Counter-Strike: Source/Weapons

Sub-machine guns
The sub-machine guns are the next cheapest, and pack more firepower than the pistols. Many players prefer to use SMGs over full-blown rifles due to the weight advantage (SMGs weigh less, and therefore the player can move faster) and the fact that if they're aimed properly, they can kill just as effectively and quickly as a rifle or shotgun.

MAC10



 * Price: $1400
 * Country of origin: USA
 * Caliber: .45 ACP
 * Magazine capacity: 30 rounds
 * Rate of fire: 857 RPM
 * Weight (loaded): 3.82kg
 * Projectile weight: 15.2g
 * Muzzle velocity: 919 feet/second
 * Muzzle energy: 584 joules
 * Team: Terrorists only

The MAC10 is similar in many respects to the TMP. However, its rate of fire is slower, and its power is greater. You can use the MAC10 in a similar fashion to the TMP, and it copes well at close range, but since its accuracy is appalling, you can't effectively snipe or fire long-distance with one.

TMP



 * Price: $1250
 * Country of origin: Austria
 * Caliber: 9mm parabellum
 * Magazine capacity: 30 rounds
 * Rate of fire: 857 RPM
 * Weight (loaded): 1.3kg
 * Projectile weight: 8g
 * Muzzle velocity: 1280 feet/second
 * Muzzle energy: 606 joules
 * Team: Counter-terrorists only

The TMP (or "Schmidt Machine Pistol") is the cheapest counter-terrorist sub-machine gun, but is very useful if wielded correctly. It may not be particularly powerful, but its rate of fire is almost unmatcheable, and is thus an exceedingly effective spray gun, especially in confined spaces. If aimed properly, and fired at the right time, one player can take down most of an enemy team with headshots, using only a TMP.

MP5 navy



 * Price: $1500
 * Country of origin: Germany
 * Caliber: 9mm parabellum
 * Magazine capacity: 30 rounds
 * Rate of fire: 800 RPM
 * Weight (loaded): 3.42kg
 * Projectile weight: 8g
 * Muzzle velocity: 1132 feet/second
 * Muzzle energy: 637 joules

The MP5 navy has a high rate of fire, decent accuracy, and decent power. If you aim for the head, you can pull off consistent headshots typically before the other person has time to react. The accuracy is poor at longer ranges, but up-close it's good.

Tip:This is the most common submachinegun, as it has small recoil and the crosshair is the same while running, walking or ducking.

UMP



 * Price: $1700
 * Country of origin: Germany
 * Caliber: .45 ACP
 * Magazine capacity: 25 rounds
 * Rate of fire: 600 RPM
 * Weight (loaded): 2.27kg
 * Projectile weight: 15.2g
 * Muzzle velocity: 1005 feet/second
 * Muzzle energy: 625 joules

The UMP is similar in many respects to the MP5 navy, but has a slower rate of fire. It is a slightly more powerful weapon, and is somewhat lighter, but the slower rate of fire means that you can't pull off the "surprise kills" you can with the MP5 navy.

P90



 * Price: $2350
 * Country of origin: Belgium
 * Caliber: 5.7x28mm
 * Magazine capacity: 50 rounds
 * Rate of fire: 900 RPM
 * Weight (loaded): 3kg
 * Projectile weight: 2g
 * Muzzle velocity: 2345 feet/second
 * Muzzle energy: 465 joules

The P90 is the ultimate sub-machine gun. It has a massive rate of fire, with decent accuracy and lower power, meaning that it's best used as a spray weapon. The large magazine (largest in game excluding the M249) lends itself to this, and so the P90 should always be used to spray at people's heads.

Shotguns
The shotguns are a special group of weapons. Most players can either use shotguns properly, or they can't. Correct use of a shotgun entails precise timing (not necessarily good aim) about when to shoot, especially with the pump-action M3 super 90, as mis-timing of a shot can mean death due to pumping time.

