What Is CSGO CS: GO is a continuation of the Counter-Strike series, representing the FPS (First-Person Shooter) genre.
Unlike other titles in this category, it focuses primarily on network battles with other players.
It was released to the public on August 21, 2012 by Valve Corporation, which collaborated with Hidden Path Entertainment.
It is available for a fee both on desktops and next-generation consoles.
Since its premiere, production enjoys unflagging popularity.
It is also responsible for popularizing e-sport in the world.
Parameters, Config, Settings and Binds Starting parameters are nothing more than the settings with which our game is run.
Most of them can be set directly in the game, but some of them can be modified during the program activation.
To change the startup parameters, run Steam, in the game library we find CS: GO, then click on the game icon right-click (PPM) and go to the properties.
Then choose "general" and "game launch options".
In the field displayed, enter the appropriate command, such as refresh: - 144 -tickrate 128 -novid.
Examples of start parameters:
-console - automatic launch of the console after switching on the game
-novid - disables the intro when you start the game, and thus speeds up its launch
-tickrate 128 - sets tickrate 128 on the local server, which is ultimately 64
-full / -fullscreen - opens the game in a full window
-windowed - opens the game in the window
-noborder - disables the game frame when we run the window.
-w number - determines the width of the game window size
-h number - determines the size of the game window size
-refresh - sets the refresh rate of the monitor
-lv - with this parameter we reduce violence in CS; GO, characters instead of dying, falling with hands folded behind the head
-nod3d9ex - this command disables some Directx 9 features
-nojoy - disables the joystick support in the game
+ exec autoexec.
cfg - indicates the config file that should be automatically loaded when the game starts
+ cl_forcepreload 1 - Forces loading of all textures before entering the server
cl_crosshairstyle - sets the type of viewfinder 1-5
cl_crosshairsize - sets the size of the viewfinder
cl_crosshairgap - sets the break between the dashes in the viewfinder
cl_crosshairthicknes - determines the thickness of our viewfinder
cl_crosshairdot 1/0 - turn the dot on the viewfinder on / off
cl_crosshairalpha - sets the viewfinder's transparency
cl_crosshaircolor_b 0-255 - the saturation of the blue color
cl_crosshaircolor_r 0-255 - saturation of red
cl_crosshaircolor_g 0-255 - saturation of green colors
cl_hud_radar_scale - sets the size of the radar
cl_radar_always_centered 0/1 - centering the radar, whereby 0 removes the black background around the radar
cl_radar_scale - radar scale / sets the field of view on the radar
cl_radar_icon_scale_min - size of players' markers, bombs on the radar
cl_radar_rotate 0/1 - radar rotation
volume - sets the overall volume of the game
snd_mixahead - sets the delay of the sound
voice_scale - sets the volume of voice communication
voice_mixer_volume - sets the volume level of your microphone
voice_enable 1/0 - enable / disable voice communication in the game
lobby_voice_chat_enabled 1/0 - enable / disable voice communication in the waiting room
sensitivity - determines the sensitivity of the mouse
zoom_sensitivity_ratio_mouse - sets the sensitivity of the mouse when aiming
m_customaccel 1/0 - enable / disable mouse acceleration
hud_scaling - sets the size of the hud
cl_hud_radar_scale - sets the size of the radar
cl_hud_color 1-9 - sets the hud color
cl_hud_background_alpha - sets the hud transparency
cl_hud_bomb_under_radar - shows the icon of the bomb under the radar
cl_hud_healthammo_style - style of displaying the amount of health
cl_showloadout 1/0 - enable / disable displaying the equipment on the right side of the screen
cl_hud_playercount_showcount 1/0 - enable / disable display of live players instead of avatars
cl_loadout_colorweaponnames 1/0 - changes the display color of the weapon name on the right side of the screen
cl_showfps 1/2/3/4 - enable FPS information in the upper left of the game.
net_graph 1-3 - enable information about our FPS, ping, server tickrate
net_graphpos - sets the net graph position
0 - sets the size of the net graph font
net_graphheight - sets the net graph space
fps_max - sets the maximum amount of FPS in the game
cl_autowepswitch 1/0 - disables / deactivates the automatic weapon change when we pick it up from the ground
cl_disablehtmlmotd 1/0 - disables / disables the welcome window when joining the server
cl_showpos 1/0 - displays your speed and coordinates on the map
cl_mute_enemy_team 0/1 - enable / disable chat communication with players from the opposite team
cl_righthand 1/0 - sets the weapon to the right or left hand
Binds, in turn, is assigning one or more actions to a given button on the mouse or keyboard.
