Weapon types


The only melee weapon featured in the Counter-Strike games is the basic knife. The knife only works in very close range, but it is incredibly lethal and makes little noise.
The Machete, once planned to be a usable weapon, is seen by A.I Terrorists throughout the campaign of Counter-Strike: Condition Zero Deleted Scenes. This usable version was also cut from the original Counter-Strike and Counter-Strike: Condition Zero.
In Counter-Strike: Global Offensive, there is a Gold Knife exclusive to the Arms Race gamemode. However, its attributes remain exactly the same and is only used to signify the user's match position. In addition, several updates introduced knife variants:
Butterfly Knife
Falchion Knife
Flip Knife
Gut Knife
Huntsman Knife
M9 Bayonet
Shadow Daggers
Bowie Knife

Like the Gold Knife, they have the same attributes as the basic knife.
After the January 27, 2016 update, knives can be dropped in Counter-Strike: Global Offensive, if the commandmp_drop_knife_enable is set to 1 (enabled).  
Like the Gold Knife, they have the same attributes as the basic knife.
After the January 27, 2016 update, knives can be dropped in Counter-Strike: Global Offensive, if the commandmp_drop_knife_enable is set to 1 (enabled).


Pistols (also known as handguns or sidearms) are the secondary weapons in the Counter-Strike series, as well as the first weapons that can be used at the beginning of a match or upon respawning after death. Generally, pistols are weak when compared to primary weapons, with low recoil and low magazine capacity (however, the Night Hawk .50c/Desert Eagle is considered to be one of the most powerful weapons in the game). Despite these limitations, they are accurate and it is considered better to pull them out rather than reload any primary weapon due to their fast draw animation. Players will run at default speed using any pistol, Global Offensiveexcluded. Most of the handguns have comparably fast reload times.

228 Compact (P228) - (replaced with the P250 in Global Offensive)
Desert Eagle (Night Hawk .50c)
Dual Berettas (.40 Dual Elites) - Terrorist exclusive (available to both teams in Global Offensive)
Five-SeveN (ES Five-seven) - Counter-Terrorist exclusive
Glock-18 (9x19mm Sidearm) - Terrorist default pistol (Terrorist exclusive in Global Offensive)
K&M .45 Tactical (USP) - Counter-Terrorist default pistol (replaced with the P2000 in Global Offensive)
CZ75-Auto - A new automatic pistol *
P250 (replaces the P228 from previous games) *
P2000 - Counter-Terrorist default (replaces the USP from previous games) *
Tec-9 - Terrorist exclusive *
USP-S - Counter-Terrorist exclusive (Global Offensive iteration of the USP featured in previous games) *
R8 Revolver - A slow but extremely powerful handgun. *


Shotguns are a type of primary weapon featured in the Counter-Strike series. They are fairly cheap, costing less than most rifles and the M249. There are only two shotguns in Counter-Strike prior to Global Offensive: the Leone 12 Gauge Super, utilizing a pump action firing mode, and the Leone YG1265 Auto Shotgun, utilizing a semi-automatic firing mode. Both shotguns suffer from heavy speed and range reduction, as well as being useless at long range, but excel at close-quarters combat and can deal extreme damage up close. InGlobal Offensive, the Leone 12 Gauge Super was replaced by the Nova, and 2 other shotguns were introduced. Most shotguns cannot fire underwater.
Leone 12 Gauge Super (Benelli M3)
XM1014 (Leone YG1265 Auto Shotgun)
MAG-7 - Counter-Terrorist exclusive *
Nova (replaces the Leone 12 Gauge Super from previous games) *
Sawed-Off - Terrorist exclusive *
Submachine guns
Submachine guns (also known as personal defense weapons) are a type of primary weapon featured in the Counter-Strike series. They are extremely cheap, costing below $2500. Most submachine guns have a fast rate of fire, slight speed reduction, and low-moderate recoil, making them very good for short-distance combat. Unfortunately, submachine guns are outclassed by rifles at long range because the latter inflict more damage, have better armour penetration and are more accurate.
K&M Sub-Machine Gun (MP5)
MAC-10 (Ingram Mac-10) - Terrorist exclusive
P90 (ES C90)
Schmidt Machine Pistol (TMP) - Counter-Terrorist exclusive
UMP-45 (K&M UMP45)
MP7 - (replaces the MP5 from previous games) *
MP9 - Counter Terrorist exclusive (replaces the TMP from previous games) *
PP-Bizon *

Assault rifles

Assault rifles are a type of primary weapon featured in the Counter-Strike series. The assault rifles featured in the Counter-Strike series are fairly expensive weapons with very high damage and recoil, but have relative speed reduction. Most assault rifles are equipped to fight enemy combatants at medium to long range. Some of the assault rifles have unique features such as the FAMAS's burst-fire option and the M4A1's removeable silencer.

