not as you can be a little more heavy on the trigger around the hostages or your teammates without worry. Like the p90, the first three rounds will land directly on target. To manage recoil, pull down slightly AFTER you fire. Sometimes referred to as the 'money maker gun', if you can get a few kills with this during a save round, it can easily pay for itself with its $600 kill reward.
    Trivia: This is another direct port from previous games. The mp7 has the exact same stats and even the same sound as the mp5 from Counter strike:Source.

    Assault Rifles

    M4A4 and AK-47: I've already discussed these in a previous post regarding newbie tips, these are the bog standard weapons that everyone should learn, practice with, and get good at using.
    Trivia: The M4A4 is the US Army's designation for the CQB-R / Mk. 18 assault rifle. The AK-47 is, in actuality an AKM rifle, as evidenced by the plastic magazines and ribbed reciever cover and side rails.

    Galil and FAMAS: I also covered these weapons in my previous posts. The FAMAS is only a small downgrade from the m4, as its damage isn't too far off from its bigger brother, the downside is its smaller magazine and long reload time. The Galil is significantly less damaging than an AK while only costing $700 less.
    Trivia:The Galil is the standard weapon of the IDF, the Israeli Defense Force. Due to the IDF's large civilian component, IWI designed the Galil with a bottle opener - Another weapon used by the IDF, the Uzi, commonly had damaged magazines from IDF troopers opening beer bottles with them.

    Steyr AUG: A powerful, precise CT only rifle. While it is expensive, it does greater damage than the m4 and even features a 1x sight. This is more than just for show, as when you're scoped in, your fire rate is automatically slowed and your recoil will be low enough that your shots will land almost perfectly on target. When unscoped, it has a recoil pattern similar to the M4, the first 3 shots will land on target. Start pulling downward AFTER you fire. Beware its long reload time and try to carry a good pistol for backup to switch to in case you don't have the time to reload.
    Trivia: The AUG is modelled with a 40 round magazine, even though ingame it has a 30 round capacity.

    Sig-Sauer SG 553: This is the terrorist's counterpart to the AUG. It actually has the exact same stats as an M4, with a 1x scope attachment that will reduce the recoil and firerate just like the AUG. The problem is, it costs more than an AK, and it's typically a bad idea to pay MORE for a weapon that is LESS powerful. If you're a CT with an M4, by all means pick up any one of these you see, as it's a straight upgrade for you. Use the same techniques you would if you were using an M4 unless you're scoped in, in which case shoot directly at your target, just like the AUG.
    Trivia: This is actually an SG 556, incorrectly referred to as a 553.

    Sniper Rifles

    AWP: The mother of all rifles. It's huge, it's heavy, and it oneshots whatever you hit with it, so long as you don't hit them in the leg. There's all sorts of techniques for using the AWP, a popular one being 'swiping' where you sweep your mouse horizontally until it passes over your target, then you fire. In any case, make every shot count, as it's bolt action and it'll take a half second or so to work the bolt before you can fire again. Its reload time is very long, and you won't move very quickly while you have it equipped. Swap to your pistol when moving, and take the best cover you can. Note that you can't 'quick scope' as it takes a brief second for your scope to clear up and your aim to center when you scope in. Likewise, if you move at all, jump, or are hit while scoped, your aim will not be dead center, all but forcing you to stay stationary to snipe. Also, firing in quick succession has a recoil effect just like the other firearms. A way to manage this is to swap to your pistol in between each shot, which will reset your recoil slightly quicker than waiting, as well as getting you out of your scoped-in mode faster. Finally, keep aware of your surroundings by listening carefully for enemy footsteps, as you're very easy to be snuck up on while you are peering through your rifle's scope. Finally, the long barrel of a sniper rifle can sometimes clip through walls or stick out of cover if you're trying to hide someplace. It may be prudent to keep your pistol equipped if you're waiting to ambush someone. You can do more harm to your team than good if you are a bad shot with the AWP, so be sure you know what you're doing, or that your team can compensate if you decide to try it out!
    Trivia: This is actually the Accuracy International Arctic Warfare, so the 'Awp' acronym is incorrect.

    Steyr SSG 08: This is the baby brother of the AWP, having the same bolt action at a fraction of the damage and price. All the same techniques for the AWP work here as well. A recent update buffed the Scout slightly in that its recoil is now small enough that you can fire it one shot after another without being affected by the inaccuracy an AWP would have, and thus you can fire it in more rapid succession than an AWPer. It'll take 2 shots to the body to kill someone, so try and aim for the head if at all possible.
    Trivia: Despite the first-tier sniper rifle being the SSG 08 in this game, everyone will still call it the 'Scout' because it's got a really boring name.