This allows you to automate the fun and accelerate the performance of certain activities.
However, it should be remembered that some tournament organizers (eg ESL) do not allow the use of specific shortcuts.
We use binders in the same way as commands, that is, enter them in the console, or enter them in the config file.
Below are some examples.
Quick grenade extraction:
bind "key" "use weapon_knife; use weapon_flashbang"
bind "key" "use weapon_knife; use weapon_hegrenade"
bind "key" "use weapon_knife; use weapon_smokegrenade"
bind "key" "use weapon_c4; drop"
Showing a bomb:
bind "key" "crate"
alias + crate "gameinstructor_enable 1;"
aka -paka "gameinstructor_enable 0;"
Zooming in on the radar:
bind "key" "+ radar"
alias "+ radar" "+ use; cl_radar_scale 0.
aka "-radar" "-use; cl_radar_scale 0.
Turn on or off voice chat:
bind "key" "mute0"
alias "mute1" "voice_enable 0; say_team Muted; alias mute0 mute2"
aka "mute2" "voice_enable 1; say_team Unmuted; alias mute0 mute1"
aka "mute0" "mute1"
Hardware Issues and Game Optimization Like most games that allow you to play with others, CS: GO is also heavily dependent on your equipment.
While playing single player productions on weaker computers can be tolerable, it is inadvisable in this type of title.
Why? Often, different factors depend on the quality of the displayed image, not to mention the number of FPS (frames per second) or no cuts.
For this reason, you should also take into account the specific settings of game graphics that can affect our fun.
The minimum CS: GO requirements for hardware with Windows:
Processor: Intel Core2 Duo E6600 or AMD Phenom X3 8750
Memory: 2 GB RAM
Graphics card: 256 MB minimum, Pixel Shader 3.
0 and DirectX 9 support
DirectX: Version 9.
Disk space: 15 GB available space
After starting the title, we can go to the settings to change our preferences regarding the quality of the graphics.
At this point, we must reckon with the fact that some options require better equipment, so it is difficult to indicate the best configuration for a medium or low-shelf computer.
You must work out the right compromise yourself.
We definitely care about the quality of the shadows.
With this option, we can spot the enemy from a further distance when hiding behind a wall or squats at a barrel.
It is also worth to raise the details of the effects that will affect the quantity and quality of smoke from grenades.
Details of models and textures are an individual matter - they do not affect gameplay, they only increase aesthetic comfort, and their reduction can relieve the computer.
The anti-aliasing mode is also unnecessary, affecting edge smoothing.
It is also a good idea to turn off the waiting for vertical synchronization and blur.
There are more problems with these options than real benefits.
Beginning, How to Begin, Tips Navigation bar - upper bar on which six buttons were placed.
The first of them, "Play", is responsible for starting the match after selecting the game mode.
Then we have "Equipment", where we decide on the skins we use, and "Watch", a place where we can view the history of their matches and the most important events from the tournaments.
Next you will find "Awards", "Options" and "Exit from the game".
The first button contains all the statistics and achievements of our account.
"Options" in turn allow you to adjust the CS: GO settings, and the last button is used to disable the program.
Supervision - this panel is visible to those CS: GO players who broke the rules or used illegal supporting software.
Shop - a place where we are informed about current promotions regarding skins, mailboxes and keys.
From this panel we will be moved further, wanting to make purchases or browse other offers.
Profile - here you will find information about our progress, decorations, level and medals.
Friends - the panel is used to view your friends on Steam and those logged in to CS: GO.
From this place you can easily invite them to play together.
