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 CS:Source War Strat Guide Pt.3

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Registration date : 2007-04-27

CS:Source War Strat Guide Pt.3 Empty
PostSubject: CS:Source War Strat Guide Pt.3   CS:Source War Strat Guide Pt.3 Icon_minitimeWed Jul 18, 2007 10:41 am

Money Management and Spawn:

* Do not buy immediately, wait for the call from the person calling the strats and listen to the call. The worst thing you can do is have a gun when the rest of your team has pistols, or vice versa.
* Person calling the strats needs to call quickly whether you are ECO or BUY UP ASAP.
* Have buy binds for things like all grenades, defuse kit (since it swaps positions on the buy menu), usual guns, and the 2 different levels of armour.
* Do not replenish your armour at the start of each round. 50% armour is just as effective as 100% armour. Only re-buy your armour if you get down below 30% (because at this level or lower, you may actually run out of armour before you die) or you weren't able to afford full armour with a helmet (something I believe is a failure in the game, as you should be able to buy a helmet separately, without having to buy a new vest as well).
* You can replenish your armour to full armour (if you already have a helmet) by purchasing a vest only, at least in Counter-Strike:Source. Not tested in CS 1.6
* If you win a MP5 round and intend to buy a rifle the next round and none of your team requires your MP5, drop it at end of the round so the gun cannot be retrieved the next round.
* You can increase the teams ammo capacity if you swap guns and buy ammo at start of round for guns that do not share ammo. eg. Colt, AK and AWP.
* BUY UP on last rounds or sudden death rounds regardless.
* Request Rifle while dead or ASAP in spawn if you die and your team is winning. You need the cash to buy armour and grenades, and not having to buy rifle gives you the spare cash to do so.
* State your cash in Team Chat ASAP and at start of each round, so the person calling the strats will know how much you all have and be able to make an informed decision.
* If you have $4,500 or less, ask your team for a gun at the start of the round so you can afford full armour, grenades and a defuse kit. There is no excuse to not be fully kitted out if your team is winning, and you will be more useful to your team.
* If you have over $5,000 and are already fully geared up, offer to buy Rifles for rest of team, ask "Who needs a gun?" You are a lot better off with team mates that have weapons that actually damage and kill the enemy.
* If you have over $10,000 and are already fully geared up, it is very important that you buy Rifles for anybody who has only $7,000 or less. You cannot save more than $16,000, therefore it is better for the teams total cash reserves that you buy a gun for somebody else, rather than have somebody deplete their personal cash reserves when you have so much cash in hand. Feel free to ignore this if you all have over $10,000.
* Learn to calculate the enemies cash position by paying attention to what weapons they had and how difficult or easy it was to kill them. i.e. Did they just lose after ECO for 2 rounds? If so, then its likely they will ECO the next round.
* Always pick up dropped AWP's if you are winning round or have won it. At respawn drop picked up AWP for your clans AWP'er (DO NOT BUY GUN, unless of course you have a lot of cash) Unless they are low on cash, Clan Awper Buys Rifle for the person who drops AWP.
* It can be advantageous to not buy full ammo for guns until you have ensured you have a Defuse Kit, a full complement of Grenades and Armour. Its a real pain in the arse to come up $50 short for full armour just to have 90 Rounds of AK ammo in reserve when you can easily get away with 60 and even 30 can be enough, or to not being able to buy that Smoke Grenade you know you are going to need. Do you really need 30 rounds of spare AWP ammunition?
* If it is the last round of the half and you have lots of cash, buy a Desert Eagle for your pistol, unless you are a Counter-Terrorist who thinks the USP is a better gun.
* Money Management can be critical to winning or losing the game. The team that manages its money better can sometimes be the deciding factor between evenly matched teams. For example: If you have a Colt player with $7,500 and you have the worlds best AWP player with only $5,000, the Colt player should buy the AWP, and the AWP player should buy the Colt, and they should swap guns. Now your AWP player has an AWP and full armour + Grenades and your Colt player doesn't have left over cash they can't use to benefit the team. This is what we call, "playing as a team!"