Tip: Reload sooner as opposed to later. With the shotguns each round is reloaded individually, and you can fire to interrupt the reload.

M3 super 90



 * Price: $1700
 * Country of origin: Italy
 * Caliber: 12 gauge
 * Magazine capacity: 8 rounds
 * Rate of fire: N/A
 * Weight (loaded): 3.5kg
 * Projectile weight: 3.8g/pellet
 * Muzzle velocity: 1250 feet/second
 * Muzzle energy: 2429 joules

The M3 super 90 is an incredibly powerful weapon, but has a long pump and reload time. One shot to the head with this shotgun will kill somebody, but mis-timing the shot will mean you have to evade their fire until you've pumped for the next shot. The M3 super 90 works considerably better at close range, but some people have been known to snipe with one. However, this isn't advised.

XM1014



 * Price: $3000
 * Country of origin: Italy
 * Caliber: 12 gauge
 * Magazine capacity: 7 rounds
 * Rate of fire: 400 RPM
 * Weight (loaded): 4kg
 * Projectile weight: 3.8g/pellet
 * Muzzle velocity: 1250 feet/second
 * Muzzle energy: 2429 joules

The XM1014 is an auto-shotgun, meaning it doesn't have the pump time of the M3 super 90. It allows you to fire off all 7 rounds in two seconds or less, and is quite deadly. However, it is slightly less powerful than the M3 super 90, so usually two shots will be required to kill somebody. It is also almost double the price of the M3 super 90 and considerably heavier. Regardless, it's a very powerful weapon, without the pump drawback of the M3 super 90.

Tip: This is pretty obvious, but the bots' behavior is quite strange, since they: shoot, load, shoot, load.... I tested this, and this increases the accuracy of the gun by taking out the recoil, so do that if you are stuck with a group of people, with no where to run. At least you won't waste any ammunition if you die.

Rifles
The rifles are the most powerful automatic weapons, and the most commonly-used. Players need a fair amount of money to be able to buy one, and they therefore typically only appear during the second round of a game, after pistols have been used in the first round. Due to the firepower of any of these rifles, aim is not a requirement of use, but their effectiveness can increase dramatically if the seconds are taken to crouch down and aim for a player's head. Doing so will mean two or three shots are fired instead of ten.

IMI Galil



 * Price: $2000
 * Country of origin: Israel
 * Caliber: .223
 * Magazine capacity: 35 rounds
 * Rate of fire: 675 RPM
 * Weight (loaded): 4.35kg
 * Projectile weight: 4g
 * Muzzle velocity: 2013 feet/second
 * Muzzle energy: 1712 joules
 * Team: Terrorists only

The Galil has a high rate of fire, and decent accuracy, but is low-powered. It is good as a cheap rifle, and will get you many successes, but other more-powerful rifles are likely to win in a straight fight.

FAMAS



 * Price: $2250
 * Country of origin: France
 * Caliber: 5.56 NATO
 * Magazine capacity: 25 rounds
 * Rate of fire: 1100 RPM
 * Weight (loaded): 3.4kg
 * Projectile weight: 4g
 * Muzzle velocity: 2212 feet/second
 * Muzzle energy: 1712 joules
 * Team: Counter-terrorists only

The FAMAS is a decent weapon compared to some other rifles and SMGs. It has a decent rate of fire and is very accurate, but it is not very powerful. It has a burst fire mode which is useful for ammo conservation or when you have a very itchy trigger finger. This gun excels at long range, it gives a skilled user the ability to easily pull of single shot headshots, but is not very useful in close range because of its lack of power.

AK47



 * Price: $2500
 * Country of origin: Russia
 * Caliber: 7.62 NATO
 * Magazine capacity: 30 rounds
 * Rate of fire: 600 RPM
 * Weight (loaded): 4.79kg
 * Projectile weight: 7.9g
 * Muzzle velocity: 2329 feet/second
 * Muzzle energy: 1992 joules
 * Team: Terrorists only

The AK47 is one of the classic weapons included in every game. It is powerful, has a high rate of fire, and good accuracy if fired in small bursts. Most terrorists will use the AK47 almost exclusively, and it's a safe bet for any player on any map. Remember to fire in small bursts only, as in longer bursts, all the accuracy is lost and you will most likely miss your target by a long way.

