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Counter-Strike: Source Weapons Guide
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PC Version
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===============================================================================
+-------------------+
| Table of Contents |
+-------------------+
I. - How to Contact Me
II. - Version History
III. - Copyright Info. and Legal Information
IV. - Purpose/What This Guide Will Cover
V. - List of Weapons and Prices
A) Terrorists
B) Counter-Terrorists
VI. - Weapon Statistics
VII. - Strategy for Weapons
VIII. - Credits
===============================================================================
+--------------------------------+
| Section I. - How to Contact Me |
+--------------------------------+
Name - Josh Eaton
E-mail -
[email protected]
AIM - Charys Joshy
===============================================================================
+-------------------------------+
| Section II. - Version History |
+-------------------------------+
Version 0.00 - (January 16, 2005) - Started.
Version 0.50 - (January 17, 2005) - Finished list and prices.
Version 0.75 - (January 18, 2005) - Started "Strategy for Weapons" section.
Version 1.00 - (January 22, 2005) - Finished the guide after being lazy.
===============================================================================
+------------------------------------------------+
| Section III. - Copyright Info. and Legal Info. |
+------------------------------------------------+
Alright. Here's how it works. This guide will first be publicized on GameFAQs.
It is Copyright 2004 to me, Joshua J. Eaton. You, the reader, may use it for
whatever you want. However, you may only use it for reading and your own per-
sonal use. You may NOT take it and place it on your website, nor may you give
it out to anyone. At present, this guide is only allowed to be posted on this
website: www.gameFAQs.com . DO NOT take or use this guide for anything without
my personal consent. If you see this guide on any other website other than the
said one above, please contact me about it. Thank you.
===============================================================================
+--------------------------------------------------+
| Section IV. - Purpose/What This Guide Will Cover |
+--------------------------------------------------+
This guide for the classic PC game, Counter-Strike: Source, will cover what all
other Weapons Guides cover. It will go over the prices of each weapon as well
as each of the statistics for that weapon, such as the size of the bullet, acc-
uracy, etc. I'll then go and give specific strategies for using each of the
weapons, seeing as how you will be stuck using some of the due to a lack of
funds. Not to mention, all of the weapons have their advantages and disadvan-
tages, so... here we go. The Counter-Strike: Source Weapons Guide.
===============================================================================
+-----------------------------------------+
| Section V. - List of Weapons and Prices |
+-----------------------------------------+
In this section of the guide, I'll go over the weapons that each team (Terror-
ists and Counter-Terrorists) can get and each of those weapons' prices. Each
one has a different price, and you only have a certain amount of money each
round (your money value is shown in the bottom right of the screen; the max is
$16,000), so it is important to know what you can afford. You can also buy cer-
tain supplies such as smoke grenades, armor, bomb defusal kits, etc. But, let's
get started.
When you press the 'B' key on your keyboard (assuming you're using the default
keys and are in a "Buy Area"), the Buy Menu will come up. From here, you have
nine options, one of which is simply "Cancel", so you have eight different num-
bers you can press now, each of which will take you to another menu with those
kinds of weapons in it. For example, if you click on number 4 for rifles, you
will then have a menu with several different kinds of rifles you can buy on it.
The ones you can afford will be available.
NOTE: Keep in mind that as Terrorist, you shouldn't buy the 9X19mm Sidearm
since it's what you start with. As Counter-Terrorist, you start with the
KM .45 Tactical... so don't buy it.
++++++++++++++++++++++++
A) Terrorist Weapons
++++++++++++++++++++++++
Weapon Name Price
------------------------------------------
-----------
Pistols
-----------
9X19mm Sidearm 400
KM .45 Tactical 500
228 Compact 600
Night Hawk .50C 650
40 Dual Elites 800
------------
Shotguns
------------
Leone 12 Guage Super 1700
Leone YG1265 Auto Shotgun 3000
-------
SMG
-------
Ingram Mac-10 1400
KM Sub-Machine Gun 1500
KM Ump45 1700
Es C90 2350
----------
Rifles
----------
IDF Defender 2000
CV-47 2500
Schmidt Scout 2750
Krieg 552 3500
Magnum Sniper Rifle 4750
D3/AU-1 5000
----------------
Machine Guns
----------------
M249 5750
----------------
Primary Ammo
----------------
Ammo for Shotguns, SMGs,
Rifles, and Machine Guns. Price varies with weapon bought.