Communication, Sound and Movement:

* Get your Microphone working. You can be the best player in the world, but unless you can communicate where the enemy is and in what numbers, you are only half useful, and you are dead when the rest of your team gets annihilated because you didn't tell them the enemy was coming and you are left all by yourself.
* When communicating enemy positions, be precise, and give numbers of players, and weapons when possible.
* Count off dead enemies, start off with 5 Terrorists/Counter-Terrorists, when one dies count one off to yourself, if you are not under pressure announce number of opponents over voice comms, by saying "4 Terrorists", "3 Counter-Terrorists" etc.
* Bind a Radio key, preferably something like; "Enemy Spotted" or "Need Backup" close to your movement keys, so your team mates radar will highlight your current position.
* Pay attention to who kills who with what sort of weapon. Use this information to your advantage. Also if you know where your team mate was shot from with a particular weapon, tell your team the location of that opposition player.
* Call your status out, eg. "Reload", "Throwing Grenade", "Throwing Flash", "Throwing Smoke", "Blind", "I have X Health" etc.
* Other than what I have stated above and below, keep voice and radio chat to an absolute minimum, so your team can pick up enemy sounds as early as possible.
* Have your team agree the names of map positions so everybody knows what you are talking about in the previous points. Even go so far as labelling a map (as shown in the example below) and put it on a web site or transfer it to each of your members some how. You don't even have to agree with the names I given to these locations (dust2 if you're not aware), just as long as everybody on your team knows wtf you are talking about. I may even make some for the war maps later if hassled enough, but don't expect anything to grand.

