CS-Nation

Covering the future of Counter-Strike
using grenades to win
he grenade
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cost: $300
description: Produces an explosive blast that damages nearby enemies.
Part I Most people use grenades mainly for trying to wound others. True, the grenades do, and I agree with the fellows: grenades are virtually useless.

Sound is very important in CS, and whether or not you can hear where your enemies are coming from can effect your result in the round. If the enemy knows where you are, you're as good as dead. If you can somehow deceive them, and make them think you are someplace else, you can use the element of surprise to catch them off guard and kill them easily. Provided you can kill normally, this won't be a problem, but if you sometimes have trouble being able to stay alive in a fire fight, it's better to master that first.

Flash grenades are useful when the enemy can see you, and you need to make a quick getaway. Throwing one and firing a few rounds while strafing behind a corner is the way to do this. Then you can quietly walk away. Occasionally, I will use this technique and start walking towards them, so when their screen becomes clear once again, I'm in their face and (using the element of surprise), I can kill them with ease. I find these the most versatile grenades.

HE Grenades are fun, but they don't do very much damage unless practically your whole team chucks them into the same group of enemies. Then you'll get a kill or two. A good technique I use for HE Grenades is only use them when the enemy can't see IT. If they can see the angle at which it is coming from, they can tell where you are. That's a bad thing. HE grenades are good for getting place to place while under heavy or sniper fire. For example, in cs_siege, terrorists can pick off a considerable amount of CT's with a couple of snipers. If the rest of your CT team has been blown away, and the only thing separating you and them is the big red container, don't use the HE to try and wound the snipers. Try to avert their attention to get out of their line of fire. Perhaps throw it to one side, and as it explodes, dash in the other direction. THis means they have to move a longer distance to go back to where you are, and there is a much greater chance of them missing.

smoke grenade
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cost: $300
description: Produces a temporary cloud of smoke in order to mask your team's movements.
I don't find Smoke grenades particularly useful, but if you are running a high end machine and you have a cable modem or something, you can quickly disable some of the high-pingers with these. Smoke grenades means fastsprites, and fastsprites is complete hell for people with 5.0 fps normally. These grenades will lower fps drastically, and if you can make it through, you can get by without your enemies knowing. So once the grenade stops spewing smoke around, they'll still think you're in your previous position.

These are just things that work for me, but my main point is to always know where your enemies are. If you are in a crossfire with somebody else, and you both duck for cover, try to imagine what HE is thinking and what HE is seeing. Try and predict what his next move is. If you can stay one step ahead of him, he's toast.

-n0ctu|2ne

Part II This is a rather short strategy description, but it works well.

Often when you are on a small team playing against another small (OR large) team, rushing or hiding simply doesn't work. Often in this case, a team will have to use their brains rather than sheer firepower. One way to do this is through making your enemy think you're doing what you're not.

flashbang
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cost: $200
description: Temporarily blinds people caught in the blast radius (ideally, but fails often) in order to help your team infiltrate an enemy stronghold.
You know that there are three types of grenades available to you in CS. This strategy focuses on mainly the HE grenade and the smoke grenade combined, but a flash grenade can easily take the place of the HE. We will still need the cover of the smoke grenade for this.

One man can be designated the "stay-behind" grenade tosser. He will purchase these two grenades, and take it solo as quickly as possible to a popular spot in the map. He might choose to wait a few seconds at his destination, but that can be either helpful of harmful depending upon the speed at which the enemy approaches the location. This man should probably station himself in the entrance that his team members would usually take to enter this location. Still on his side of the entrance, one smoke bomb or flash bomb can be thrown into the open to blind any players of the other team. After they are most likely to be "disabled," throw in the HE grenade for the extra look of an oncoming attack, and run (or walk) like hell to catch up with the rest of your team.

This is why we have one man carrying this grenade. How often is it that a single player will stock up on every type of grenade? Not very often, so most players will assume multiple attackers. Meanwhile, the rest of the team takes a stealth entrance to swing in behind the enemy players awaiting the attack force from the choice location. Sometimes the teams may still clash, but there is a good chance that the enemy team players will still be waiting for the smoke to clear, while what they're really waiting for is their death from behind.
-Jeff Wyman