    H&K G3SG/1 or FN SCAR-20 : This is the designated marksman rifle. As near as I can tell, these are the exact same weapon statswise, they just look different and are buyable only by the Terrorists/Counter Terrorists respectively. It has no crosshairs when unscoped, but it fires semi-automatic, making it much more viable to spam at close range in case you're rushed by the enemy. Just like the other sniper rifles, you'll need to hold still if you intend on being at all accurate with it, and firing rapidly will lead to your shots becoming more and more wild with recoil. A skilled marksman can shut down a rush singlehandedly with this weapon, as it is a oneshot to the head, or a twoshot to the body to bring down one target, combined with it's 20 round magazine and semi-auto rate of fire. If you hear one of these being fired at you, you'd better either call off the rush, or be sure you've got enough cover from smokes to avoid your team being wiped out.
    Trivia: The SCAR (Special operations Combat Assault Rifle) is actually an SSR variant (Sniper Support Rifle). I wonder what the barcode sticker on the left side of it scans as?

    Shotguns

    Benelli Nova: Just because it's cheap doesn't mean it's bad. The Nova is the basic pump-action shotty that is everything you'd expect from a video game shotgun: powerful at close range, fires slowly, long reload. The difference being that its spread is the tightest of any of the available shotguns, making it the best option for longer range combat. Aim for the head - at least 1 pellet is guaranteed to land directly at the center of your crosshairs, and it is powerful enough to oneshot if only a few embed themselves in your target's face. Make every shot count, though. You don't get to fire many off in combat thanks to it's pump action. If you can get a kill, it'll be worth $900, making this an excellent weapon to ambush with during rounds that you're short on cash.
    Trivia: The Nova replaces the Benelli M3 from previous Counter-Strike games, but like the mp7 and p2000 it's identical in every way.

    XM1014: The auto-shotty costs $2200 and... is actually kind of crappy. Yes, it's true. The broad spread and generally low damage means you'll need to fire several shots, which are not effective at range, and actually get worse as you fire in rapid succession due to the massive recoil. It can really only be used to rapidly spam off all 7 shots at close range, which you'll then have to reload. If you engage at any sort of distance, you'll have to slow down your fire to hit your target for more than a pittance of damage, which could be done better by almost any other weapon. The only time this weapon really shines is if you come accross a whole corridor full of rushing enemies. Unloading this weapon into a space that they're too tightly packed to evade is highly satisfying and almost worth the pain of using it.
    Trivia: This weapon is really the Benelli M4, possibly called the XM1014 to keep it from being confused with the m4a1, even though everyone will call it the autoshotty anyway.

    Mag-7: Possibly the best shotgun, competing with the sawn-off. The Mag-7 looks like an SMG, but it's actually a pump action shotgun, with clip-fed reloading. It's got a moderately broad spread, somewhere in between the Nova and the autoshotgun in size, while firing slightly faster than the Nova as well. Its main advantage is its ability to reload quickly, which can keep you fighting when any other shotgun user would be hiding in cover pushing shells into their weapon. CT only, costs you $1700
    Trivia: Back in the beta, it was possible for terrorists to buy this weapon by typing 'buy mag7' in the console.

    Sawn-off: The polar opposite of the Nova, this has a huge buckshot spread but does more damage. Absolutely brutal at close range, but you will hit everything in the room with it when you fire. If you use the Sawn-off, make sure you're at the front of the charge to avoid damaging your teammates. T only, costs $1200.
    Trivia: This may be either a Remington 870 with the barrel and stock removed, or it may be a Remington Witness Protection, it's honestly hard to tell. I once mistakenly told someone this weapon was a Winchester 1890 which if you know guns, is kind of funny how wrong I was.

    Machine Guns

    M249 SAW: A pretty badass LMG, but costs $5200. This is the more accurate of the two, with a slower rate of fire and being slightly more damaging. Tap your mouse1 to let off a short burst when aiming low on your enemy (somewhere around their groin). You can run and fire full auto but it will be hard to hit anything, aim very low as if you're spraying with an AK, as the recoil is massive. Reload times will be VERY long, somewhere around 5 seconds, and your movement speed will be very slow, so be sure you can afford a good pistol to go along with this weapon.
    Trivia:In real life, you can load and fire a SAW with a STANAG magazine, the same type that fits the M4A4 and SSR. Supposedly the SAW designation came about when a trooper used it to cut down a tree, but SAW really stands for 'Squad Automatic Weapon'

