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      Recoil
CounterStrike tries to imitate the real world in many ways to create the impression of realism. This 'illusion' of realism ranges from the style of levels to the real-life weapons to the health settings. A sometimes ignored but very important feature included in CS is recoil. For those who don't know, recoil is the jolting of a weapon after it has been fired. This causes the weapon to fire inaccurately as the holder of the firearm can't hold it steady. Counter-terrorism teams around the world use tactics to counter thisusually a variation on a 'double-tap.' This is basically firing two rounds at a target at a time. When used correctly this improves accuracy markedly, saving ammo and improving kill-ratio.

Where does CS come in? As you continue to fire, your targeting reticule gets slightly larger. This is showing that the bullets you are firing are becoming more inaccurate. Although this difference in accuracy may seem negligible, when it comes to a high-tempo online game, this inaccuracy is the difference between a headshot and a clean-miss. This recoil-inaccuracy is further increased by other factors such as if the player is running. So it makes me wonder why I see so many in CS run at me with an AK only to fire thirty rounds at me while I sit and watch their bullets completely miss.

The solution to this is very simple and, in principle, it is very similar to the real world 'double-tap.' Try never to fire more than 2-5 rounds at a time, as this will keep recoil to a minimum. Keep in mind that recoil affects each weapon slightly differently. While recoil may have little effect at close range with an MP5, recoil control is integral to being able to use weapons like the AK at any range beyond a few meters. Ducking while firing short bursts of a couple of rounds can turn recoil hampered weapons like the Para and AK into precision instruments.

In most situations, there are some basic courses of action to choose from to reduce recoil's effects during a firefighteach should be used in the appropriate situation. Firstly, stop running! When you have a clean shot at an opponent at medium-long range, STOP! This applies to almost every weaponSMGs to sniper rifles. Unless your aim is to frighten your opponent into psychological submission by firing bullets in their general direction, running while trying to hit a target at a distance is a waste of ammo. Obviously there are exceptions to this casee.g. remaining stationary in front of an AWP'er won't get you the Nobel Prize in tactics. Secondly, your opponent's head should always be your primary target. However, to hit this target when taking recoil into account, you sometimes must aim a little lower (torso-neck depending on distance) so when recoil sends your aim flying upward, your bullets will actually get closer to the target. This may seem obvious but the number of players who insist on pummeling the air above their enemy's head must be missing something.

Of course, recoil in CS is only a simulated experience. No matter how still you crouched, in real life you could never hit a target with any degree of precision with a Para at long range. Neither would bullets fly randomly within a certain area in the manner that they do in CS (remember those random AK headshots?). Still, in CS, recoil not only wreaks havoc on your aim but sometimes (too often) gives you a headshot even when you aren't aiming for the head. These lucky shots are more chance than skill and often are accompanied by accusations of cheating. Just be prepared to take what you get.

Once you have mastered recoil, weapons in CS are totally transformedthe seemingly useless AK will turn into a deadly strike weapon. By keeping in mind the effects of recoil and movement, you should be able to build up accuracy and increase those crucial headshots.

    Movement

There are many elements that make up CounterStrike (or any game, in fact) such as the settings, level-design, characters/models, weapons etc. In this tactic/guide I would like to focus on the vital area of movement. Movement forms the very basis for FPS gamesit allows you, the character, to move around levels, aim, dodge enemy fire and almost everything else. Although it is a very basic component of playing, without good and effective movement techniques, you are as good as dead. By no means is this an exhaustive or detailed guide to movement but it attempts to highlight the importance of movement and its key aspects. These key aspects for good movement are balance, aiming and dodging. Keep in mind this guide is intended as a starting point for those new to FPS games, especially in an online scenario.

Balance
The very basic idea of movement is to get you from one place to another (bear with me). However, there has to be a 'judgment factor' of when and how to move. In CS, this applies essentially to deciding whether to stay put and defend or to attack aggressively. There has to be a balance between these two options as too much of either will not prove successful. The two extremes of this are permanent-campers and non-stop attackers. A lot of debate has raged about 'camping' as some see aggressive players as being more 'honorable' (i.e. they don't get booted!). This guide is not going to go into depth about camping (for more info read the article CS-Nations guide to camping), suffice to say that a balance is needed between attacking and defending.