News - it occupies the most space on the screen and is used to inform about current issues related to the game of Valve.
Terrorist or Antyterrorist?
In CS: GO we have two factions to choose from: Terrorists and Anti-terrorists.
The choice between one and the other comes down only to the issue of the available weapon and the role played in the game.
Neither side is stronger, the difference here is that the former have a slightly stronger arsenal, the latter in turn have the equipment with greater accuracy.
In addition, Terrorists are a bit cheaper, especially when it comes to the first copies of firearms, and do not need to buy sets to disarm bombs.
Here we come to the main difference between one and the other, meaning their role.
Antiterrorists must save hostages (maps with the beginning of cs_name), or disarm the bomb (maps with the beginning of ds_name).
Opponents analogically deal with interfering with the rescue mission or putting an explosive charge.
Of course, both sides are in the meanwhile liquidated each other.
The most important mode in CS: GO are the ranked matches, because they determine the level of the player and assign him an appropriate rank.
While the other play options are governed by their own rules, all of them have one thing in common - we do not get weapons anywhere permanently.
Both sides (Terrorists and Antiterrorists) have the initial equipment and depending on the game mode, we can get access to the remaining weapon immediately, randomly, or buying it for the duration of the match.
Do not overload
Keep in mind that unlike other shooters, CS: GO has the number of rounds available for a given weapon.
This means that we can not shoot indefinitely - sooner or later we will be without ammunition and we will have to use a knife.
This "unusual" solution causes that a large part of the players, accustomed to an infinite number of projectiles, attacks without reflection.
That is why it is worth keeping in mind the economy in distributing the magazine.
It boils down to a bigger problem, the issue of reloading weapons.
After wasting 5 bullets in the rifle, many of us have an automatic reload reflex.
This should be unlearned, because this process is relatively long in CS: GO.
At this time, the enemy can change his position or attack us.
Why? Not only that the reload takes time and makes us vulnerable, it is loud in addition.
In tight spaces you can hear the exchange of the magazine, so the opponent can easily find out where we are and that we are grounded right now.
It is not worth reloading, because with the few balls we have, we can easily eliminate the competitor.
Watch the pros, but do not pretend to be
Watching the struggle of a professional CS: GO scene is understandable if you want to learn something.
These players have a lot of experience and skill, which is why it's only natural that we want to imitate them.
The problem, however, is that their plays are rehearsed and adapted to the entire team.
They paid hundreds of hours of training for their abilities, which is why it is not worth following them blindly.
Take an example, test and model yourself - yes, it is something that everyone should do.
However, you must know the difference between this and copying.
I remind you that CS: GO is a team game, and unusual behavior can make the rest of the team not understand our intentions.
The grenade does not win
A common mistake made by novice players is the excess of faith in grenades.
Each character has 100 health points, and when purchasing the appropriate vest, an additional 100 armor points.
A carefully thrown grenade can not kill someone with a full HP bar.
He'll do a lot of damage, it's true, but he will also deprive us of an arsenal.
We can have at most up to 4 different grenades, with only two types (out of five available) wounded: explosive and incendiary.
It should also be remembered that throwing a grenade is not an easy art, this object moves on a specific trajectory, it can bounce off the walls and eg land under the feet of the allies.
In 1 on 1 situations, a firearm is much more effective than the enemy's bombardment.
We only use grenades when we know there are several enemies, but we do not necessarily use those who deal damage.
Often, a smoke grenade or blinding grenade will be better.
However, keep in mind that this weapon also affects your allies.
So instead of running around the map and throwing our toys where they fall, it is worth considering their application.
Here, note, unused grenade after our death can be raised by the enemy.
Lean out with your head
Crouching increases our accuracy, reduces the speed of movement, but also makes us quieter.
The enemy will not hear us, which theoretically gives us a million possibilities.
In practice, however, it makes us incredibly slow, which makes it easy to eliminate us.
Why? By your own mistake, which is leaning while crouching.
In this situation, the opponent will notice us faster than we do.
Therefore, if you really want to check what's around the corner, we absolutely need to use the normal walking mode.