------------------
Secondary Ammo
------------------
Ammo for Pistols. Price varies with weapon bought.
-------------
Equipment
-------------
Kevlar 650
Kevlar + Helmet 1000
Flashbang 200
He Grenade 300
Smoke Grenade 300
Nightvision 1250
+++++++++++++++++++++++++
B) Counter-Terrorists
+++++++++++++++++++++++++
Weapon Name Price
------------------------------------------
-----------
Pistols
-----------
9X19mm Sidearm 400
KM .45 Tactical 500
228 Compact 600
Night Hawk .50C 650
Es Five-Seven 750
------------
Shotguns
------------
Leone 12 Guage Super 1700
Leone YG1265 Auto Shotgun 3000
-------
SMG
-------
Schmidt Machine Pistol 1250
Ingram Mac-10 1400
KM Sub-Machine Gun 1500
KM Ump45 1700
Es C90 2350
----------
Rifles
----------
Clarion 5.56 2250
Schmidt Scout 2750
Maverick M4A1 Carbine 3100
Bullpup 3500
Krieg 550 Commando 4200
Magnum Sniper Rifle 4750
----------------
Machine Guns
----------------
M249 5750
----------------
Primary Ammo
----------------
Ammo for Shotguns, SMGs,
Rifles, and Machine Guns. Price varies with weapon bought.
------------------
Secondary Ammo
------------------
Ammo for Pistols. Price varies with weapon bought.
-------------
Equipment
-------------
Kevlar 650
Kevlar + Helmet 1000
Flashbang 200
He Grenade 300
Smoke Grenade 300
Defusal Kit 200
Nightvision 1250
===============================================================================
+---------------------------------+
| Section VI. - Weapon Statistics |
+---------------------------------+
In this section of the guide, I'll tell you five of the basic things that you
need to know about each gun. It will help you choose which one you want to use
for the most part, and also show you the effectiveness of them. The things that
I'll tell you about each gun include it's caliber, the clip size (and how much
spare ammo you can hold for it), it's projectile weight, and the speed that the
bullet travels, and the gun's rate of fire.
+++++++++++
Pistols
+++++++++++
9X19mm Sidearm - Caliber: 9mm
Clip/Spare: 20/120
Projectile Weight: 8 grams
Bullet Speed: 1132 ft/s
Rate of Fire: N/A
KM .45 Tactical - Caliber: .45 ACP
Clip/Spare: 12/100
Projectile Weight: 15.2 grams
Bullet Speed: 886 ft/s
Rate of Fire: N/A
228 Compact - Caliber: .357 SIG
Clip/Spare: 13/52
Projectile Weight: 8.1 grams
Bullet Speed: 1400 ft/s
Rate of Fire: N/A
Night Hawk .50C - Caliber: .50
Clip/Spare: 7/35
Projectile Weight: 19.4
Bullet Speed: 1380 ft/s
Rate of Fire: N/A
40 Dual Elites - Caliber: 9mm
Clip/Spare: 30/120
Projectile Weight: 8 grams
Bullet Speed: 1280 ft/s
Rate of Fire: N/A
Es Five-Seven - Caliber: 5.7 x 28mm
Clip/Spare: 20/100
Projectile Weight: 2 grams
Bullet Speed: 2345 ft/s
Rate of Fire: N/A
++++++++++++
Shotguns
++++++++++++
Leone 12 Guage Super - Caliber: 12 guage
Clip/Spare: 8/32
Projectile Weight: 3.8 grams
Bullet Speed: 1250 ft/s
Rate of Fire: N/A
Leone YG1265 Auto Shotgun - Caliber: 12 guage
Clip/Spare: 7/32
Projectile Weight: 3.8 grams
Bullet Speed: 1250 ft/s
Rate of Fire: 400 rpm
+++++++
SMG
+++++++
Schmidt Machine Pistol - Caliber: 9mm
Clip/Spare: 30/120
Projectile Weight: 8 grams
