Pistols
The pistols are the cheapest guns in the game. They are a player's secondary weapon, and usually are only used in pistol-only rounds; at the start of the game when nobody can afford larger guns; or when ammunition supplies for the larger guns have been exhausted. They are only semi-automatic, and typically lack power, but can be quite effective if aimed carefully.Glock 18
- Price: $400
- Country of origin: Austria
- Caliber: 9mm parabellum
- Magazine capacity: 20 rounds
- Weight (loaded): 0.3kg
- Projectile weight: 9g
- Muzzle velocity: 1932 feet/second
- Muzzle energy: 475 joules
- Special traits: Can be fired in 3-round burst mode
USP tactical
- Price: $500
- Country of origin: Germany
- Caliber: .45 ACP
- Magazine capacity: 12 rounds
- Weight (loaded): 1kg
- Projectile weight: 15.2g
- Muzzle velocity: 886 feet/second
- Muzzle energy: 553 joules
- Special traits: Can be fitted with a silencer
P228
- Price: $600
- Country of origin: Switzerland/Germany
- Caliber: .357 SIG*
- Magazine capacity: 13 rounds
- Weight (loaded): 1.03kg
- Projectile weight: 8.1g
- Muzzle velocity: 1400 feet/second
- Muzzle energy: 600 joules
The P228 has a higher rate of fire than the Desert Eagle, a larger magazine, and it only takes about five shots to the chest to kill a target. You can't snipe with this like you can the Desert Eagle though, and like all other pistols it does not penetrate walls. Learn to use the strong recoil of the gun to increase your ability to hit a target and increase the chances of getting a head shot (it deals over 100 damage to the face). It may have a faster firing rate than other pistols, but its unexceptional middlingness make it mostly a curiosity or a niche gun.
- Note: The P228 is only chambered in 9x19mm and appears to be a P229 which is offered in .357 SIG.
Desert Eagle
- Price: $650
- Country of origin: Israel
- Caliber: .50 Action Express
- Magazine capacity: 7 rounds
- Weight (loaded): 1.8kg
- Projectile weight: 19.4g
- Muzzle velocity: 1380 feet/second
- Muzzle energy: 1650 joules
If you crouch and pick your shots you can snipe with this pistol and get headshots from ranges that most people will think they're safe during pistol rounds. The bullets also penetrate players and walls, which despite its magazine size, can make this gun shine in close quarters and in forcing foes out of hiding. It is by far the most versatile pistol and probably the best buy in the game, dollar for effectiveness, which is why it's the most popular handgun for advanced players.
FN Five-seveN
- Price: $750
- Country of origin: Belgium
- Caliber: 5.7x28mm
- Magazine capacity: 20 rounds
- Weight (loaded): 0.618kg
- Projectile weight: 2g
- Muzzle velocity: 2345 feet/second
- Muzzle energy: 465 joules
- Team: Counter-terrorists only
Good weapon if used correctly, but with this gun the trick is to stay away from close range fights (except if you are sure you can get 2-3 shots to the head). Compared to the dual Berettas, it's weaker and has a lower rate of fire, but better accuracy and low recoil compared to other pistols. Perhaps a good companion gun to a shotgun or close-in primary weapon.
Dual 96G Elite Berettas
- Price: $800
- Country of origin: Italy
- Caliber: 9mm parabellum
- Magazine capacity: 30 rounds (15 rounds on each pistol)
- Weight (loaded): 1.15kg
- Projectile weight: 8g
- Muzzle velocity: 1280 feet/second
- Muzzle energy: 606 joules
- Team: Terrorists only
Practice makes perfect. Once you become proficient with these you become a very formidable force. You can also buy these during the first round of a new map, which will give you a significant advantage in terms of magazine size. Headshots are key with this gun.
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
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
- 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
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
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
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. 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: 68 RPM
- Weight (loaded): 3.5kg
- Projectile weight: 3.8g/pellet
- Muzzle velocity: 1250 feet/second
- Muzzle energy: 2429 joules
For the price, this is one of the best buys in the game, but only in the hands of someone who knows how to use it. It can be something of an equalizer against a better-financed team when money is tight. In a panicked close-range fight it can sustain its low rate of fire for a long time and a reduced rate of fire after that.
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
This is pretty obvious, but the bots' behavior is quite strange, since they shoot, load, shoot, load, etc. 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
One thing it might be good at is spraying through walls at close range when you suspect an enemy, since like all rifles, the Para, and the Desert Eagle, it can pierce walls and objects, and its large magazine makes it better equipped than most for sustained fire. If you do rely on spraying this is the one gun that is probably in most danger of running out of ammo, because you still get the standard 120 rounds total.