Tip:This weapon will kill anyone with a single headshot, no matter they wear helmet or not.

M4A1 carbine



 * Price: $3100
 * Country of origin: USA
 * Caliber: 5.56 NATO
 * Magazine capacity: 30 rounds
 * Rate of fire: 685 RPM
 * Weight (loaded): 3.22kg
 * Projectile weight: 4g
 * Muzzle velocity: 2900 feet/second
 * Muzzle energy: 1570 joules
 * Special traits: Can be fitted with a silencer
 * Team: Counter-terrorists only

The M4A1 is the counter-terrorists' equivalent of the AK47. It is powerful, has a rapid rate of fire, and is slightly more accurate than the AK47, especially when only a few shots at a time are fired. It is a capable weapon in the hands of any player, and most counter-terrorists will use it if they have the money available. If you crouch when firing with the M4A1, headshots are very easy to achieve, and you will most likely kill with one headshot.

Tip: Many people find it easier with a silencer in certain conditions...for example, when facing a large group of enemies at the double-doors in de_aztec. If you are sure you can kill them, since they don't have good accuracy, put on the silencer and start spraying at their lower bodies. The recoil should bring up the attack box, shooting their chests, or possibly even their heads. Also, reload after you get about 5 bullets left.

SG-552 commando



 * Price: $3500
 * Country of origin: Switzerland
 * Caliber: 5.56 NATO
 * Magazine capacity: 30 rounds
 * Rate of fire: 727 RPM
 * Weight (loaded): 3.1kg
 * Projectile weight: 4g
 * Muzzle velocity: 2900 feet/second
 * Muzzle energy: 1570 joules
 * Special traits: Has a usable scope
 * Team: Terrorists only

The SG-552 is a more expensive weapon (which raises the question of why the terrorists can purchase it). It is about as powerful as the M4A1, but has a higher rate of fire, and the addition of a scope, enabling both sniping and assault tactics to be used. It is a very good all-round weapon, but many players can't buy it due to its high price.

Tip: Although it is an automatic rifle, you can actually snipe with this, as said above. Zoom in on the counter-terrorist (or terrorist, this also works with the AUG), and shoot one shot at a time. It actually seems more accurate than the SG-550 (was that the name) or the counter-terrorist version (or was it the terrorist version? Oh well). In at most 6 accurate shots, you can kill someone from medium/long range. However, you should only use the scope at long-range.

AUG



 * Price: $3500
 * Country of origin: Austria
 * Caliber: 5.56 NATO
 * Magazine capacity: 30 rounds
 * Rate of fire: 727 RPM
 * Weight (loaded): 4.09kg
 * Projectile weight: 4g
 * Muzzle velocity: 2900 feet/second
 * Muzzle energy: 1570 joules
 * Special traits: Has a usable scope
 * Team: Counter-terrorists only

The AUG is the counter-terrorist equivalent to the SG-552. It also has a scope, and is about as powerful as the SG-552. However, it is considerably heavier, and therefore will impede movement more than the other weapons. Despite this, it is a very good weapon both for assault and sniping, and it's only the high price which prevents many players from using it.

Machine guns
There is only one machine gun: the M249-SAW. It is one of the most expensive weapons, but also has one of the highest firing rates, and can be used very effectively as a spray gun. Contrary to popular belief, the machine gun is actually quite accurate when firing one round at a time, and can be used to snipe in a similar manner as a rifle.