Bullet Speed: 1280 ft/s
Rate of Fire: 857 rpm
Ingram Mac-10 - Caliber: .45 ACP
Clip/Spare: 30/100
Projectile Weight: 15.2 grams
Bullet Speed: 919 ft/s
Rate of Fire: 857 rpm
KM Sub-Machine Gun - Caliber: 9mm
Clip/Spare: 30/120
Projectile Weight: 8 grams
Bullet Speed: 637 ft/s
Rate of Fire: 800 rpm
KM Ump45 - Caliber: .45 ACP
Clip/Spare: 25/100
Projectile Weight: 15.2 grams
Bullet Speed: 1005 ft/s
Rate of Fire: 600 rpm
Es C90 - Caliber: .338 Lapua Magnum
Clip/Spare: 50/100
Projectile Weight: 2 grams
Bullet Speed: 2345 ft/s
Rate of Fire: 900 rpm
++++++++++
Rifles
++++++++++
IDF Defender - Caliber: .223
Clip/Spare: 35/90
Projectile Weight: 4 grams
Bullet Speed: 2013 ft/s
Rate of Fire: 675 rpm
CV-47 - Caliber: 7.62 NATO
Clip/Spare: 30/90
Projectile Weight: 7.9 grams
Bullet Speed: 2329 ft/s
Rate of Fire: 600 rpm
Schmidt Scout - Caliber: 7.62 NATO
Clip/Spare: 10/90
Projectile Weight: 8 grams
Bullet Speed: 2800 ft/s
Rate of Fire: N/A
Krieg 552 - Caliber: 5.56 NATO
Clip/Spare: 30/90
Projectile Weight: 4 grams
Bullet Speed: 2900 ft/s
Rate of Fire: 727 rpm
Magnum Sniper Rifle - Caliber: .338 Lapua Magnum
Clip/Spare: 10/30
Projectile Weight: 16.2 grams
Bullet Speed: 3000 ft/s
Rate of Fire: N/A
D3/AU-1 - Caliber: 7.62 NATO
Clip/Spare: 20/90
Projectile Weight: 8 grams
Bullet Speed: 2800 ft/s
Rate of Fire: N/A
Clarion 5.56 - Caliber: 5.56 NATO
Clip/Spare: 25/90
Projectile Weight: 4 grams
Bullet Speed: 2212 ft/s
Rate of Fire: 1100 rpm
Maverick M4A1 Carbine - Caliber: 5.56 NATO
Clip/Spare: 30/90
Projectile Weight: 4 grams
Bullet Speed: 2900 ft/s
Rate of Fire: 685 rpm
Bullpup - Caliber: 5.56 NATO
Clip/Spare: 30/90
Projectile Weight: 4 grams
Bullet Speed: 2900 ft/s
Rate of Fire: 727 rpm
Krieg 550 Commando - Caliber: 5.56 NATO
Clip/Spare: 30/90
Projectile Weight: 4 grams
Bullet Speed: 3100 ft/s
Rate of Fire: N/A
++++++++++++++++
Machine Guns
++++++++++++++++
M249 - Caliber: 5.56 Parabellum
Clip/Spare: 100/200
Projectile Weight: 4 grams
Bullet Speed: 3000 ft/s
Rate of Fire: 600 rpm
++++++++++++
Grenades
++++++++++++
Flashbang - When thrown, you have about 3 seconds to take cover or you'll
hear a small 'bang' sound and will be blinded for a good three
or four seconds by a bright, white light. You can throw these
further by aiming the up in the air.
HE Grenade - The 'HE' stands for "High Explosive". This is just your basic
grenade.
Smoke Grenade - When thrown, you have about 3 seconds before your hear a
small popping sound and the area around the ground becomes
engulfed in a thick cloud of smoke for about 15 seconds. It
offers a place to hide or take cover.
===============================================================================
+-------------------------------------+
| Section VII. - Strategy for Weapons |
+-------------------------------------+
This section of the guide will simply go over some strategies that I personally
have found very useful for each weapon. Every weapon has its advantages and
disadvantages, so this part of the guide will go over them and instances in
which you should use certain weapons and why. But enough talking, here we go
with it.
