At the beginning of a round each player has a certain amount of time (usually 30 seconds) to buy equipment. The buy menu contains the following:
Handguns/pistols
- .45 USP Tactical ($500) - CT starting equipment. 12 round clip. Optional silencer reduces accuracy and damage slightly.
- Glock 18 ($400) - T starting equipment. 20 round clip. Optional 3-shot burst mode.
- Desert Eagle[?] ($650) - 7 round clip. Very powerful. Only pistol with penetration.
- Sig P228 ($600) - 13 round clip. Moderate power. Highly accurate.
- Beretta Dual Elites ($1000) (akimbo) - Terrorist only. Two 15 round clips give ammo advantage. Low to average power and accuracy. Slow reload. Use as a cheap submachinegun.
- Five Seven ($750) - Counter-terrorists only. 20 round clip.
Shotguns
Shotguns are reloaded one shell at a time and can be fired while reloading.
- M3 Super 90 Combat ($1700) - Pump shotgun. 8 round clip. Sizable recoil time between shots. Large amounts of damage. One shot at close range can kill immediately.
- xm1014 ($3000) - Full auto shotgun. 7 round clip. Empties quickly. Less damage per shot than pump.
Submachineguns/automatics
- MP5 Navy ($1500) - 30 round clip. Accurate, cheap, mostly controllable at full auto. Very popular.
- Steyr TMP[?] ($1250) - Counter-terrorists only. 30 round clip. Silenced, quite controllable, low power.
- FN P90[?] ($2450) - 50 round clip. Accuracy is bad. Full auto doesn't make it worse. Ammo advantage.
- MAC-10[?] ($1400) - Terrorists only. 30 round clip. Decent control at full auto.
- UMP ($1700) - 25 round clip. Higher power version of mp5. Less accurate first shot and less controllable full auto.
Rifles
All rifles can shoot through objects and damage things on the other side.
- AK-47 ($2500) - Terrorists only. 30 round clip. More power than Colt. Less accurate and controllable when fired rapidly. Nearly a sniper rifle when burst firing. In the real world the AK is said to fire while dirty, which the M-16 can't.
- Sig 522 Commando ($3500) - Terrorists only. 30 round clip. Similar to Steyr Aug with 1 level scope. Seems more accurate.
- Colt M4A1[?] Carbine ($3100) - Counter-terrorists only. 30 round clip. Accurate and controllable. Optional silencer.
- Steyr Aug ($3500) - Counter-terrorists only. 30 round clip. 1 level scope. Lower accuracy and controllability than Colt.
- Steyr[?] Scout Sniper Rifle ($2750) - 10 round clip. 2 level scope. Needs a headshot to drop someone in one shot.
- Arctic Warfare Magnum ($4750) (see footnote) - 10 round clip. 2 level scope. Powerful (400% damage with 1 shot to head). Accuracy quite bad while moving or without scope. One of the few weapons that will drop a person with 1 shot to the chest. This weapon drops an unarmored opponent in one shot no matter where the hit, be it arm, leg, or foot. This is commonly a "disgraced" weapon, as many feel it is too easy to kill with it.
- D3/AU1 Semi-Auto Sniper Rifle ($5000) - Terrorists only. 20 round clip. Requires several shots to kill, but has long recoil time between shots.
- Sig 550 Sniper Rifle ($4200) - Counter-terrorists only. 30 round clip. Semi automatic sniper rifle. Similar to D3/AU1, but less powerful.
Machine guns
- FN M249 Para ($5,750) - 100 round belt. Hard to control. Shoot everywhere you think someone might be, you've got the ammo. At submachinegun range or longer, an mp5 will do damage faster then the Para due to the Para's recoil. This is the most expensive weapon available.
Miscellaneous
- Kevlar armor ($650) - Offers mild protection from bullets and grenades.
- Kevlar armor with helmet ($1000) - Offers slightly more protection for the head.
- Flashbang[?] grenade ($200) - If you are near it or facing it, your screen will go white and sound will turn off for a short while. NOT recommended for new players as it is very easy to blind your own team accidentally. Max capacity 2.
- HE[?] grenade ($300) - "Safety grenades" do about 50 hitpoints of damage at the point of explosion. Great for softening enemies, finishing off wounded or scaring ambushers. Great practice for new players, though they should only be used after you've shot your enemy a few times. When friendly-fire is off, the grenade can still injure or kill you if mis-thrown, but it won't injure your teammates. Max capacity 1.
- Smoke grenade ($200) - Creates distraction and cover near grenade. Max capacity 1.
- Defuse kit ($200) - Counter-terrorists only on de_ maps. Reduces time to defuse bombs.
- Night vision[?] goggles ($1250) - Allows wearer to see in total darkness. Taking goggles on and off makes a distinct sound that your enemies can hear. In normal light, the goggles can make things difficult to see.
The Arctic Warfare Magnum (AWM) is often referred to as the AWP. This is probably due to a misunderstanding in previous versions of the game, where it was called the Arctic Warfare/Police.
Each player also starts out with a combat knife; unlike the other weapons, the knife cannot be dropped. The knife has a fast, moderate-damage primary attack and a slow, high-damage secondary attack. The knife's secondary can kill most opponents with two stabs. Players are able to run faster with the knife at ready than with a gun out.
See also : Counter-Strike
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