In the computer game Counter-Strike, 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:

Table of contents
1 Handguns/Pistols
2 Shotguns
3 Submachineguns/Automatics
4 Rifles
5 Machine guns
6 Miscellaneous
7 External links

Handguns/Pistols

  1. .45 USP Tactical ($500) - CT starting equipment. 12 round detachable magazine. Optional silencer reduces accuracy and damage slightly.
  2. Glock 18 ($400) - T starting equipment. 20 round detachable magazine. Optional 3-shot burst mode. Ofte called the "Pea Shooter."
  3. Desert Eagle ($650) - 7 round detachable magazine. Very powerful. Only pistol with wall penetration.
  4. SIG P228 ($600) - 13 round detachable magazine. Moderate power. Highly accurate.
  5. Beretta Dual Elites ($1000) (akimbo) - Terrorist only. Two 15 round detachable magazines give ammo advantage. Low to average power and accuracy. Slow reload. Use as a cheap submachinegun. Usually found to be useless.
  6. Five Seven ($750) - Counter-terrorists only. 20 round detachable magazine.

Shotguns

Shotguns are reloaded one shell at a time and can be fired while reloading.

  1. M3 Super 90 Combat ($1700) - Pump shotgun. 8 round non-detachable magazine. Sizable recoil time between shots. Large amounts of damage. One shot at close range can kill immediately.
  2. xm1014 ($3000) - Full auto shotgun. 7 round non-detachable magazine. Empties quickly. Less damage per shot than pump. Nicknamed the "noob cannon.""

Submachineguns/Automatics

  1. MP5 Navy ($1500) - 30 round detachable magazine. Accurate, cheap, mostly controllable at full auto. Very popular.
  2. Steyr TMP ($1250) - Counter-terrorists only. 30 round detachable magazine. Silenced, quite controllable, low power.
  3. FN P90 ($2450) - 50 round detachable magazine. Accuracy is bad. Full auto doesn't make it worse. Ammo advantage.
  4. MAC-10 ($1400) - Terrorists only. 30 round detachable magazine. Decent control at full auto.
  5. UMP ($1700) - 25 round detachable magazine. 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.

  1. IMI Galil ($2000) - Terrorists only. A highly effective terrorist weapon when money is tight. More controllable recoil when spraying compared to the AK 47, but slightly less damage. Accuracy goes down with range. Comes with 35 round detachable magazine.
  2. AK-47 ($2500) - Terrorists only. 30 round detachable magazine. 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.
  3. SIG 552 Commando ($3500) - Terrorists only. 30 round detachable magazine. Similar to Steyr Aug with 1 level scope. Seems more accurate.
  4. FAMAS ($2250) - Counter-terrorists only. Doesn't feature alot of power, but the three-round burst mode makes it suitable for delivering three bullets to your opponent's head fairly accurately.
  5. Colt M4A1 Carbine ($3100) - Counter-terrorists only. 30 round detachable magazine. Accurate and controllable. Optional silencer.
  6. Steyr AUG ($3500) - Counter-terrorists only. 30 round detachable magazine. 1 level scope. Lower accuracy and controllability than Colt.
  7. Steyr Scout Sniper Rifle ($2750) - 10 round detachable magazine. 2 level scope. Needs a headshot to drop someone in one shot.
  8. Arctic Warfare Magnum ($4750) (see footnote) - 10 round detachable magazine. 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.
  9. G3/SG-1 Semi-Auto Sniper Rifle ($5000) - Terrorists only. 20 round detachable magazine. Requires several shots to kill, but has long recoil time between shots.
  10. SIG 550 Sniper Rifle ($4200) - Counter-terrorists only. 30 round detachable magazine. Semi automatic sniper rifle. Similar to G3, but less powerful.

Machine guns

  1. FN M249 Para ($5,750) - 200 round disintegrating link 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

  1. Kevlar armor ($650) - Offers mild protection from bullets and grenades.
  2. Kevlar armor with helmet ($1000) - Offers slightly more protection for the head.
  3. 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.
  4. 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.
  5. Smoke grenade ($200) - Creates distraction and cover near grenade. Max capacity 1.
  6. Defuse kit ($200) - Counter-terrorists only on de_ maps. Reduces time to defuse bombs.
  7. 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.
  8. Tactical Shield ($2200) - Counter-terrorists only. When deployed you are invulnerable to frontward attacks, but suffer a movement penalty and cannot shoot. When not deployed it hangs off to the side offering less protection, but allows you to shoot. This item can only be used with pistols.

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. Either knifemode does alot more damage when attacking an enemy in the back. Players are able to run faster with the knife at ready than with a gun out.

See also : Counter-Strike

External links