+++++++++++
Pistols
+++++++++++
9X19mm Sidearm - This is the gun that all terrorists start off with. It's a
pretty simple and basic handgun with not much to its name but
a secondary fire that switches it from a semi-automatic pistol
to a three-round burst pistol.
KM .45 Tactical - This is the gun that all counter-terrorists start off with.
It's a little more powerful than the terrorists' starting gun
but it lacks in ammo by eight bullets and has no three-round
burst secondary function. It does however have an add-on sil-
encer to quiet things down when sneaking around.
228 Compact - Yet another semi-auto pistol. It's bullets are lighter than the
KM .45's, so they travel further, and it has more ammo per clip,
but other than that, there's no real point in buying this gun if
you have one of the other two.
Night Hawk .50C - If you only have enough money for a pistol and don't want the
one you have, I strongly suggest buying this. It's a 50-cali-
ber semi-automatic pistol and packs quite a punch. Sure, it
only have seven bullets in a clip, but it'll take down most
enemies and is pretty damn accurate too, especially if you
duck down.
40 Dual Elites - These guns can only be bought by terrorists, but the CTs can
pick them up from dead terrorists. Each gun has a 15-bullet
clip, giving you 30 bullets at your disposal from high-accur-
acy pistols. The fast firing rate (since you have two) can
also give you an advantage, especially in pistol-only fights.
Es Five-Seven - This is a pretty damn accurate pistol only available to the
Counter-Terrorists. It has a 20-bullet clip, costs a bit much,
but can be fired just as fast as both Dual Elites at the same
time. The only let down though is how weak it is... the bullets
only weigh two grams, so it doesn't pack anywhere near the
punch that the other pistols do.
++++++++++++
Shotguns
++++++++++++
Leone 12 Guage Super - This is your basic pump-action shotgun. It packs a wall-
op, so if you're a shotgun fan and can't afford the bet-
ter one, get this. It only has eight rounds a "clip",
though, so you may not want to go into huge battles with
it.
Leone YG1265 Auto Shotgun - This shotgun is pretty much exactly the same as the
other one except for the fact that it's semi-auto.
This would be the preferable shotgun to have, but
it's pricey.
+++++++
SMG
+++++++
Schmidt Machine Pistol - This gun is only available to the Counter-Terrorists
and is basically just a fully automatic, silenced pis-
tol. It's bullets travel about the same distance as a
terrorist's starting 9mm and has the same sized bullet
but it can unload a lot more of them a lot faster.
Ingram Mac-10 - This is the sub-machine gun only available to the Terrorists.
It's more powerful than the Schmidt Machine Pistol since it's
bullets are bigger, but carries 20 bullets less in the spare.
In this case, it's better to be a terrorist.
KM Sub-Machine Gun - This is a pretty accurate auto machine gun. It's clip-size
and power allows for head-on confrontation, and it's a
fairly cheap buy if you need a good gun.
KM Ump45 - This is a much, much better gun than the KM Sub-Machine Gun. The on-
things it lacks in are the firing rate (lower, but still high) and
the 5-bullet decrease in clip-size. The fact that it's bullets are
almost twice the size though gives it a much better punch and "kill-
factor" and is a great deal for only 200 bucks more.
Es C90 - Now here's a gun! This baby holds 50 bullets a clip and is pretty damn
accurate too. Those 50 bullets though are relatively small, so they do
travel far, but they don't do a ton of damage. Try and get a good head
shot or a ton of bullets into the person before they see you and you
will be all set with this one.
++++++++++
Rifles
++++++++++
IDF Defender - Though this gun looks cool and looks strong, of the rifles, it's
probably the weakest. It's inaccurate with rapid-fire at long
ranges and it's bullets are pretty small compared to the other
rifles. If you want a rifle though and don't have money for oth-
er guns, go with this. It's best to stay ducked down and fire
though to increase the accuracy.
CV-47 - This is pretty much the weapon-of-choice for the terrorists and with
good reason! It has a nice-sized bullet, is fairly cheap for how good
it is, fires far, is very accurate in bursts (which is all you need
with this sucker!), and has a great firing rate! It's basically an AK47
and of course, is worth the money.
Schmidt Scout - This is just a nice little sniper rifle. It's cheap, it's bull-
ets are a good size, it fires very far, very well, and is of
course, best used while ducking down, that way you improve the
accuracy. Aim for the head for a quick, easy kill. It zooms in
twice with the right-mouse key.