We simply go slightly to the side and quickly hide back behind the wall.
Communication is the key
For this reason, communication with the team is the key to success.
Counter-Strike: Global Offensive has a built-in voice communicator, used to communicate within its own faction.
Thanks to this, we do not have to use external programs, only after pressing one button, we can talk with the rest of the team.
This is important because thanks to that we inform them about the position of the opposing team.
Remember that the team is there to cooperate with each other!
When we notice an enemy, it is enough to indicate its size and position of the allies, which will allow to arrange an ambush or attack with the whole group.
It is not worth changing the situation in which we can outweigh our disadvantage.
The chance that we will eliminate two enemies is smaller than when we fight 2 out of 2.
That's why communication is the most important thing.
This should be simple and factual.
There is no point in saying complex sentences when everyone in the team can have something to share.
Then there is chaos and you lose control over the situation.
Use the map
There is a radar in the game for a reason.
On it, we see the position of your team and we have an insight into the map.
Thanks to this, we can predict the movements of the competition, plan the trap and avoid the unpleasantness of shooting the ally in the back.
Aim for the head
A problematic habit in beginners is holding the crosshair at the level of the enemy's legs.
This is a convenient but completely impractical behavior.
In CS: GO, the damage to this part of the torso is the smallest, so it's worth to get a reflex of holding the sights at least at chest level.
Thanks to this we
Game Modes: What To Know CS: GO is a continuation, and by the way a refreshed version of the original Counter-Strike.
We therefore receive most of the original elements, but in a renewed form, which also applies to game modes.
Of these we have basically five:
Training course and bots
The most important element of CS: GO, because our progress depends on progress in this mode.
Most of its rules are the same as those in various e-sport tournaments.
The game was divided into 30 rounds, each for 2 minutes.
Ten players participate in the game, 5 per one faction.
In this mode there are penalties for leaving the match (these increase when we do more often), so take it seriously.
The team that wins 16 points wins, but it is possible to draw in a situation of 15 to 15.
The maps have been divided into two sections: de_name and cs_name.
The first type concerns the boards on which Terrorists have to place a bomb and ensure its explosion, and the Antiterrorians disarm it.
Of course, you can win by simply eliminating all enemies of the enemy faction.
The second type concerns the rescue of hostages.
Terrorists must eliminate Anti-terrorists.
They must escort at least one hostage out of two, or kill all bandits.
Tournament simplified mode
This mode is a less strict version of the tournament mode and is used to train in front of it.
The whole has been divided into 15 rounds, so the victory ensures winning 8.
In addition, you can confidently shoot allies and pass through them (there is no collision), and in the game takes 20 people (10 per faction).
Interestingly, the maps have been divided into three sections: operational, popular, the rest.
In the first section, boards with the currently applicable operation are available.
In the second we have at our disposal classic stages, i.
de_dust2, and in the last option we will find cs_office type maps.
It is worth adding that there are no penalties for leaving the match.
We have a division into two factions, but it is irrelevant, because all players fight against each other.
The person who kills the most people or their specific number at the time wins.
All players have access to the equipment store without restrictions.
It is similar to the tournament simplified mode.
We still have a division into two factions, each of which has to do its job - to place a bomb / disarm it.
Matches consist of 20 rounds and each round receives a new, newer weapon if the opponent has killed himself.
Killing an opponent with a knife makes him receive his senior arsenal in the next round.
Arms Race Mode
The most dynamic mode with virtually immediate rebirth time.
The rules are simple, killing an opponent instantly gets a better weapon.
The final equipment is a golden knife.
The person who kills with his help wins.
The tutorial is nothing less than a beginner's course discussing the basic issues of the game (eg steering).
Fighting with bots is a place designed for training, because it allows you to compete with a computer opponent.
The community server, in turn, is a private space for fun, created by players.
There are unique modes, maps and rules.
Ranking System It's time to go to the most important element of CS: GO, or ranking games.
They are available from account level 2 and allow you to earn rank.
These theoretically determine our abilities, but it is worth remembering that this production is a team game.
