Counter-Strike 2

Counter-Strike 2

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[CS2] Useful Tips & Tricks for anyone starting CS
By Fireeagle
A simple package giving you the knowledge which may give you the upper hand in dire situations or add a little something to your gamesense.
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The Defuse tricks
I'll make this one pretty clear, because you just need to know those.

Throwing nades while defusing
  • When defusing you can throw nades with RIGHT CLICK so if you have a flash but already started the defuse, throw it ! You may just blind the T peeking you and get him to miss !

    This also works with sniper scopes, or any alt-fire which means you can trick an enemy into thinking you're scoping and waiting for him, but stick the defuse !
    PS : does not apply to the R8 alt-fire.

    The Deaf Defuse
  • Just flashing the enemy even at 1% will make his ear ring for a short time, use this time to start defusing, there's a good chance he wont hear the defuse start sound.

    When defusing
  • If you move your crosshair too fast while defusing, the defuse will stop and you'll hear a distinct spark noise.
  • You can still crouch while defusing, just be aware that spamming crouch will make you crouch and get up slower and slower, so use it mostly to try and dodge the headshot when fired upon.

    Pros don't fake
    Stick that defuse like a maniac, until you get peeked, don't be scared by a little bullet weezing by your ear.
    If you've got teammates around, HOLD THAT DEFUSE LIKE A FEARLESS PSYCHOPATH.
Pistol round Meta
Aaaah, the pistol round, a core part of the game, here are some insights on what you need to know to avoid a mistake during this crucial round.

First, remember, you've got 800$.

When on CT
As a CT, your starter pistol (USP-S/P2000) are great, with a one-hit kill headshot potential at any range, a kevlar is a good choice to go along it.
However you may buy nades to your need or if you expect a push from the enemy, sometimes you also may want to buy another pistol with a higher fire rate or more ammo.
The five seven shall be avoided on pistol rounds in favor of the P250 or Dual Beretta, you'll learn why right under there.

When on T
Here's where you can be creative, smokes, flashes, the glock isn't a one hit kill headshot from afar so try to close the gap as you have more ammo in your mag and a good firerate.
For better firepower, see the Dual Beretta and P250.
The tec-9 is out of the question as it suffers from the same issue as the glock : no long range one tap potential due to a high damage falloff and a VERY bad dispersion when spamming it.
The P250 mostly will be if you choose to buy utility - grenades - as for the dualies, you can choose to just buy them for you, or get a kevlar and ask your friend to drop them to you, this makes you extremely dangerous during the pistol round.


Second, let's feed your brain with some knowledge.
A small Review of the pistols on the pistol round
This list focuses mainly on each pistol aspect for the pistol round.
Images show the standing accuracy of each pistol.

  • P250 | 300$ : Good. Despite it's accuracy beeing worse than the starter pistols (glock/P2000/USP-S) it's higher damage, armor penetration and fast firerate make it an extremely efficient partner on close range (and this will MELT unarmored oponents), in addition, it can one hit headshot on longer ranges, unlike the glock.
    Outside of the pistol round, the p250 is a relatively good sidearm considering it's cheap price.

  • Dual Berreta | 300$ : Good. Choosing the duals is a good compromise to the lack of accuracy of the P250, you can either use them to hold a choke as ct or to combine them with a kevlar as T.
    The dualies have a predictible recoil pattern, meaning you can shoot in rapid succession and still land shots if you compensate.
    After the pistol round it's relatively not so useful.

  • Five-Seven | 500$ : Average. A great pistol, but not on pistol rounds, only use it if you're going to engage the enemy at close range - fire in short burst, the five-seven has good accuracy on the 4 first shots and a recoil pattern - (it will kill ennemies with 4 bullets in the chest and 3 in the stomach at close range). But it lacks accuracy, is even less accurate when running and can't one shot in the head at longer ranges. Not worth spending those 500$.
    After the pistol round, the five seven is a particularly powerful semi-side arm, thanks to it's one-hit headshot potential on armored oponents at close range. You can buy it alongside full utility on it's own and still get the coffee done.

  • Tec-9 | 500$ : Bad. The tec-9 is the same as the five seven, with more accuracy : can't one tap from afar but one-hit headshots on close range regardless of armor. Except you can't spamm it, if you do, you'll be more inaccurate than a jumping AK-47 Silver.
    However, you have an extreme accuracy while running - the best in the game - so use that in order to be hard to hit, keep moving and tap slowly while aiming the head.
    Outside the pistol round, the tec-9 is the arch-nemesis of any close angle holding CT, the one hit potential with the extremely strong tapping accuracy while running makes it a very good force buy and sidearm choice

  • Deagle | 700$ : Bad. Particular one, the Desert Eagle, three hit to the chest or two to the stomach, sounds good yes, however, this is pistol round, the dude in front of you just has to spamm at you while you're crouched and you'll get hit by a headshot. Not really something to get unless you're going for a Deagle only game.
    The Deagle is pretty much the mother of anti-buy rounds, go for it if you're confident in your aim, or if you're going to crouch spamm it from a corner to get an easy kill.
    And remember the deag spamm has been nerfed.


