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  1. Hello and welcome to my next guide, everyone. This time I'm talking about which weapon is the best and why. Let's start! The guns menu offers almost every weapon in Counter-Strike. The auto-snipers and the machine gun aren't included, because of their big capability. These are the weapons that you should pick: 1. AK-47 This automatic rifle is the weapon you would see in every round, used by the builders. It offers a good amount of bullets, high damage and enough accuracy if shot the right way. You would pick that over the M4A1 (which has higher accuracy), because the damage it deals is slightly higher and we don't need the accuracy on this mod. The AK-47 is good for every base and that's why it's chosen a lot. Magazine: 30 rounds Rate of fire: 600 RPM Firing mode: Automatic Reload time: 2.43 s Damage: 2. Galil The Galil is a weapon you'd less likely see used by someone. However it's a great weapon, because it has a 35-round magazine, 5 more than all other assault rifles (who all have 30 rounds per magazine). It deals less, damage but it's fire rate is higher. That could save your life, if a zombie gets in your base. By statistics, the accuracy is less than the AK47's, but the spray is more controllable. Magazine: 35 rounds Rate of fire: 666 RPM Firing mode: Automatic Reload time: 2.6 s Damage: 3. M3 This shotgun is an absolute doom for the zombies. The damage is ridiculously high, that's the main reason you should take this weapon. The M3 is much better, than the XM1014, not because of the higher damage, but the accuracy and the 1 more round in the magazine. However, it's not really that good for air bases, because of the short range it has. The one by one bullet reload can turn the tides of battle and save your life. Magazine: 8 rounds Rate of fire: 68 RPM Firing mode: Pump action Reload time: 4.6 seconds from empty Damage: 1. Deagle The Night Hawk is the most famous pistol in the history of CS. When using it, you should always go for headshots, otherwise you lose the strength it has. The only disadvantage is the 7-round magazine, but overall it's enough for executing a zombie if you ran out of bullets on your primary weapon. You should also avoid spraying bullets. When you're using it, make sure to be patient with the shots, otherwise it becomes extremely inaccurate. Magazine: 7 rounds Rate of fire: 200 RPM Firing mode: Semi-automatic Reload time: 2.2 s Damage: 2. Dual Elites These pistols don't have a cap on the fire rate, meaning that it's the fastest shooting weapon in the game. They are not really good vs. the Tanker, because of his armor, So make sure you break his armor first. They are also a good hit and run weapon, if you couldn't enter your base on time. Also the long reload time can play you, so make sure to reload when there are no zombies entering your base. Magazine: 30 rounds Rate of fire: 750 RPM (to infinite) Firing mode: Semi-automatic Reload time: 4.6 s Damage: These are the best weapons considered by me. You can leave a reaction or a comment on what you think on the topic. I really want to help new players with such topics. Tell me what you want me to do next. Have fun on the battlefield!
  2. Hello and welcome to my first guide on this forum. I'm known as G4Choppa (it's a new nickname). I have a couple years of experience in this mod and 10+ years in Counter-Strike overall. In this guide I'll talk about the zombie classes and which class should fit you the most. #1 Classic Zombie Health: 3000 Movement Speed: 260 Gravity: 1.0 #2 Fast Zombie Health: 2000 Movement Speed: 325 Gravity: 1.0 #3 Jumper Zombie Health: 2500 Movement Speed: 285 Gravity: 0.5 #4 Tanker Zombie Health: 4000 Movement Speed: 210 Gravity: 1.0 *In addition: 200 Kevlar Vest and Helmet There isn't really a zombie we can call "the best". Every zombie has it's special attributes. The Classic Zombie is good for long tunnels, since it can survive 2-3 magazines of ammunition. The Fast Zombie is good for catching people struggling to enter their base on time during the preparation phase. The Jumper should be used for climbing air bases quickly, but is really good for roaming around the map and killing people, since it can jump on top of blocks. The Tanker is good for short bases (traps, scrollers, layers), since he packs a lot of HP and isn't that fast. A lot of players play mainly with the Jumper, but that's a big mistake. The class choice should be depending on the bases and the map. For an example, if there are a lot of air bases, my choice is the Jumper. But if the bases are mainly on the ground, the Jumper isn't really that good. During the years, I've gained a lot of experience and I'd be happy to share it with you in such topics. I hope it was helpful. Please, leave a reply, if you want more of these and I would take my time to write some. Have fun on the battlefield!
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