M249-SAW



 * Price: $5750
 * Country of origin: Belgium
 * Caliber: 5.56 parabellum
 * Magazine capacity:100 rounds
 * Rate of fire: 900 RPM
 * Weight (loaded): 7kg
 * Projectile weight: 6g
 * Muzzle velocity: 3930 feet/second
 * Muzzle energy: 600 joules

The M249-SAW is an very expensive weapon, with a rapid firing rate and a large clip. Each round does not inflict a particularly high amount of damage, and it isn't particularly accurate unless fired in single shots or short bursts, but the spray power from an M249 is almost unbeatable. Due to the fact it carries a large ammunition bin, the advised way of using an M249 is to shoot anything that is vaguely out of the ordinary. Shoot round corners as you jump round them. Shoot at anything that moves.

Tip: You can use this in a closed space, like CS_office, or a large place, like de_aztec. For closed spaces, shoot at every corner, and for large spaces, when you are being shot at, keep your finger on the trigger and search for the enemy. When you see some red blood, keep it there and either: spray (if it is close-range) or burst (in either situation, preferably long-range). Also, for both situations, use it for covering fire when facing the group (or person, please do it in group-vs-group), aka shooting at the group without bursting. The noobs would retreat, and the pros would stay, leaving your team to kill the pros, unless they are smart enough to retreat once their whole team retreats or everyone besides the pro died. This weapon is somewhat like the AWP with the scout; it is expensive, and it is sort of hard to use effectively. People also say this weapon is a stupid person's weapon, and pros don't use this, but that is false. If you can kill 3 people using this with a expert level (bots), then you are a pro. Otherwise, keep practicing.

Sniper rifles
The sniper rifles are the most specialised weapons available. They are all either non-automatic, or semi-automatic, and designed for careful aiming over long distances. They all boast telescopic sights, and several of them (namely the AWP and the automatic sniper rifles) are banned on many servers due to their extreme firepower. Before using a sniper rifle on the internet, it is advisable to practice carefully with bots locally, as it takes skill to wield a sniper rifle well. When buying a sniper, it is always a good idea to buy a good pistol as well, since snipers are extremely poor in close-range combat (since they don't have crosshairs unless zoomed, and zooming in at close-range is not advised).

Scout



 * Price: $2750
 * Country of origin: Austria
 * Caliber: 7.62 NATO
 * Magazine capacity: 10 rounds
 * Weight (loaded): 3.3kg
 * Projectile weight: 8g
 * Muzzle velocity: 2800 feet/second
 * Muzzle energy: 2200 joules
 * Special traits: Has a usable scope

The scout is the cheapest sniper rifle, but does the least damage, taking two body shots or one shot to the head to kill somebody, and is bolt action, meaning the gun must be cocked after every shot, taking time. The scout is the most accurate sniper rifle, and is very light, allowing for fast running speeds. The accuracy of the scout is such that it will still be moderately accurate while strafing, unlike the AWP.

Tip: If you are inaccurate don't use the scout, because if you are unable to hit people in the head you will be very ineffective with the scout. If you aren't very accurate, I would recommend the automatic sniper rifles, as they give you more opportunity to take repeat shots. Also, the scout is widely believed to be a pro gun, so if you are good with it that's great, but beware that it is known as a pro weapon because it is very difficult to use effectively.

G3/SG-1



 * Price: $5000
 * Country of origin: Germany
 * Caliber: 7.62 NATO
 * Magazine capacity: 20 rounds
 * Weight (loaded): 4.41kg
 * Projectile weight: 8g
 * Muzzle velocity: 2800 feet/second
 * Muzzle energy: 2200 joules
 * Special traits: Has a usable scope
 * Team: Terrorists only

Along with the SG-550, the G3/SG-1 is an auto-sniper, and as such is banned on most servers. When sniping with the G3/SG-1, it is important not to get carried away with the fact that this gun is an auto-sniper: each consecutive automatic shot is considerably less accurate than the last, and going overboard with rapid fire will quickly empty the twenty-round magazine.