  • R8 Revolver | 600$ : Bad. R8. Huuuuuu. You want to play scout but you don't have enough money yet. Or you wanted a big tec-9. Be careful to the low ammo reserve.
    Outside of the pistol round, it's like a Deagle, with delay but running. A pocket scout.

  • CZ-75 | 500$: Average? Even less accurate than the five seven, it can't one hit headshot from afar (neither close on armored oponents) and you have a total of only 24 total bullets. BUT IT'S AUTOMAAAAATIIIC. Avoid it for the pistol round unless you manage that trigger discipline.
    Basically, you get this to not have to spamm click the five seven, get a kill, and take the other guy's boom stick.

  • Glock | Starter : Average. It's not bad, but it's not good either. No one hit headshot potential from a distance, low damage, not so great accuracy.
    However, it sports 20 rounds in the mag, a good firerate and movement speed. It also has a burst mode which is hellishly innacurate but can be controlled by pulling down and become deadly when used properly. Though almost anything else WILL be better as soon as you can.

  • P2000 vs USP-S | Starter : Good. Pretty much the vanilla taste, they're efficient at their job.
    The trade off is either if you want a better accuracy and recoil recovery
    or more ammo and one more round in the chamber.
Movement
Movement will be splitted in two categories : Air strafing and Acceleration or inertia

Acceleration and counter strafing
Acceleration
The important first : Acceleration, or inertia is the principle that when you press a movement key, your character does not instantly move at full speed, you're giving him acceleration, which builds up to the max speed, then to stop, your character has to slow down due to the movement's inertia.

Counter strafing
As you let go of your move key, your character loses speed naturally before stopping, in that time, the accuracy of your shots will also improve as you move slower and slower until full stop.

So what we do, is to give acceleration in the opposite direction of the current movement by pressing the opposite key of the current direction to stop faster, meaning beeing accurate faster, and hitting your shots earlier.




Xantares peek
A particular one : the "Xantares peek", now you know about acceleration, you probably will understand that you need some distance to reach maximal movement speed.
The Xantares peek is peeking angles at max speed, so to do this, you simply have to take some distance from the angle, run sideways (like any peek duh) and finally, counterstrafe to stop immediately on the angle, the rest is up to your crosshair placement and aim.
Air Strafing and crouch jumping
Air Strafing

Next, let's talk about one of the most famous source engine bug features : Air Strafing.

So what is air strafing ? Those of you who play surf or do Bhop actually experience it, less commonly known as "air control" it allows you to manoeuvre your character while in mid-air.

The Benefits of learning Air Strafing
You'll be able to escape around corners faster and gain an advantage when picking ennemies or by bunny hoping.




How to do it ?
Pretty easy, run, jump and during this jump Press D or A and move slowly your mouse in the direction of the key beeing pressed. You'll start changing your trajectory, congratulation, you just achieved an Air Strafe !

How is it working ?
Well, when you Air Strafe you actually gain SPEED that's what Bhopping uses to make you go faster, by keeping the momentum and hitting the ground the less possible time.

Picking with air strafing
After training yourself a bit, you'll be able to run and hide behind corner with Air Strafing, but instead of fleeing, why not use this, to attack ?
Start by running, jump, do the airstrafe land crouched (so the jump penalty goes away faster) and take the shot, because you arrived faster than normal, you'll get your ennemy off guard... most of the time.
(This is very situational, you'll be better off just doing a Xantares peek)
Note : a Xantares peek is peeking sideway at full speed instead of just sticking and peeking close to the angle, combined with counter strafing and proper crosshair placement it is a surprisingly violent and efficient way to engage

Crouch Jumping
Crouch jumping, you jump first, then you hold crouch.
Why would you do it ?
Because you'll reach obtascles that are higher you wouldn't be able to reach with a normal jump.
Doing it this way allows you to keep your momentum, as crouching before the jump will make you loose speed.
The extras
  • Molly extinguish fire
  • Nades temporary clear smokes


  • Avoid left side peeking, you'll show more of your body from the left than the right, making you easier to hit and see coming
  • When moving slowy/sneaking your jumps will make no noise when jumping, the fall will. Use this in combination with crouch-jumping to reach higher places without making noise
  • When hitting an enemy, it emits a sound, so if you hear it while shooting through a smoke... keep shooting there. This also works with grenades and the hit sound is directional,
    as shown in this clip[i.imgur.com]
  • Clicking Mouse1 shoots, normally

    There will be more to come here in terms of little mechanics you may need to know.
End of the guide
This guide is mostly meant to give you basic information and knowledge you might've not known, so even if you learned only one thing, I'm happy you learned something.

Thank you
6 Comments
Emo Experat 16 Oct, 2023 @ 11:56am 
this is one of the best beginners guides i have ever seen
Xenization 14 Oct, 2023 @ 7:20am 
ty
Fireeagle  [author] 14 Oct, 2023 @ 7:01am 
cl_showpos 1, it displays position information, you need to enable server cheats with sv_cheat 1 (this will not get you in trouble, it's basic in-game commands for devs)
Xenization 14 Oct, 2023 @ 6:43am 
what is the command for the part you show airstrafing?
pontius pilato 10 Oct, 2023 @ 3:36pm 
for crouch jumping you need to crouch first then jump forward
⛧Heroin Father⛧ 10 Oct, 2023 @ 8:12am 
Great guide for newer players 🫡