Depending on the type of map/game you are playing (hostage, escape etc), different balances apply. Where a time limit and objective applies, speed is of the essence. Taking the opposition by surprise can give you a major advantage. On the other hand, playing a map where you have plenty of time or your team is being assaulted, a good defense strategy is far more effective than rushing outnumbered into the enemy's line of fire! No matter what the type of game, knowing the map you are playing is critical.

Aiming
Let's turn back the clock almost a decade.

Sound-cards were just taking over the crackly PC-speaker and Pentiums were still a thing of the future. Enter Wolfenstein 3D by id Software in 1992the first 'real' FPS which pitched William J. "B.J." Blazkowicz of the allies against the Nazi's in a shoot-em-up that set the scene for the FPS genre. You moved Blazkowicz around the single floor levels by using the arrow keys to turn and move forward/backward and space to fire. It was only when the likes of Quake and similar games arrived that a new interface was needed. Now you controlled the character with the mouse allowing for more accurate and faster control. Along with the advent of multi-level environments and body-hit-detection, the 'point and shoot' style was perfected and has been used in basically every FPS since.

So in today's CS world, where does aiming come in? I'm not going to go into the basics here as anyone can figure out how to point and shoot with enough practiceI'd just like to make a point about what to aim for. As with all modern shooters, CS supports body-hit-detectionso hitting different parts of the character's body inflicts differing levels of damage. Headshots are the most effective followed by the body and limbs. Although this is such a basic concept, many battles in CS are either won or lost on whoever shoots the most accurately. It cannot be stressed enough how crucial headshots arethey often prove the difference between an outright victory or loss. Trying to anticipate the opposition's next move can also greatly increase your chances of victory. Experienced players will also usually know the map they are playing 'inside-out' and this can give a great advantage as you can anticipate the opposition's movements and know the best positions with cover to get those head shots.

Dodging
Dodging enemy fire is a vital part in staying alive. If you stay still unprotected in a high-tension CS gameeven for a second, your death is assured. When in combat, keep on the move!

When the mouse was first used for aiming etc in FPS games ("mouse-look"), the keys that were originally used for turning needed a new purpose. We ended up sidestepping. Sidestepping, or strafing, is a fundamental part of dodging. Sidestepping allows many techniques to increase your chances of staying aliveducking from in and out of cover quickly and circling to name a couple. While using your 'trusty' sidestepping techniques, it is often useful to duck or jump. This extra movement, combined with sidestepping/running, can be just enough to throw the opposition off getting a crucial hit.

If you keep in mind the importance of movement and its key areasbalance, aiming and dodgingyou can effectively increase your success-rate not only in CS, but all FPS titles. Try to develop your own dodging and anticipation techniques to maximize your performance.

General                                                    Strategy

These strategies are designed for 4 man teams

NOTE - Some of these will seem common sense, but on more than one occasion, people have not done them. They are in no particular order.

1) Know thy team mates. If a person is covering an area and they go down, i means that there is an enemy coming that way. Send a person there to kill the enemy

2) Don't go it alone. There are 2 good reasons for this. the first is that if you come across an enemy by himself, he will be outnumbered, and you will be virtually garaunteed to survive the encounter. Second, if you encounter a group of enemies, you will need your partener's cover to fall back to a better position.

3) Leapfrog. This goes hand in hand with the not going alone part. If you and your team mate are manuvering down a hall with obstacles, or are coming around a corner, take it in chunks. The person in lead ducks behind an obstacle ahead, then the person in second runs past them (with the lead person covering them incase of surprise attack) and ducks behind the second obstacle. now the lead goes past the second, with the second covering them, and so on. if there are three or more people, the person in the very end is looking back to prevent surprise attacks. Around corners, the lead person looks around the corner (pops in and out) then if it is clear, he gives the go ahead, and they advance. if it is not clear, use the cover fire strat for corners.