SG-550



 * Price: $4200
 * Country of origin: Switzerland
 * Caliber: 5.56 NATO
 * Magazine capacity: 30 rounds
 * Weight (loaded): 7.02kg
 * Projectile weight: 4g
 * Muzzle velocity: 3100 feet/second
 * Muzzle energy: 1650 joules
 * Special traits: Has a usable scope
 * Team: Counter-terrorists only

As with the G3/SG-1, the SG-550 is an auto-sniper, and banned on many servers. The SG-550 is less powerful than the G3/SG-1, but fires faster and is $800 cheaper. Its accuracy falls dramatically with each consecutive automatic shot, so it's best to fire one or perhaps two shots at a time, then pause and re-aim.

Tip: Use it when you are playing with beginner bots. Act like it is a real sniper rifle, and shoot and wait for the bolt-action substitution. The beginners are fairly stupid, and will usually shoot above the head, hoping for a head-shot. This is practice for using a scout for real tournaments, as the "auto-snipers" are a disgrace to most servers and, as listed above, will be banned. If you are up to the challenge, play against "professional" bots. Also, if you can, change the settings to (possibly) sniper rifles only. This will help you get better with killing other snipers.

AWM (Arctic Warfare Magnum)



 * Price: $4750
 * Country of origin: UK
 * Caliber: .338 Lapua Magnum
 * Magazine capacity: 10 rounds
 * Weight (loaded): 4kg
 * Projectile weight: 20.2g
 * Muzzle velocity: 7000 feet/second
 * Muzzle energy: 7000 joules
 * Special traits: Has a dual-optical scope

The AWP is the largest and most powerful sniper rifle, killing in one shot in most cases. It is banned on most servers, but if you are allowed to use it, make good use of the scope. The AWP's scope is very detailed, and proficient snipers can jump out from behind cover, zoom in, fire and kill somebody then hide again multiple times and not get hurt. Training for hours offline with bots or online in deathmatch servers is the best way to go about learning. The drawback of this gun is that it isn't very accurate while moving, you have to actually stop moving and fire for the bullet to hit the target. Also, beware that this gun is sometimes believed to be a cheap gun because of its very high power and overusing it is discouraged in public servers. However unknown to others is the fact that this gun can be defeated. Using zig-zagging and unpredictable movement and awper can be taken down. This takes a bit of practice but can be achieved.

Tip: To chamber a new round faster than would otherwise be possible, you can change to a pistol, then back to the AWP very quickly. If practiced enough, this will result in a faster chamber time. Miscellaneous Fact: This weapon is almost exclusively known as the AWP (Arctic Warfare Police), but is actually intended to be the AWM (Arctic Warfare Magnum).

Grenades
These weapons can be thrown, and are irretrievable once thrown. Skilled players will bounce them off walls so that they land around corners; this is especially useful with flashbang grenades, which you don't want to look at once they've been thrown.

Flashbang grenade



 * Price: $200
 * Special traits: You can only carry two of them

The flashbang grenade is a good cheap way to keep the enemy from hitting you. When it goes off, any players (even your teammates) looking at it – or a reflective surface showing it – will be blinded for several seconds. Any players in the close vicinity will also be completely blinded. When thrown ahead of a rushing force, a flashbang is invaluable; one method of using it is to stop just before a corner, and bounce one off a wall to go off around the corner before you jump round.

Tip: This works very well if you have a TMP, and if you have this, a TMP, and you are close-range and you are against one person, chuck the flashbang and quickly hide. Change to a knife if needed (I think it quickens your speed), and, as I said before, hide behind a rock/whatever. After you hear the flashbang go off, it is safe to come out. Spray at the enemy (assuming you are at least mid-range) and it should give you a kill, since it has a high rate of fire and is sort of accurate. Spray at the chest, or else this won't kill. Expect to get a bit of damage. This is best used against bolt-action snipers, since they have a slow rate of fire. Once the enemy is dead, you can swap weapons if its better, spending only $1400 for the gun that you just received. And a kill.