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
AK47
- Price: $2500
- Country of origin: Russia
- Caliber: 7.62 M43
- 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
M4A1 carbine
- Price: $3100
- Country of origin: USA
- Caliber: 5.56 NATO
- Magazine capacity: 30 rounds (maximum 120 rounds with three spare magazines)
- Rate of fire: 1905 RPM
- Weight (loaded): 0.22kg
- Projectile weight: 4g
- Muzzle velocity: 4990 feet/second
- Muzzle energy: 570 joules
- Special traits: Can be fitted with a silencer
- Team: Counter-terrorists only
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 have about five bullets left: if your foes charge, you can quickly switch to a secondary and then back to the M4 to empty your magazine at them. As always, attaching the silencer reduces damage and recoil.
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
To snipe, zoom in on the enemy, and shoot one shot at a time. It actually seems more accurate than the AUG or the counter-terrorist version. In at most six accurate shots, you can kill someone from medium/long range. However, you should only use the scope at long-range, as the rate of fire falls dramatically when scoping.
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
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: 600 RPM
- Weight (loaded): 7kg
- Projectile weight: 6g
- Muzzle velocity: 3930 feet/second
- Muzzle energy: 600 joules
You can use this in a closed space, like cs_office, or a large place, like de_aztec. For close 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 new players 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 three 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
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, use the automatic sniper rifles instead, 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
SG-550 commando
- 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
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.
AWP ~ Arctic Warfare Police (AI AWP 7,62) 7.62x51 sniper rifle
- 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
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. 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.Every grenade makes at least one damage if you manage to hit your enemy with it, so there is a possibility to kill an enemy with a flashbang or a smoke.
Flashbang grenade
- Price: $200
- Special traits: You can only carry two of them
Even if the flash didn't affect them, chances are enemies had to take cover and are less likely to be in a proper firing position right away. Flashbangs can also make a good distraction if you need to retreat.
Counter-tactic: If you see one land in front of you, you have several options. First, if no cover is available, quickly turn 180° directly opposite of the flashbang. This will minimize the effect to where you can still make out the area. The second is to open fire in the general direction the grenade came from hoping the enemy will be discouraged to go through with their attack. Thirdly, you can throw your own flashbang near yourself, or if possible, at the expected direction of your attacker. While you will be blinded again, there's some chance an attacker charging you will also be rendered blind.
Smoke grenade
- Price: $300
- Special traits: You can only carry one of them
1: Concealing your own team's movements when you're moving out of cover.
2: Enveloping your enemies in a smoke cloud, which disorients and blinds them while allowing your team free movement around the area, and if their cover is penetrable or limited, the smoke cloud can be sprayed at with little hope of retaliation. This often works well in conjunction with flashbangs to completely disorient your opponents.
3: In the case of a defensive position; for example, stopping attackers coming through double doors (a narrow but bullet-penetrable choke point), a smoke on the point of entry makes it difficult for enemies to coordinate their exit (they may block each other accidentally because they can't see each other) and prevents their retaliation. This is really effective in conjunction with a machine gun, or with silenced weapons (especially the M4) which do not have muzzle flashes, which are visible through smoke.
High-explosive grenade
- Price: $300
- Special traits: You can only carry one of them
Miscellaneous
Other weapons are: explosives, not actually weapons, or gametype-specific, and can't be categorised with the others.Knife
The knife has a primary and secondary attack. Primary attack will knife faster, but does less damage (about 12 damage). Secondary attack is about twice as slow as the primary, but does 55 damage in every attack, so two attacks is a confirmed kill. If you knife the enemy from the back with this attack, it will instantly kill the enemy, no matter the amount of hitpoints or armour. Players tend to throw HE-grenades at the target and then use the knife for a faster and safer kill.
The range of the primary attack is a bit higher, giving you a small advantage in knife fights if you want to avoid getting hit by the secondary attack. However, if you are not a pro with the knife, don't even think about it.
Kevlar
- Price: $650
Kevlar and helmet
- Price: $1000
Don't rebuy armor if it's higher than 60. There's no difference between 100 armor and around 60ish armor.
Nightvision
- Price: $1250
C4 explosive
- Team: Terrorists only
Bomb defusal kit
- Price: $200
- Team: Counter-terrorists only
A Counter-Terrorist can defuse a bomb about ten seconds without a kit. With a kit, it takes five seconds.
Thanks