Weapons, so you don’t buy an M249:

CORE WEAPONS YOU SHOULD PRACTICE WITH:

Counter-Strike has a variety of weapons that they let you choose. However, not all weapons are used equally. I will briefly cover all the weapons and items in this guide that you will use:Pistols:Glock 18 ($200; T ONLY): Starting pistol for terrorists. Decent accuracy, but awful damage against armored opponents. Should only be used in pistol rounds.P2000 ($200, CT ONLY): Starting pistol for Counter-Terrorists. Higher accuracy than the glock and slightly more damage, but a lower magazine and a lower fire rate. Has a higher 1 hit headshot range than the glock against unarmored opponents. Still terrible against armor; not advised outside of the pistol round.USP-S ($200, CT ONLY): Replacement for the P2000 for CT. Has 1 less bullet and not many shots in reserve, but is silenced. The silencer reduces the noise the weapon makes and also removes tracer rounds.DO NOT REMOVE THE SILENCER YOU SCRUB. IT MAKES THE GUN WORSE.P250 ($300): Amazing cost effective pistol. Does decent damage against armored players and can kill them with a 1 hit headshot at close range. You will probably fall in love with this pistol, or…Five-SeveN ($500, CT ONLY): More expensive than the P250, but a larger magazine size, longer 1 hit headshot range, and a little easier to spray with.Tec-9 ($500, T ONLY): Has a very high 1 hit headshot range, a huge magazine, and incredible running accuracy. Arguably the best pistol in the game.CZ-75A ($500): It was massively nerfed after Dreamhack winter 2014, but it still does a good job for its price. This automatic pistol has good moving accuracy and a fire rate that rivals rifles. Its overall accuracy is fairly poor, but it is still amazing at close rangeRifles:Galil (T ONLY, $2000): Does decent damage and has fair accuracy. However it is outclassed by the AK47. It is usually bought after winning the pistol round or when a team wants to force buy.Famas (CT ONLY, $2250): Similar to the galil. It has slightly lower accuracy than the galil but boasts a minimal spray pattern. Bought in the same circumstances as the Galil, but on CT side.AK-47 (T ONLY, $2700): The granddaddy of rifles. This weapon boast a 1 hit headshot at all reasonable engagement ranges in competitive play. Slightly harder recoil pattern than the M4 and slightly less accurate, but can kill an armored player in 1 shot. You will usually buy this weapon on gun rounds.M4A4 (CT ONLY, $3100): The CT counterpart to the AK47. It has higher accuracy, but cannot kill an armored player with 1 shot to the head. You will usually buy this weapon on gun rounds, OR…M4A1s (CT ONLY, $3100): This weapon. It is a replacement for the M4A4. It boasts an easier spray pattern, but only has 20 bullets with 40 in reserve. More for marksman players and less for spray players. The silencer also reduces the sound and removes tracer rounds, similar to the USP-S.AWP ($4750): It’s not just a sniper rifle: It is. It will KILL any player with ANY SHOT to the head, chest, or body (not the legs, though!). It is very common for teams to have 1 player buy an awp because it gives some advantages for area denial on maps. Just be sure not to miss though! Remember to stay still when firing, you noob.Other things you should buy regularly:Kevlar ($650): Kevlar reduces the damage you take from bullets and significantly lowers aimpunch (basically stops your screen from shaking when you are shot; this also affects where your bullets go!). Kevlar alone does not protect against headshots.Kevlar + Helmet ($1000): The helmet reduces the damage you take from headshots and lowers aimpunch from a headshot as well. You will USUALLY not buy Kevlar (or a helmet) when you are saving (see below, but there are exceptions).Defuse kit (CT ONLY, $400): Cuts defuse time from 10 seconds to 5 seconds for CTs. EVERY TEAM NEEDS A DEFUSE KIT ON THE PISTOL ROUND AND USUALLY MORE THAN ONE ON BUY ROUNDS.Grenades: At the noob level, grenade usage will probably do more harm than good. However, in order to improve it is CRITICAL that you learn how they are used, their advantages, and their limitations.Flashbang ($200, limited to 2): These can be thrown into a site in order to help you enter, delay players from pushing, or deter them. However, they are UNRELIABLE. It is a mistake to use flashes in order to DIRECTLY KILL a player. They usually benefit in giving you a positional advantage.Smoke Grenade ($300, limited to 1): The MOST IMPORTANT GRENADE IN THE GAME. Smokes are REQUIRED to take a bombsite in high skill games and are used for area denial or to undermine ct positions in a bombsite. You will ALWAYS see a player before they see you if they push through a smoke, giving you a massive advantage in a fight where they do.HE Grenade: ($300, limited to 1): Deals moderate damage to a player near the grenade when it explodes. It will always explode about 1 second after it is thrown.Molotov Cocktail (T ONLY, $400, Limited to 1): Used for hard area denial. Can also be used in taking a bombsite.Incendiary Grenade (CT ONLY, $600, Limited to 1): Same as the Molotov Cocktail, but does slightly less damage to players if they have armor.