4) Cover fire. This can be used in two ways. one as a diversion for the rest of the team to flank the enemy. two, as a way of buying time for a VIP (VIP means VIP in AS, Bomb carrier, or someone with a defuse kit) to get to safety. Here is a way of providing cover fire as a distraction to make the people distracting seem greater in number. Since this will usually be preformed at a choke point, you need at least two people. one pops up from around the corner, and fires four rounds at the enemy, not trying to kill (but hey! if you gett him great!). as soon as he returns from around the corner, the second person pops out and fires four rounds in the same manner. then they return behind cover, and the first person goes again. if you are in a corner of a hall, have the first person randomly fire a few shots in the general direction of the enemy. while they duck for cover the second person chucks a grenade bhind their cover. this does two things either they stay and get hit, or they leave their cover to be torn apart by the first person.

5) Choke points. Choke points are places in a map where the enemy has to go, or you have to pass through and there are no other ways. these are great places to set an ambush, so be wary when passing through them, and if you're defending, use them to your advantage.

6) Team work. While a single VERY good player may be able to let your team dominate, a well coordinated team will do twice as well. know who is covering what defense positions, and which attack paths they are taking.

7) Manners. many servers turn FF on, and you may accidentally injure or kill a teammate. if this happens, appologize. it lets them know it was a mistake, and your not just doing it to take their gun. otherwise you'll get TKed by them as revenge.

8) Communicate. If you spot an enemy, let your mates know where they are and or where they are heading. also, if you're on a sweep looking for the one remaining enemy. tell your mates where you are sweeping and what areas are clear. that way if you die, they know where the guy was hiding, and people don't sweep areas you've cleared. also, let peeps know when you are about to chuck a grenade that way they can get clear.

9) Stealth. this is one which is more or less optional, but many people stalk their enemies and go for a kill in the back a point blank range. turn the volume up so that you can hear foot steps, rolling grenades, and gunfights. This will tell you how close the enemy is without having to expose yourself Walk when you know an enemy is near. thye can't hear you, but you can hear their foot steps. this lets you hang by a corner that they are about to turn around, and you can open fire before they see you. Along with the sneaking around, if you see an enemy who is unaware of you at a considerable distance, don't take the sniper's shot. sneak up to them and go for the garaunteed kill.

10) Hide. If you are the last person on your team. do not be afraid to hide. wait until the enemy passes you by and then use stealth tactics to take them out from the rear. also, if you are sniping, choose a dark place where they can't really see you. gives you cover from people making quick checks.

11) Be Quick! if you are in a situation where speed is needed, be sure to to a quick 360 every once in a while while you are running to make sure no one is sneaking up on you.

12) Know they weapons. Use weapons that are appropiate for the firefight situations you find yourself in the most. if you find that you are always getting into pointblank range fights, use a shot gun as your main weapon for medium range fights, use semi-autos. the spread is just small enough so that if you aim at the body all the shots hit. in long range fights use rifles. the zoom in feature lets you stand a chance against snipers and lets you catch an unsuspecting camper with a devatating first hit. in extreme range fights, use the sniper rifles obviously. pistols are very accurate on the first shot. if you find yourself in a long range fight with a shot gun, take out the pistol and send a few shots (not holding down the fire button) to the sniper. if you hit him, he'll think twice before popping out of cover again.

13) be smart. if you are in a situation with a sniper and you are low on ammo, play the odds. there are very few snipers that can hit a randomly moving target. pop out of cover and duck back. the sniper will usually take a shot. do this to force them to run outta ammo. this make take a while, but use it as a last resort. if you know an enemy is heading towards you, see if there is a way to take a corridor to get behind him. that way, you have the drop on him AND he has to turn around before he can hit you. In the defusion maps, if you are a CT and the bomb is going to go off, don't try to defuse it. wait it out. it'll be better usually to let them get the win and you keep your expensive equipment than to let them win and you die.

14) Head shots! head shots will kill quicker than body hits. know where to aim with each weapon so that the recoil will force the bullets up into the head.

15) gang up. if there are two of you and one of the enemy, get the enemy from both sides. they have to choose who shoot at, and while they are shooting at one, the other will kill him.