It means, therefore, that no matter how effective we are, we will not win without the support of the team (in most cases).
It may turn out that we are of low rank, even though our skills are high.
Below you will find the names of all available ranks:
☆ Silver I
☆ Silver II
☆ Silver III
☆ Silver IV
☆ Silver Elite
☆ Silver Elite Master
☆ Gold Nova I
☆ Gold Nova II
☆ Gold Nova III
☆ Gold Nova Master
☆ Master Guardian I
☆ Master Guardian II
☆ Master Guardian Elite
☆ Distinguished Master Guardian
☆ Legendary Eagle
☆ Legendary Eagle Master
☆ Supreme Master First Class
☆ The Global Elite
From zero to hero, meaning all ranks in CS: GO
At the beginning, no one has any rank.
This is matched to the player after WINNING 10 tournament matches.
There are 18 different ranks, but at the beginning of the adventure there is no possibility of getting one of the highest (eg Legendary Eagle).
Usually, it starts somewhere around Srebro II - IV, but it is possible to start even on the Golden laurel I.
These decorations are not assigned permanently.
Depending on our further progress, we can advance or fall below.
It depends on two factors: winning rounds and being MVP (the most valuable player in a given round).
After receiving the rank, it may happen that we are promoted higher, although we will lose the match.
This is due to the fact that we managed to play well and we were awarded, and we won many rounds in this particular match.
Usually, however, it is easier to get promoted by simply winning the match.
In addition, winning over people with a higher rank gives us more points for promotion.
Is it possible to check how many win wins we need? No, only the rank is a reflection of our level and we do not know when we have a chance to fall, and when to climb higher.
Players speculate on the individual points system (ELO), which determines the player's level, or its rank.
However, these are only guesses, which is why it is not worth concentrating on them.
The only certain thing is that the bigger the ratio of wins won to losers, the more difficult it is for us to get promoted.
For this it is worth remembering that the individual number of homicide does not matter that much.
The winning of specific rounds has a greater impact on winning a new rank - the game thus rewards teammates.
Thanks to it, it is better to support the team, to lay or disarm the bomb, than to run after individual killings.
Of course, the above theoretically the level of players is adequately more developed.
There are cases in which players present lower skills than it results from their rank.
However, these are few units, quickly eliminated by the system.
For the lack of an active game, we do not lose our mark, it can only disappear at the most.
Relax, we will recover it the moment we win the first ranked match.
It is also not worth wondering that the game selects us with higher ranking enemies.
This is due to the number of ELO points (invisible) held by both teams.
Both teams should represent a theoretically similar level.
We have reached this level 2 and we are starting to play.
The tournament match was divided into 30 rounds lasting 2 minutes, in which 10 players in two factions participate.
After 15 rounds, players change sides of the conflict.
It is worth noting here that getting out during ranking games is punished - the more often we do it, the more the punishment increases.
We need 16 rounds to win.
In the case of situation 15:15 we have a tie.
Terrorists can win a round in two ways: killing all enemies or putting a bomb on and detonating it (it takes 45 seconds).
It is worth noting that it is 45 seconds to the time of the charge explosion that may be an additional time.
So if at the end of the round (2 minutes, remind), we will load the load, the time of the game will be extended until disarmament or explosion, or death of all members of one of the factions.
Nothing prevents the Terrorists from mounting the load, and then eliminating the opponents.
Dangerously explosive fun
Anti-terrorists have a bit more ways to win.
They can kill all Terrorists before they charge you.
It is also possible to disarm the bomb, which takes 5 seconds with the set to disarm, or 10 seconds normally.
In addition, this faction wins automatically when no Terrorist bombs before the end of the round, and at least one Antiterrorist will be alive.
However, there is a certain difficulty - when the load is laid, and then the Terrorists die, the Counter-terrorists must disarm him to win.
The bomb is only one per round and is assigned to a random Terrorist.
However, it can be easily handed over to the ally, eg during the first 15 seconds (the so-called warm-up, allows you to make purchases in the store).
However, many people forget that CS: GO also has the second type of ranking charts.