AK-47 (CV-47) - Terrorist exclusive
AUG (Bullpup) - Counter-Terrorist exclusive
FAMAS (Clarion 5.56) - Counter-Terrorist exclusive
IDF Defender (Galil) - Terrorist exclusive
Krieg 552 (SG 552) - Terrorist exclusive
Maverick M4A1 Carbine (M4) - Counter-Terrorist exclusive
Galil AR- Terrorist exclusive (replaces the IMI Galil from previous games) *
M4A1-S - Counter-Terrorist exclusive (Global Offensive iteration of the Maverick M4A1 Carbine) *
M4A4 - Counter-Terrorist exclusive (replaces the M4A1 from previous games) *
SG 553 - Terrorist exclusive (replaces the SG 552 from previous games) *

Sniper Rifles

Sniper rifles, as their name suggests, are made for extreme-range combat situations. In the Counter-Strike series, there are two types of sniper rifles: bolt-action sniper rifles and semi-automatic rifles (nicknamed auto-snipers). The former inflict heavy damage at the cost of punishing inaccurate users, but the latter have a faster firing rate at the expense of lower damage. The Schmidt Scout, SSG 08, and the AWP are bolt-action rifles while the Krieg 550 Commando, SCAR-20, and the G3SG/1 are semi-automatic rifles.
Schmidt Scout (Scout)
AWP (Magnum Sniper Rifle)
G3SG1 (D3/AU-1) - Terrorist exclusive
Krieg 550 Commando (SG 550) - Counter-Terrorist exclusive

SCAR-20 - Counter-Terrorist exclusive (replaces the SG 550 from previous games) *
SSG 08 (replaces the Schmidt Scout from previous games) *
Machine guns
Machine guns are a type of primary weapon featured in the Counter-Strike series. As with sniper rifles, they are made for long-range heavy duty and defensive or suppression combat. Before Global Offensive, the M249 was the only machine gun in the multiplayer Counter-Strike games and was the most expensive weapon at $5750. The M249 is extremely heavy, although it has a fast firing rate and large magazine size. The M60 was expected to appear in the original Counter-Strike but was cut for unknown reasons. It later reappeared in the single-player campaign of Counter-Strike: Condition Zero Deleted Scenes. Furthermore, a mounted machine gun M2 Browning is available during the same campaign.
Eventually, the introduction of the Negev in Global Offensive brought the total number of available machine guns to two. This machine gun is considerably more deadly, due to its larger magazine capacity and higher rate of fire than the M249, but is slightly more expensive and less accurate.
M2 Browning Machine Gun (cannot be purchased in multiplayer games)

† Exclusive to Deleted Scenes
* Exclusive to Global Offensive

Introduced alongside the Arms Deal in Counter-Strike: Global Offensive, inspecting was added to give the player the ability to view a weapon from the inventory or while in-game. Only weapons can be inspected; the gold knife and all equipment cannot be inspected.
From the inventory screen a player's weapons can be inspected by right clicking on the weapon and selecting the inspect option. Doing so will play an animation of the stationary weapon within a display case, while the camera pans 180 degrees back and forth.
In-game, using the default key, [F] will play an animation of the player "inspecting" the weapon by looking at all sides before returning to the normal ready state. This animation is only visible to the player, and will not be seen by other players or spectators. Additionally, the player can fire the weapon at any point during the animation, causing it to immediately stop and switch to the firing animation.
Unlike other weapons, inspecting most shotguns while reloading will interrupt the animation. After the player is done inspecting (without firing), the reload animation will continue.
Inspecting a scoped rifle will not prevent a user from using the scope. Noteworthy, the player cannot inspect such weapons when scoped in.