    IMI Negev: The biggest, meanest, most expensive gun in CSGO. Is it worth the $5700 pricetag? Probably not. CS is a fast paced game, and that doesn't really work too well with the plodding pace of a machinegunner setting up a position and suppressing an area for a few hours. Less accurate than the SAW, and less damaging, this is usually used as a 'just for laughs' weapon at the end of a winning streak. Tapping isn't TOO bad but you'll still want to aim low on your target. To fire full auto, aim VERY low, lower than you would with an AK at full recoil. Where this weapon really shines is in wallbanging. If you suspect an enemy is on the other side of a door or a wall, by all means shoot at it with your Negev. Its high penetration and ROF is perfectly suited for these sorts of tactics, and on Cain's Lair, you'll get a little damage indicator pop up when you've hit something, letting you know to keep shooting right there. Works well with decoy grenades to sow fear and disorder amongst the ranks of the enemy as they will hear nothing but the roar of machinegun fire from all angles.
    Trivia: Negev means "River" or perhaps it's the name of an Israeli river. Fairly fitting considering its extremely fast rate of fire

    Knife
    Unlike in Source, you can hit an opponent anywhere so long as you're standing behind them and it will be a kill. Also, you don't have to use the alt fire stab attack, the regular mouse1 slash will kill. Going for the mouse2 stab anyway will make you do more damage if it ends up not registering as a backstab and instead as a normal hit, which can happen due to lag or if you miss sometimes. Obviously you'll move the fastest when you have the knife out, which is why everyone has their knife out at the beginning of the round as they run into position.

    Trivia: If you are a T with the bomb equipped, you count as having a knife out. Of course you can't hit anyone with it, but you'll move at knife speed and you'll get the 'You brought a knife to a gunfight' message at the end of the round if killed with the bomb equipped.
    Last edited by AmazingRedd; 7 Apr 2013, 04:59 PM. Reason: I merged your last post :)

    Comment


      #3
      another tip, frequently posted:

      USE THIS MAP.

      http://csgo.gamebanana.com/maps/168139

      or

      http://steamcommunity.com/sharedfile...htext=training

      just click favorite to install the map.

      start with the console command "map training_aim_csgo". you will have to noclip out of the ground.

      Comment


        #4
        I'd really like to add map-specific tips for the current Cain's Lair rotation, but I'm afraid I will bias a new player against the maps I personally dislike. Thoughts?

        Comment


          #5
          Also, I probably should take some screenshots to spice this up, as it looks a little dry at the moment.

          Comment


            #6
            Thank you!! I stickied the thread.

            Comment


              #7
              Originally posted by Cain View Post
              Thank you!! I stickied the thread.
              Wow, I'm honored. I've been wanting to write a little guide like this for awhile, just for fun and perhaps to show off how big my brain is. Hope it helps someone learn something about the game since I seem to research it endlessly. Hopefully I can update it as game updates come and go, if I can be assed.

              Comment


                #8
                I moved it for you.
                Apache

                Where do you put the Bayonet?
                Chesty Puller (upon seeing a flamethrower for the first time)
                I am all in favor of keeping dangerous weapons out of the hands of fools. Lets start with typewriters.
                Frank Lloyd Wright

                Comment


                  #9
                  Apache is online, and i can't join... server full..

                  No waitlist now... just click and try... sighhhhh
                  ??Click me to donate??

                  Comment


                    #10
                    Originally posted by Apache Warrior View Post
                    I moved it for you.
                    Apache
                    Thanks! I guess I need to be a subscriber to be able to edit older posts and get a custom avatar and signature?

                    Comment


                      #11
                      Originally posted by Sweet Bro View Post
                      Thanks! I guess I need to be a subscriber to be able to edit older posts and get a custom avatar and signature?
                      Correct


                      Comment


                        #12
                        Any of this info look suspect to anyone? I checked it from a little first-hand research (9 hits for 99 damage from the Bizon sticks in my head vividly) and pulled from wikipedia's pages and my own abilities at gun recognition to do the trivia segments. Also, still hoping for the community's thoughts on me writing up map-specific strategy. I'm still pretty worried I'll bias new players away from maps I personally don't like.

                        Comment


                          #13
                          I'd enjoy map-specific comments and strategy!!

                          Comment


                            #14
                            I'm a little nervous, if and when the map rotation changes, that sort of data may become outdated. I don't have the ability to edit old posts, and all. The weapon stats haven't changed yet though so I'm less worried about those. Maybe I'll make a new thread just for current map rotation strategies

                            and i'll have screenshots.

                            Comment


                              #15
                              I notice that the weapons guide doesn't mention the Zeus. I love it. I'd rather whip out my zeus than a knife if I get into fight where we both run out of bullets. You can bring down a full health/full armor opponent in one hit with that baby, as long as you're in range and your aim is true.

                              Comment

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