I am talking here about the Hostage Reflection.
Due to the low popularity, this mode is rarely seen in tournament matches.
This is due to the small spectacularity.
Antiterrorists' task is the reflection of hostages (at least one of the two).
Terrorists similarly disturb them.
Detained persons are usually placed near the Terrorist's starting point.
You win when you do not manage to save a single hostage in the appointed time, or all the other faction will die.
Anti-terrorists can also win, killing all enemies.
In order to evacuate the hostage, he must approach it and raise it.
Such an escort Antiterrorist moves more slowly and has to carry his "luggage" to the evacuation point.
Economics, or money is everything
Fun in CS: GO would be much simpler if all weapons were available immediately.
However, such a solution would kill the strategic aspect of production, that is money.
These are one of the most important elements in the game and if our individual abilities are important, we will do nothing without injecting cash.
The first round of each player starts with 800 dollars and with the basic pistol: USP-S or P2000 for Anti-terrorists and Glock-18 for Terrorists.
Due to such low funds and limited initial weapons, this round is usually called pistol round.
The same is called round 16, which is the first after the change of sides (then the reset takes place and again both exchange fractions begin with 800 dollars and pistols).
Economics is extremely important
How much cash we accumulate depends on our achievements in the next rounds.
Each player can collect up to $ 16,000 with him.
However, we get money in various ways:
Killing with a specific weapon
Reward for killing with standard weapons (guns, rifles) or using grenades is $ 300.
This rule does not apply to the CZ-75 pistol (here only $ 100).
We receive $ 600 for liquidation with SMG, with the exception of P90 (here $ 300).
Using shotguns, we can get up to $ 900 for assassination.
Using a knife, we'll get $ 1,500 and AWP only $ 100.
It is worth mentioning that these amounts relate generally to the ranking mode.
For winning the round by eliminating the opposing team, the winning faction receives $ 3,250.
The same goes for when the win takes place by the passage of time.
The anti-terrorists will win $ 3,500 if they win by disarming the bomb, the same as the Terrorists for detonating the cargo.
Cash is also earned for losing:
Losing 1 round in a row - $ 1,400
Losing 2 rounds in a row - $ 1,900
Losing 3 rounds in a row - $ 2,400
Losing 4 rounds in a row - $ 2,900
Losing 5+ rounds in a row - $ 3400
It is worth noting that the person who puts the bomb will receive a bonus of $ 300, and when the Terrorists lose, despite setting the load, they will get an additional $ 800.
Recoil Control We will spend most of our time in CS: GO shooting.
There is nothing to hide, therefore, that the level of our play depends on our skills in hitting.
For this reason, the initial matches in Valve production may seem frustrating.
It's easy to suspect opponents about using assistive programs or simply cheating.
In fact, it is usually quite different, players simply have better control over their weapons than us.
There are many types of weapons, which you have already experienced.
Equipment has its own parameters, such as accuracy or firepower.
These elements are extremely important, but they are of no use if you do not get hit when shooting.
This is not necessarily due to lack of skills or lack of control of the mouse.
In CS: GO, every firearm has its own recoil pattern.
What is this? In the simplest terms, this is the way in which bullets fly, when we shoot with continuous fire (full auto or spray).
If you want to check the pattern (pattern) of a given model, all you have to do is shoot at the wall without moving the mouse and standing still.
The visible pattern is the quintessence of a given weapon, or the scheme of the flight of its missiles.
Each time this pattern for a given copy will be repeated, thanks to which we are able to learn it.
Of course, while running, the weapon behaves a bit differently, but knowing the basics, we can start learning to control the recoil.
Knowing how our weapon behaves, we try to control it.
The scheme of operation is not simple, because it requires us to reverse movements with the mouse, in relation to what we see on the wall being shot.
It sounds complicated not without reason - mastering this art is a difficult task, but it is profitable.
Under this link you will find patterns of behavior of individual weapons models and mouse movements needed to control them.
There is no point in learning all the movements by heart.
At the beginning it is worth starting with the more popular weapons, such as M4A1-S and AK-47.