Flipped weapon viewmodels

Right-handed viewmodel of AK-47(CV-47) in Counter-Strike. Note the left-facing ejection port.
Counter-Strike is one of the earliest and most infamous examples of having weapon view models that appears to be weapons intended for left-hand use when used in the right hand mode, (and vice versa) despite having correct, right-handed world models.
In reality, most of the weapons featured in Counter-Strike do not have left-hand variants due to the majority of the users being right-handed. Even if they do exist, using a left-hand weapon with the right hand will cause many inconveniences, such as having the user being showered by the ejected cartridges due to the ejector port being on the left side. This can cause severe burns in real life as the ejected cartridges may fly towards the person who is using the weapon (in which this serious issue is reflected with left-handed infantry who had to wield weapons meant for right-handed individuals).
The cause of this is most likely due to the developer's preference to originally create left-handed view models instead of right-handed view models. The weapon models had always been modeled correctly for right-hand use, but left-handed view models were created before right-handed view models with these correct models. Due to the majority of the players being right-handed, players were confused by the left-handed view models. So the option of flipping the view model was added. In order to save time and resources, the right-handed view model is a mirror of the left-handed view model, thus causing the aforementioned problems.
The problem repeats in Counter-Strike: Condition Zero, Counter-Strike: Source (though some weapons, such as the MAC-10, are correctly portrayed), and even in Left 4 Dead 2's International Weapons port of Source weapons. In Global Offensive, the problem is fixed - weapons are correctly shown in the right-handed mode, although the left-handed mode is still just a simple mirror of the right-handed mode.
In a way, Counter-Strike inspired some other games to do the same, like Far Cry 2 and the S.T.A.L.K.E.R. series.


Weapons in retail versions of Counter-Strike would disappear if dropped on the ground and the round restarted. In older games, they would remain on the ground regardless thus players could retrieve a firearm from a killed player at the next round.
If you hit secondary fire while a shotgun is reloading the animation will pause.
In older betas, discarding a weapon causes it to be lost permanently.
Sometimes in Counter-Strike and Condition Zero, there is a bug where the player can carry more than one secondary or primary weapon. (However, some maps can also grant players this ability). If this bug occurs, the fast switch for that category will be disabled and require the player to select a weapon in that list, much like in Half-Life.
If this bug occurs, the player cannot purchase ammo for the first weapon in that category; the player can only purchase ammo for the second weapon that he can get in the respective category. The only way to get ammo for the first weapon is by picking up a weapon from either primary or secondary. (If you have two secondary weapons, you will have to pick up a primary and vice versa (provided that the killed player doesn't have a primary weapon)).
In Deleted Scenes only, the player can carry more than one primary and secondary weapon. However, unlike in Half-Life, if the player already has that weapon and the player attempts to pick up the same weapon, it won't give the player ammo unless the first same weapon has ran out of ammo. In that case, it will give the player the same new weapon with a single magazine.

In Source and Global Offensive, it is possible to see the inactive weapons another player is equipped with on their models:
The player's primary weapon is on the model's back.
In Global Offensive, submachine guns are not placed on the model's back as a Counter-Terrorist. Instead, they are hung in front of the model's chest.
The player's knife is hung on the model's belt in Global Offensive.
In Source, players' secondary weapon is carried in a pistol holster.
If the player has the Dual Berettas, that player will receive an extra pistol holster on the left leg. It will disappear when the player is killed or has dropped the weapons.
In Global Offensive, as a Counter-Terrorist, the player's secondary weapon is in a pistol holster on the model's right leg. As a Terrorist, it is stuffed in the model's trousers from behind.
Most of the firearms in Counter-Strike were renamed possibly due to legal/licensing issues (e.g. the Desert Eagle becoming the Nighthawk .50C). The case continues in Source.
In Global Offensive, most names of the firearms are now accurate, and the company names are simply omitted. However, all inscriptions bearing the company name present on weapon models are intentionally altered.
Regardless of the player's choice of left-handed or right-handed viewmodels, all players wield the weapons right-handed in third-person view.
In several beta maps like Forest, Desert, etc, there are mounted machine guns available. Due to serious balance issues with such guns, maps featuring them are removed.
The inspect weapon animation is only visible to the player, Spectators and GOTV viewers in first person, but not in third person perspective.
Additionally, the inspect weapon animation is only visible to the player in the first person view, and is not visible to the player when using a third person perspective.
The inspect animation can also be activated typing +lookatweapon in the console.
An outdated in-game tip incorrectly instructs the player to hold the inspect key to view the animation.