Counter-tactic: If you see one land in front of you point your weapon at the corner where it came from and spray the second it goes off. This has the neat effect of discouraging players from coming around the corner to kill you. Just periodically, but unpredictably burst in that direction until you can see.

Smoke grenade



 * Price: $300
 * Special traits: You can only carry one of them

Smoke grenades release large volumes of smoke - enough to cover about six square metres - when they go off. In the middle, the smoke is thick enough to completely blind people going through it, and somebody outside the smoke cannot easily see people inside it. Smoke grenades can be used in a similar fashion to flashbangs, although their use has to be pre-planned and you must remember to wait about ten seconds after the grenade goes off, for the smoke to populate the area.

Tip: You can actually use this to sucker-kill someone with a knife. Chuck it at the enemy, and shoot at it and strafe until the grenade goes off. Run to the enemy, and take out your knife. As I said, you should've gotten a few bullets into him, taking half of his health. Use a stab attack.

High-explosive grenade



 * Price: $300
 * Special traits: You can only carry one of them

A high-explosive grenade (or frag grenade) explodes a few seconds after being thrown, hurting or killing any players (even your teammates) near it; the damage given depends on how far away from the grenade you are. Grenades are useful to throw when you know somebody is (for example) around a corner, but jumping out to shoot them would be too risky: they're bedded in, and your accuracy would be thrown by the movement.

Miscellaneous
Other weapons are: explosives, not actually weapons, or gametype-specific, and can't be categorised with the others.

Knife


The knife is given to all players automatically at the start of each round, cannot be dropped, and doesn't cost a thing. It is the least effective weapon, but - since it requires no ammunition - can be used again and again. It is one of the ultimate humiliations to be knifed to death in Counter-Strike: Source.

Kevlar

 * Price: $650

Kevlar is an invaluable asset to have once the first few rounds have been completed, as it adds an extra layer of protection, and reduces the damage caused by enemy fire. It does not, however, make you invulnerable.

Kevlar and helmet

 * Price: $1000

Purchasing kevlar and a helmet is more expensive than buying just kevlar, but provides better protection, especially when playing against players who fire consistent headshots. The addition of a helmet protects your head, but as with the kevlar it only reduces the damage caused by bullets and does not make you invulnerable.

Tip: Unless the enemy is using a glock/weak weapon, don't buy this. Just buy a vest, since head-shots would still kill. It wastes a "precious" $350. Just buy kevlar, unless you are a chicken person, and/or you just bought an awesome gun, like a AWP. If you are one of the two listed, I don't really care. Buy it. It actually saves you in some occasions, but if you are against a sniper, never mind about buying it. They'd aim for your head, and kill you. However, kevlar is a must, except for on first rounds, since it's uncommon for someone to waste money on their pistol round.

Tip: Don't rebuy armor if it's higher than 60, unless you got dinked and your helmet fell off. There's no difference between 100 armor and around 60ish armor.

Nightvision

 * Price: $1250

Nightvision is so rarely used or needed it's almost a waste of money to purchase it. However, it does allow you to see better in the dark, and therefore can be quite useful in dark maps (a green overlay is put on your vision, and everything's brighter). In bright maps, however, it is a waste of money to buy, as using nightvision in a bright area actually makes your vision worse (things get too bright).

C4 explosive



 * Team: Terrorists only

At the start of every round on a bomb defusal map, a random terrorist is given the C4 to plant. They may drop this, and it doesn't cost them anything, but they have been entrusted with it, and it is their duty (unless they drop it) to destroy the target with it.

Bomb defusal kit



 * Price: $200
 * Team: Counter-terrorists only

When playing a bomb defusal map, a bomb defusal kit is an invaluable thing to buy. You can defuse the bomb without one, but having one accelerates the process considerably, and once the bomb's been planted, there is precious little time to waste before it goes off.


 * Note: A Counter-Terrorist can defuse a bomb about ten seconds without a kit. With a kit, it takes 5 seconds.