The effective use of these copies will facilitate the training of other models.
In addition, the AK-47 is one of the more difficult rifles to master, and by the way its pattern resembles SG-553! So it can be boldly concluded that mastering these two weapons is an absolute foundation, but also a good foundation for further development.
This is where the stage of muscle memory begins, which is something that professional players are known for.
The idea is that our hand automatically performs the appropriate mouse movements to control the recoil.
There is no best prescription here to do it.
It just requires continuous training and learning.
It is worth to practice on the map intended for that, that is Recoil Master, available on Steam Workshop.
Provide yourself with it and benefit from its benefits.
Thanks to it, you can easily get to know and feel the pattern of each weapon model's recoil, and check the shooting action on the move.
Keep in mind that skilful use of full auto will not automatically win.
So what if we know the pattern of our weapons when our accuracy still needs improvement? I would like to remind you that the opponents do not usually stand still.
Hence, after learning full auto, it is worth checking how continuous fire works.
Sure, much more often it is better to stand still, measure and shoot, even on the automatic fire.
However, there are situations in which we have to move quickly.
For this you must remember the prosaic thing, which is the sensitivity of the mouse.
There is no point in giving here ready settings, because it depends on the capabilities of the equipment, as well as our skills or habits.
However, it is worth remembering that high sensitivity makes playing easier - we do not need to make full moves on the pad to turn the character and the viewfinder.
Throwing Grenades Grenades are Support's specialization, but not only he should be able to use them.
In addition to the basic knowledge of 5 types of grenades (including only 2 dealing damage), everyone should remember that you can have only 2 flashing grenades.
In addition, there are several throwing options.
The left mouse button (LPM) throws the grenade "lightly" or close.
The right button (PPM) is used for long flights, such as above the building.
However, using both buttons at the same time, we will throw a grenade at an average distance.
We also remember that these explosive objects have their own flight trajectories and can bounce off other things, such as walls.
This allows us to use the environment to put a grenade in the place of interest.
Thanks to this, we will avoid a situation in which we want to treat enemies with a smoke grenade, but we are forced to approach the fire or expose ourselves to the enemy's fire.
With the right practice, we will take advantage of the possibility of a long throw and the grenade bouncing away from the obstacles.
It should be remembered that the grenades are double-edged sword - badly cast can blind the allies.
On the Net you will find plenty of advice for specific maps.
The authors describe where to cast what type, etc.
However, there is no one universal guide, because every method is good.
We will not be able to memorize popular places for throwing, when we do not master this art ourselves.
It is much better to know the practical operation of the grenades, along with their flight path and behavior, than a few tricks learned.
For this reason, it's a good idea to create a local server and start training.
Several commands will be necessary for it, not available on normal servers (except for community servers).
This is mainly about sv_cheats 1, which allows codes to be used.
Add to this:
sv_infinite_ammo 1 - unlimited grenades
sv_grenade_trajectory 1 - runs the green line of the grenade flight trajectory
bind anykey noclip - allows you to fly around the map
We run the commands in the console (I remember, the ~ key, if it does not work, should be unlocked in the game settings), first we call sv_cheats 1, then the others.
sv_grenade_trajectory 1 is extremely important, because it shows us the behavior of a flying grenade, how it reacts to obstacles, flight length and angle of inclination.
bind anykey noclip makes, instead of running around the map behind our grenade, we will fly and look closely at the green line.
An interesting trick is to use grenade grenades as shields.
After the explosion, this model leaves a small smoke that can be used to move to another location.
Thanks to this, we will save a smoke grenade, which usually has a wider application for the team.
For this they can be combined with incendiary grenades to close enemies in a trap or locate them.
However, be careful, because running with such a load in your hand can be fatal - when switching to ordinary weapons, the enemy can shoot us.
It is worth adding that there is no point in throwing far, that the cargo would bounce off the walls when we are in direct contact with the enemy.
It gives him plenty of time to retreat or to turn away in the case of a flashlight-grenade grenade.
In such situations, we just use the option of a close throw, preferably directly under the opponent's legs - this will not be avoided.