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| basic strat: Movement |
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» author: Mr Bond
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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 1992—the 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 practice—I'd just like to make a point about what to aim for. As with all modern shooters, CS supports body-hit-detection—so 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 are—they 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 game—even 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 alive—ducking 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 areas—balance, aiming and dodging—you 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.
—Mr Bond