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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.
MAP Strats
These are strategies for specific maps, covering attack and defense.
CS_siege Terrs: This is an easy map to defend. the garage is a great choke point to stage a fight. there are two ways to handle this point. you can have everyone stay in the garage and cover the sewer and the hall, or you can use a flanking strategy. you can bring the Hs out into the fray in the hopes that an itchy trigger finger will shoot them instead of you.
first: everyone stays in the garage, but there are certain assigned places for each person. have a person with a rifle that has penetration guard the sewer. that way when they hear foots steps, they can shoot them through the door. set a sniper at the rear covering the corner in the entrance. he will server as sniper AND bait. positions a person on either side of the entrance. these two will be doing the work. the two covering the entrance will take turns forcing people into and out of cover. the sniper will be seen as the easiest target, so most people will be busy trying to take out the sniper while the others rip them to shreds if the garage is lost, try to send one person to guard the hostages (use them as ody sheilds) while the other heads down the sewers. the sewer person will either A: buy time for the person guarding to re-situate themselves, or B: flank the CTs while they try to take out the H defender.
Second: This is similar to the first except that the person guarding the door takes him AND the sniper down the sewer once the first two engage the enemy. the two guarding the door should try to keep the enrance for as long as possible, but if need be, fall back to the garage for intense close combat. As soon as the enemy is engaged in the entrance, the sniper and door man head down the sewers. the sniper covering the dor guard until he gets to a bend, then the sniper cathces up and the door guard checks the corridor. they continue this way until they get to the stairs. from here they WALK up and listen for enemy activity if none, they clear out the second story. then the sniper heads to the roof and the door guard heads on the ground. if the two people guarding the entrace are good, the door guard will see the enemy with his backs turned to him for easy kills. the sniper, covers the door guard, but should check back near the bend in the canyon for an enemy sniper stationed on the rocks. if all goes well, the enemy will have no idea what hit them.
CTs: this is a hard map to overtake. you will more than likely kill all the Ts before you have a chance to rescue any Hs. There is a really good flanking strat that can be performed in 3 ways.
First: set up 2 teams. one will be a single man (the flanker). he should be the best player, because he will usually have to take out enemies while out numbered. the second team is composed of a sniper, and 2 people who will be working to lure the enemy out into the sniper's range. the flanker should rush to the sewers and wait at the top of the stairs until the sniper is in position. the sniper should camp on top of the rocks in the canyon's bend. this gives him a perfect view of the entrance, and also lets him cover people coming out of the bunker. the two people who are working as bait to lure the Ts should get on either side of the entrance. the flanker should rush the sewers, and when he gets to the door in the T's base, stand back by the corner, using it as cover and aim at the door. the bait will then begin ducking in and out of the entrance's turn, getting the Ts to waste ammo and hope to get them out to the sniper. the bait should NOT pop in and out very quickly. give it about 3 seconds between. from here two things can happen: 1) they do nothing 2) they take the bait and begin to come out. if they take the bait, continue to lead them to the sniper, but once they are in the open, take free shots. once this happens, the flanker will storm the T base and clear out any stragglers. if they Ts decide to wait, then you will be forced to storm the base. this is tricky use the boxes as cover, and use HE and Flas bangs a LOT to get them away from the entrance. the sniper should get by the box near the corner to snipe any Ts in the back. once you have gotten halfway to the garage, signal the Flanker, and the flanker will take the enemy from the side, then serving as a target while the rest rush in and take the Ts out. if there is a T camping in the base, use leapfrogs to get the Hostages, and get them out of there. that way, the T can camp, but the Hs will be rescued, and the CTs win.
BOTH: if you are flanking and kill an enemy in the sewers, fall back to a defensive position, because the enemy now knows where you are, and they will usually send out someone to take care of you.
AS_Oil
CTs: this is a map in which you exercise speed at securing a choke point. there are two paths which the VIP may take. which one he takes doesn't matter, because the fire fights usually occur at the surface. send 2 people with the VIP one in front, and one in back the person in back, walking backwards to prevent sneak attacks. the 4th person take the rout the VIP is NOT using, clearing out any Ts. both teams whouls not stop at all, unless it is to gun a T, even then, most Ts in this part of the map are rendered stationary (ducts, small areas they are squeezing through) so it should be easy to take them out quickly. both teams meet up on the third landing of the stair case. if one is late, the second WAITS. The teams then head out. usually the T's aren't covering their backs, so send one person to the roof tops to take out any Ts up there. the roof top person should check thier back when getting on the roof though (up at the T respawn on the top most roof). the roof top person also checks for a sniper in the sniper tower. if ther is one, then a second takes the sniper tower while the VIP and third guard head out towards the shaded area with the box. the VIP ducks for cover while the guard 3 checks out the area. once the roof tops are cleared, the person in the sniper tower heads to the escape area to clear it, while the person on the roof goes on top of the bunker and drops down in front of the entrace splashing cover fire. simlutaneously, the VIP and guard 3 head to the escape area, with the guard sticking by the VIP until he escapes. even if there is an enemy, the VIp should make the dash, because there are very few people good enough to kill the VIP with the cover fire being splayed. If a memeber of the team goes down, one person should clear the roof, and the CTs should ignor the sniper tower even if there is a sniper. the reason being, not many snipers are good enough to take out the VIP from that distance, and the man power can not be spared. take the bunker same way, but if there is a T rushing the VIP, the VIP goes for COVER while the guards take the T down.
Ts: This map can be difficult, because those attempting to get the VIP early will be forced into exposed positions, and the surface makes for an easy get away unless you have a crack sniper. since this is more of a camping map there isn't any real strategy to taking the VIP. if you should spawn inside the rig, stay there, and hope for an opportunity to take out a: the VIP if he is ALONE b: any guards with the VIP c: a single straggler. if they pass by you and don't see you, take out the person in the rear with 3 well placed head shots. you are probally going to be gunned down, but the Ts have it easy if they are evened up. if you get the VIP by himself, stay AWAY. he WILL win a knife fight. just circle strafe and aim for the head. for those on the surface, there is a semi-choke point. the third landing on the stair case. all paths the VIP takes leads him past there. station a person on the fourth landing to snipe people coming from the bottom of the elevator room. set 2 people to cover the corridor that leads onto the 3rd landing, and have a person covering the stairs. the 2 covering the corridor should be positioned so that one is standing across from the bend and one is standing right next to the corner so that as soon as someone rounds the bend there are two people shooting. if they take the lift, or the sniper is taken out, rush to the top, and set a person at each of the fourth landing's exits, with the last person centered looking at the platform. this is a VERY messy situation in which all are aiming for the VIP. if the VIP begins dodging and is actually sucessdul (never see it though), the person in center begins taking out CTs. if all goes well, the VIp should be dead in 1 to 3 seconds.