Krieg 552 - This is one of the more neat guns in the game. It looks and sounds
strong, but due to the bullets' size, it's actually pretty weak. It
is a decent gun though, for it has a scope on it (activated by
right-clicking) that can help improce some aim. It's accuracy is
pretty decent as well. I personally don't think it's worth the cash
but you may find you like it for taking out groups of enemies at
semi-long ranges. Remember to duck, though.
Magnum Sniper Rifle - This is basically the n00b-rifle. It's a sniper rifle
with bullets so big, they could take off Godzilla's leg.
It kills in one hit and zooms twice to extreme ranges.
The only fallback is that the character manually unloads
the shell, taking some time, so make sure you get a hit
the first or second time... and stay far back. The gun is
a bit pricey too, so don't expect to use it every round.
D3/AU-1 - This is a semi-automatic, long-range sniping rifle. It's power to
kill is pretty good, killing people in one or two, MAYBE three shots.
Since it's a sniper rifle, the only strategy I can really give it to
just stay far back from the action, well-hidden.
Clarion 5.56 - This is just a small assault rifle. It's Rate of Fire is enor-
mous, which would probably explain the secondary function of
"Burst Fire" that you can enable. If you're strapped for cash,
but still need/want a long-range (though no zoom), pretty accur-
ate rifle on the Counter-Terrorist side only, go with this gun.
Maverick M4A1 Carbine - Now here's the Counter-Terrorist weapon-of-choice. If
you have the money, this should be the first weapon you
buy. It comes with a silencer, has a nice firing rate,
is very accurate and powerful, and is pretty much the
gun you'll see the other CTs with... and for good rea-
son. It's an all-around great gun, just like the T's
CV-47.
Bullpup - Personally, I never buy the Bullpup. There really isn't any reason to
spend the extra 400 dollars for it when you can have the Maverick.
The only difference between the Bullpup and the Maverick is the Rate
of Fire. The Bullpup's is slightly faster. Sure, the Bullpup can zoom
in just a bit, but you rarely will need to. This is also a Counter-
Terrorist-only weapon.
Krieg 550 Commando - This is also a CT-only weapon. It's not to be confused
with the Terrorist's Krieg 552. This here is a semi-auto
sniper rifle with excellent accurate, even when firing
quickly. It's a very expensive gun though, so if you're
going to buy it and use it, then at least use it how a
sniper rifle should be used. Otherwise, you'll be out 4200
bucks.
++++++++++++++++
Machine Guns
++++++++++++++++
M249 - This hunk may cost 5000+ dollars, but it can sure be worth it in a small
and compact level. It has 100 bullet per clip, is pretty damn accurate
for a few thousand feet, and unloads bullets like all hell has broken
lose! If you can get within close proximity to your enemy, the only
thing that should be able to stop you is a bullet in your skull.
++++++++++++
Grenades
++++++++++++
Flashbang - When thrown, you have about 3 seconds to take cover or you'll
hear a small 'bang' sound and will be blinded for a good three or
four seconds by a bright, white light. You can throw these further
by aiming the up in the air. Use these to completely blind your
opponents in a room or hallway, then rush in and kill them as they
run about.
He Grenade - The 'HE' stands for "High Explosive". This is just your basic
grenade. The closer to get it to an enemy, the more damage the ex-
plosion will do. Try and toss it into groups of people.
Smoke Grenade - When thrown, you have about 3 seconds before your hear a small
popping sound and the area around the ground becomes engulfed
in a thick cloud of smoke for about 15 seconds. It offers a
place to hide or take cover. You can also completely obscure an
enemy's sight if you throw one into a narrow hall. Then you can
also hide inside it and shoot them and they're barely be able
to see you!
===============================================================================
+------------------------+
| Section XIV. - Credits |
+------------------------+
I'd like to thank a few sources who inevitably helped me write this guide. They
are as follows:
1. GameFAQs for posting this guide on their site.
2. Whoever it was that first created the original Counter-Strike mod.
3. Valve for continuing the production of such an awesome game!
===============================================================================
This Guide has been brought to you by:
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