In Global Offensive, all pump-action shotguns reuse the pump sound of the Pump Shotgun and the Chrome Shotgun from the Left 4 Dead series. Also, all weapons reuse the draw sounds from Left 4 Dead series' weapons as well.
Most pistols' reloading animation involve the magazine dropping free instead of being taken out manually.
In Global Offensive, the bullet icons representing the current number of bullets in the magazine are rifle bullets, regardless of the weapon used.
Prior to Source, it was possible to fire most weapons even if their respective draw and reload animations had not completed. This was fixed in Source and Global Offensive.

In Global Offensive, one can "fast-draw" right before the reload animation is complete. This is done by switching to another weapon and back when the ammunition counter has changed. It doesn't speed up the reload rate for all weapons but does help to get out of scope mode without having to cycle through the zoom (this only applies to bolt-action sniper rifles).

The game was released in 2004 using the GoldSrc Half-Life engine. Condition Zero features a multiplayer mode, which features updated character models, textures, maps, and other graphical tweaks.

Unlike other Counter-Strike games, Condition Zero also contains a single-player mission pack with the player unlocking maps and more efficient bots as they pass certain requirements for each map while playing as a Counter-Terrorist. These requirements include objectives such as "kill 3 enemies with a Clarion 5.56" or "win a round in 45 seconds". This game mode is called Tour of Duty.
There is another single player mission pack called "Deleted Scenes". So far, Condition Zero is the only game in the franchise that features a single player campaign. Also, before Global Offensive, this is only GoldSrc game where players can receive full instructions even in multiplayer (this will however, disable the killfeed).
Condition Zero is known for introducing the Counter-Strike bot, although the Xbox port ofCounter-Strike was actually the first game in the series to include it.
As of April 15, 2009, Counter-Strike: Condition Zero is one of the ten most played Half-Life modifications in terms of players, according to GameSpy.
It has been released via both retail stores and Steam. It is bundled with a copy of Counter-Strike regardless of how you purchase it.

As a promotional item, Counter-Strike: Condition Zero Cards were also available.

We recently sat down with Richard Seabrook, the developer of the upcoming fan-made Half-Life: Opposing Force sequel, Prospekt, to ask him some questions about the game and its development. We also put forward some questions to him from the community too.

You can watch the video interview below.

Prospekt is the sole work of Half-Life fanatic and game design graduate Richard Seabrook, who quit his job two years ago to work on developing the game as his career. In addition, Prospekt is also acting as a job application, as it is Richard’s longtime dream to work at Valve.

The game is a standalone Source engine title set in the Half-Life 2 Universe. The story follows Corporal Adrian Shephard from Gearbox’s Half-Life: Opposing Force expansion, who is teleported out of stasis by the resistance’s Vortigaunt allies to help fight the Combine. A large portion of the story takes place in the Nova Prospekt prison from Half-Life 2.

Prospekt will be available to play on Steam on February 18th for $9.99. You can currently pre-order it for a 10% discount.

You can find more information about Prospekt in our previous article, as well as on the official website and Steam Store page.

If you enjoyed the video interview, make sure to give us a Like and Subscribe if you want to see more videos from us. You can also follow us on Twitter for future updates.
Do you like Half-Life 2? Do you like Hotline Miami? If yes to both, then boy do we have just the thing for you.

Thomas Kole is a Game Dev Major who has just completed an Independent project that mashes up the world of Half-Life 2 with the gameplay of Hotline Miami.
Presenting: Half-Line Miami

The game is free to play and has a fantastic soundtrack by SUNG. With 8 levels covering every region of Half-Life 2, from City 17 to Nova Prospekt. 

Even with the 8 levels, Mr.Kole has created level creation tools for the game. Fully documented with video tutorials in the works. Once you make a level, you can share it on the official Half-Line Miami Subreddit and get those upvotes.

So, what are you waiting for? Download the game for free, right here. 

