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In the computer
gameCounter-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:
Beretta
Dual 96G Elites ($800) (akimbo) - Terrorist only. Two 15 round magazines give
ammo advantage. Low to average power and accuracy. Slow reload. Use
as a cheap submachinegun.
Fabrique Nationale Five Seven ($750)
- Counter-terrorists only. 20 round magazine.
Shotguns are reloaded
one shell at a time and can be fired while reloading.
Benelli M3 Super 90
Combat ($1700) - Pump shotgun. 8 round magazine. Sizable
recoil time between shots.
Large amounts of damage. One shot at close range can kill
immediately.
Benelli XM1014 ($3000) - Fully automatic shotgun.
7 round magazine. Empties quickly. Less damage per shot than pump.
Nicknamed the "noob cannon.""
==Submachineguns/Automatics==
Heckler & Koch
MP5 Navy ($1500) - 30 round
magazine. Accurate, cheap, mostly controllable at full auto. Very
popular.
Fabrique Nationale P90 ($2450) - 50 round magazine.
Accuracy is bad. Full auto doesn't make it worse. Ammo advantage.
MAC-10 ($1400) -
Terrorists only. 30 round detachable magazine. Decent control at
full auto.
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.
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.
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.
SIG 552 Commando ($3500)
- Terrorists only. 30 round magazine. Similar to Steyr Aug with 1
level scope. Seems more accurate.
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.
Colt M4A1 Carbine ($3100) - Counter-terrorists only.
30 round magazine. Accurate and controllable. Optional silencer.
Steyr AUG
($3500) - Counter-terrorists only. 30 round magazine. 1 level
scope. Lower accuracy and controllability than Colt.
Steyr Scout
Sniper Rifle ($2750) - 10 round magazine. 2 level scope. Needs a
headshot to drop someone in one shot.
Arctic Warfare Magnum
($4750) (see footnote) - 10 round 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.
G3/SG-1
Semi-Auto Sniper Rifle ($5000) - Terrorists only. 20 round
magazine. Requires several shots to kill, but has long recoil time
between shots.
SIG 550 Sniper Rifle ($4200) -
Counter-terrorists only. 30 round magazine. Semi automatic sniper
rifle. Similar to G3, but less powerful.
==Machine guns==
Fabrique Nationale 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==
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.
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.