* Unless rushing in a group, good players when they come around a corner only reveal the absolute minimum of themselves for the shortest time possible, to pick off the next likely camping position. Map knowledge is crucial in this regard and a skill that requires constant practice.
* Don't run behind each other, fan out in as widespread a pattern as possible, so you can't get owned by a single player. You may want to disobey this deliberately if you have a specific flash rush strat, but I think it will be rare.
* Don't block your team mates in, the guy in the line of fire has right of way.
* Do stay as close as possible to your team mates when attacking without blocking your team mates.
* Don't run with your knife out, at least have a pistol out.
* Do run from spawn at the start of round with your knife out when it is your intention to get to a choke point as soon as possible.
* Don't make any noise whatsoever unless you really really have to, (This applies equally to Counter-Terrorists, as it does to Terrorists) one foot step, zoom sound, or weapon switch is all it can take to alert the enemy to your position. This includes throwing grenades, shooting, and switching weapons unnecessarily.
* You can move quickly when there is a lot of gun fire and grenades going off as the sound of Gun Fire, Especially AK's, which will cover the sounds of your footsteps. It is one of the reasons why people use silenced Colts in wars.
* Another reason to use a silenced Colt, is so you can hear the thud of your bullets hitting the enemy when you are shooting through walls, etc.
* Do make a lot of noise if it is your intention to act as a decoy or create a diversion.
* Learn to tell the number of opponents by the sounds of their footsteps. Its easy to pick a lone opponent versus 2 sets of running footsteps, which in turn can usually be differentiated from 3 or more, at which point you are going to be able to say, "there are at least 3 enemy at location X".
* Don't break Windows and Vents when you are close to them, or you need them intact to alert you to possible enemy movement.
* Do break Windows and Vents when you are far away from them and its to your advantage that they punched out. Punching the top vents on de_nuke as Counter-Terrorist, the bottom vents of de_nuke before you plant in the bottom site as a Terrorist, the Vent in the Counter-Terrorists Sniper nest on de_inferno as Terrorists are good examples of these. Don't punch the bottom vents as Terrorists on de_nuke, if there is only 1-2 of you left, since you do not have the player numbers to COVER like you would if you had 4 or 5 players left alive.
* It can be advantageous to pick up other teams guns, so if you are a Terrorist you have a Colt or if you are a Counter-Terrorist you have an AK, since you may get a slight delay in response because opponents cannot tell your gun sound from their own teams gun sound. This slight delay in response time can make all the difference.
* Don't allow yourself to get picked off from obvious camping spots. Learn to know where these camping spots are and avoid them when possible.
* Don't stand still to take on a camped enemy. You will just get spammed to death along with the rest of you team. The entrance to site B on dust2 from the tunnels is a classic example of why you don't stop to take the guys camped outside B double doors. You will die and cause the rest of your team to die as the get stuck behind your lifeless body.
* POINT should be a guy with a rifle excepting special places on maps where an AWP'er should go first. In which case the point man should act as a fast moving decoy to attract fire from snipers, and let your snipers have a free shot.
* POINT always watches the front, and sweeps all corners as you move around map, rest of team watches spots opposition can appear from once the point guy has swept that spot, UNLESS
* Whoever is last in line, looks backward to COVER your backs and should also have a Rifle, unless you are going to hang right back with a AWP.
* Pair up, and make sure you pair up a strong players with a weak players. The weak players should be the point and act as decoy for strong players.
* Don't bait your teammates. That is to say, if you are rushing out, don't let your teammate run out on their own without backup and don't run straight for cover at the first sign of gun fire. This principal is very important when dealing with an opposition AWP, because if you don't move out together, you will get picked off one at a time, when you should be able to go 1 for 1.
* Don't rambo, at least not against good teams/players. If your teammate(s) are 10 meters behind you, they are not really going to be able to give you very good support? If they have just shot a whole clip of ammo, they are going to be reloading right? Why weren't you out there shooting at the opposition as well in the first place? If they have bought grenades, they are going to want to use them at appropriate locations, right? You running out like a headless chicken is not going to help one bit, and ruins the perfectly good flash they were going to throw, because you are now in the way, AND they have to also switch back to a real gun!
* Baiting is a legitimate tactic in wars if done deliberately, especially if it enables your team to eliminate the best player on the opposing team for the loss of only one of your own and preferably weakest players. Done often enough, it destroys the confidence of the good player and demoralises the opposition. Just remember if you are the bait, to give the exact location of the opposition player, don't just run without looking.
* When working in pairs, the front guy should be crouched while the guy right behind him stands. Guys in front should generally be crouched when working their way quietly around a map. Feel free to ignore this if your location is well and truly known to opposition.
* When working in pairs approaching a single sided corner, learn to work out the correct distance you need to be so the inside guy and far side guy reveal themselves at the same time. The inside guy needs to be at the front.
* When approaching entrances with 2 sides, the left hand guy looks right, the right hand guy looks left. I know this sounds like really basic stuff, but I've seen this screwed up often.
* Do shoot close and far corners of walls, doors and boxes as you move around the map, to push opposition players out of position. Practiced enough, you can even get kills this way.
* Do spam walls and boxes of likely camping positions of enemy players as you move around the map.
* When spamming, do not have the whole team doing it at once, learn to alternate between yourselves and only empty half a clip at a time, then reload. This ensures that somebody has a gun out with ammo, and you can cancel your reload sequence if the opposition comes, and not be entirely defenceless.
* You must learn what the good positions on a map are, and what the bad positions on a map are, and you must learn not to get caught out of position that leaves you in a situation where you are going to die for little or no value. eg. Dying without getting a shot off = bad. Dying and killing 3 of the enemy = good. M'kay?
* Know what positions on the map are DeathTraps! Move through these positions as quickly as possible. As soon as the enemy knows you are there, you will be wearing several HE Grenades and that can effectively end the round for you team. Do not be afraid to surrender these positions and fall back. It is often advantageous to cause the enemy to think you are moving into ones of these locations to get them to use up their supply of HE Grenades.
* Crouch when moving up and down ladders, it is slower, but it does not make noise.

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CS:Source War Strat Guide Pt.3
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