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This is bootman's second installment of Counter-Strike For Dummies. In this article we look at the CT pistol round and ideas behind making tactics on a couple maps. Come inside to check it out. ![]() The Counter-Terrorist pistol round is one of the most important rounds of the half. Not only is it a pistol round, but how you play it will also determine the third round. In this article I'm going to start off by explaining ideas behind making Counter-Terrorist pistol tactics and then I'll go over a couple I came up with real quick on several different maps. First off, when talking about Counter-Terrorist pistol rounds I have always had a favorite saying. That saying is “If you don't get your HE grenade off in this round, it is a waste of a round”. There is no reason that all five players shouldn't get their HE grenade off before they die in this pistol round, even if you know you are about to die you need to get that HE grenade off, it is crucial. You will see a lot of my tactics like to spot long rage positions in order to give you plenty of time to get your HE grenade off. Always remember that this is not a gun round and not many people are going to be able to pick you off across the map with one bullet to your face. They can, but it is rare. The last, but most important part about creating a good pistol round for the CT side is setting up so that the offense can not get the bomb down. Giving up bombsites is a no-no on this round. A couple good examples are playing outside of the bombsite in B on de_dust2, or playing very far back on de_train in the inner bombsite. As mentioned in my previous article, if the offense gets the bomb down in the pistol round they are guaranteed $4,000 in the third round. If you don't let the offense get the bomb down you are pretty much guaranteed two more rounds just like in the old days. Now we'll get to the fun part! |






User Comments
This makes the starter pistols very effective if you aim for the head. USP is 1-hit kill at medium-close distances and glock is 2-hit kill from most distances.
Since players can still afford a vest, aiming for the body in the pistol round is a big gambit..especially if you're a ct (since armor + glock is a very common terrorist buy.) If you try to shoot an enemy in the chest and he/she has a vest, it can take up to 9 bullets from a usp and upwards of 12+ bullets with a glock to kill. In other words, it can be over 4 times more effective to aim for the head.
This means that it's worth it to take that extra milisecond to put your crosshair on your opponents head.
It's also important to know that CTs have a slight advantage with their superior starter pistol, but remember: If you're a terrorist with a glock, you can beat any ct, no matter what they bought, by getting the first headshot on them. This is because getting hit in the head with no helmet messes up your aim royally for a few seconds. If you goosh them first with your glock, they become easy pickings. Goosh them again or hit them a few times in the body to finish them off.
Keep this in mind if you're a ct with a vest. If you can conceal your head somehow, he'll be forced to hit you in the arms, legs, and chest with his glock...i.e. he'll be doing like 9 dmg per bullet, giving you a huge advantage.
Anyways, pretty basic setups, tho giving up B on dd2 by covering outside isn't such a big deal imo.
If you can pick off 2 guys outside, and stay alive. You'll have a better chance than if the 2 b-players inside pick off 3 and drop.
And anyway, if a team is skilled enough, they'll get the bomb down, even if you are 2 guys inside b.
Aiming for the head takes extra precious miliseconds and focus. This is because, obviously, it's a much smaller target than the rest of a player's body, and can be in two different locations, depending on of the opponent is standing or crouching.
In a fight between two players, often (read: in gun rounds) getting the first hit is often more important than getting a headshot. One example is if he's weak enough that 1-2 body hits will finish him off anyway (which is quite common.) Or as another example, with the awp, where 1-hit to either the body or the head will kill.
Remember, when a player is coming around a corner, his elbow/arm/side is visible before his head. If two players with equal reflexes are fighting, and one takes extra time to aim for the head before firing while the other simply sprays his foe's body, the one who sprays will most likely win, because he hits his foe first, stunning him, and causing him to miss.
Also, sometimes when two running/walking players encounter each other, one or both of them will crouch. Imagine the following scenario with player A and player B, who have equal reflexes:
Player A rounds a corner and finds player B right there, standing and waiting. Both players have AK-47s. Player A aims at player B's head, but suddenly, player B crouches right as player A presses the trigger. Meanwhile, player B aims at player A's lower-chest area, and player A crouches right as player B preses the trigger. Who will win the fight?
Player B. Here's why:
Player A's chances of winning the fight are next to none. He has missed his opponents head, because his opponent has crouched, and his head is no longer where player A put his crosshair. Even if he survives player B's first shot, the rest of his shots will kick upwards, even further away from player B's model. Player A has erred.
Player B, on the other hand, hits his opponent square in the head with the first shot, because his opponent has crouched, and his head is now located where the lower-chest area would be if he (player A) was standing.
See what I'm getting at? Aiming for the head against an opponent who is standing is risky. If he crouches at the moment you shoot your first bullet, you'll miss. What's worse, the rest of your shots will kick upwards missing even more! Aiming at the lower chest area, on the other hand, is a good bet, because If your opponent does crouch, your crosshair will be on his head when you fire your first shot...a sure way to win any fight!
Even if he doesn't crouch, at least you'll still hit him in the lower chest, stunning him. And the rest of the shots will kick upwards towards the enemies head, probably resulting in headshot on the 4th bullet or so. Crouch or no crouch, you have a much better chance of killing your opponent aiming for the lower chest than aiming for the head in this particular situation.
These are just some of the reasons you still see tons of body kills in CPL demos, instead of just all headshots. Top players can pretty much aim for the head all the time, but sometimes it's not the best option.
I recognize the emphasis you're putting on nade placement. After (just fo r the hell of it) scrimming some Denmark based teams, I first realized that even pugs can place nades better than I've ever experienced in NA, but it was somehow not winning the rounds.
The comparative disregard for nade placement experienced on my team wasn't losing us the rounds, and so I've decided there needs to be a happy median, where rounds should have SOME emphasis on nading, but there should also be a recognition that sometimes you can shoot them in the head instead :D I know, as an example, that my team has run extremely successful t-strats based heavily on 3/4 man stacked picks, shooting off CT's attempting to do just what you've described (remember the cschina t-pistol at long on d2 stacking the stairs?)
I suppose it revolves around personal opinion. I can see Bootman trying to push a more european-style of gaming (in the sense of nade-usage), but you can't neglect that there is something to be said for a mix between the NA and European style.
ct's are given a superior pistol so that they can buy nades and flashbangs... giving them an advantage over the terrorists who bought glocks + armor. there isn't need to aim for the head if an enemy has already had two nades dropped on him
Love is Eternal ;)
It always worked well too.
Nice read bootyman
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