CS 1.6

Five pro secrets in CS 1.6

Tricky and effective technical tricks of professional players in Counter-Strike 1.6. We reveal the main of them.

Like any computer game, Counter-Strike 1.6 was full of different secrets, and some of them were soon revealed by avid gamers. But some of them were solved only by real professionals – the eSportsmen.

Let’s understand the special techniques of the great game, which were used by the eSportsmen to achieve high results and entered the history of victories.If you are interested in this game you can download cs 1.6 here.

1. Penalties

The first thing that always distinguished an experienced fan of “CS” from a beginner – the ability to make a competent shot. Simple corner or box shots did not require much skill, but in pro matches, you could sometimes see some truly amazing phrases.

The most popular map among fans of shooting was de_nuke. It was even called “cardboard”, alluding to the large number of through textures.

That’s how one of the most famous American players, Jordan “n0thing” Gilbert, took advantage of this favorite pro trick.

Of course, there were also plenty of shoot-throughs on other maps. On de_train, for example, good through shots required real preparation and many hours of hard practice.

2.  Grenades

The basic rules of handling grenades in Counter-Strike were known to all: if you want to cause more damage with a combat grenade – throw it directly under the player, the closer to the face of your opponent the luminous grenade explodes, the longer the flash effect will be.

Not everyone knew about doflashing and tricky grenades, though. By “doflashing” you mean the effect of completely blinding a grenade again, even if it exploded behind the player’s back. This happened if the first projectile blinded the player and the effect did not go away completely. Because of this, you could see players being under the flash effect for an incredible amount of time (up to 15-20 seconds).

Funny, but in some pirate versions of CS 1.6, the “pre-flashing” effect was the opposite. And blown up behind the back of the blinded “flash drive” removed all the negative effects. However, this bug was not widely used, because the cybersport matches were mainly held on the official version of the game.

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Of the trademark tricky flash grenades, of course, it is worth noting a few of the most effective. For example, the so-called “snap grenades” – grenades that blinded a certain part of the map, leaving the opponent not the slightest chance to dodge.

3. Sounds of footsteps.

An experienced player in Counter-Strike 1.6 has always been distinguished by the ability to hear everything that happens around him: any sounds could give away the movement of the opponent and allow you to make important phrases. The game had several typical textures, to which were attached their own sounds of steps. For example, the sound of footsteps outside (on the sand) or in the snow, as well as the sound of running on a metal surface.

Interestingly, running on metal textures could sometimes be disguised as normal by running along the very edge of the surface. This trick was used by most of the more or less experienced players on the map de_train, where thus concealed the movement of the trains.

4. Cloaking steps

Another way to hide their movements on the map was masking their footsteps with gunshots or other sounds. Usually this technique was used when it was necessary to hide the characteristic sound of a jump from a height. For example, jumping off the roof on the same de_nuke.

Usually the experienced player at the moment of landing shot under his feet. Thus, for the defender inside the building it all looked like a short shot outside. Needless to say, with the growing popularity of this technique such disguises lost much of their meaning, since it became clear to everyone what such short shots meant.

Other sounds could be disguised in a similar way. For example, opening doors or using ladders. It worked really well in the dynamics of fast combat.

5. Sound Triggers

Lastly, a little more about the sounds in the game. Many maps had their own unique (or not so unique) short-term sound effects that activated when certain conditions were met. For example, a player ran through a specific area on the map. This sound was common to all and in some cases as if revealing the actions of opponents to the player.

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