Check it out and let Thomas know what you think after playing it.
As of today, February 12th 2016, CombineOverwiki – The original Half-Life and Portal Wiki, turns 10 years old.

To celebrate CombineOverWiki’s 10th anniversary, the team behind it are running a giveaway on the site’s official Facebook and Twitter accounts, where you can enter to win from a prize pool of Black Mesa, Half-Life 1 Anthology and Aperture Tag. The giveaway ends later today, so hurry if you want to enter.

The Combine OverWiki staff are proud to announce that, on February 12, 2016, the wiki will have been operating for exactly ten years. We owe it to you, the community, for a decade’s worth of unerring support which has allowed the wiki to reach this milestone today.
To commemorate the special occasion, we are running a giveaway for some of our favorite titles from the Half-Life and Portal series: Black Mesa, the Half-Life 1 Anthology, and Aperture Tag (requires Portal 2).- Combine OverWiki Team on Facebook

For those who are unfamiliar, CombineOverWiki was previously hosted on the Wikia platform, but became an independent, ad-free wiki in 2011. The site contains a HUGE amount of high-quality, well-edited information about everything and anything Half-Life, which is maintained by a team voluntary contributors. The wiki also covers the Portal series in-detail too, as well as fan creations – they even made us a page on there!

If you’re interested to know more about CombineOverWiki, you can read our previous Community Spotlight feature about the site here. You can also sign-up and get involved with the wiki yourself here.

The team at LambdaGeneration would like to thank all those who have helped to make CombineOverWiki what it is today. The site has become a vital part of the Half-Life community, and demonstrates the amazing power of community collaboration, passion and commitment that we see from the game’s fan-base.

Run. Think. Shoot. Edit.
This article is an opinion piece written by video game critic and Half-Life mapper David Will, creator of the popular @dot_bsp Twitter account.

In this article David examines the strengths of Half-Life’s weapon system in relation to the Opposing Force expansion pack. All views expressed in this article are his own.

It’s been hard to feel sympathy for Gearbox Software as of late, what with its recent track record consisting largely of an insufferably self-satisfied co-op shooter and a series of fan-angering whoopsies it insists on valiantly defending, but if you ever wanted to feel sorry for a triple-A game developer—something that people on various unnamed forum boards seem to find incredibly easy for some reason—imagine what it must’ve been like in 1999 when the freshly-formed studio was approached by Valve to take on the daunting task of making Half-Life expansions.
Just hold onto that prospect for a moment. Imagine Gabe Newell walking into your office lobby, amidst piles of empty cardboard boxes and discarded packing materials, and asking you to follow up one of the most phenomenal first-person shooters of all time with a side-story or two. I’d panic. No wait, I’d write an elaborate cringe-inducing fanfic where the G-Man has to use his extradimensional powers to thwart the alien invasion and save crucial characters fated to die.
Then I’d really panic.

Fortunately Gearbox kept their heads and we were blessed with Opposing Force, an expansion pack that fared about as well as anybody could’ve possibly hoped, if not better. Alright, it trod familiar ground in more ways than one, and towards the end it swan-dived so hard it’s a wonder that the final boss didn’t just give up and sulk off the stage midway through the fight, but it had some wonderfully memorable moments and when all’s said and done it’s hard to turn down six more hours of Half-Life goodness, whatever the source may be. It even managed to effectively expand on the idea that the HECU marines were really just as out of their depth as everybody else caught up in the Black Mesa incident, even if it had to fabricate an entire internal conflict just so you’d have some hitscan grunts to shoot at. Erik Wolpaw—a man who might know a thing or two about Valve games, just a hunch—wrote that it “sets a new standard for quality for future action-game mission packs”, and while he was probably right, there are a couple of things Opposing Force does that nearly every expansion pack of the time was guilty of. The big one, which I’ve more or less made up on the spot here, is weapon indecision.

Let’s put you in the shoes of somebody planning an expansion pack for a moment. Your goal is to feed new content into it while building off an existing set of systems and mechanics. If you’re lucky, that new content will integrate so seamlessly that people will unanimously agree that the base experience isn’t complete without your work; if you’re unlucky, you’ll end up like the F.E.A.R expansions on Steam, thrown in as a freebie that sensible people rightfully steer clear of. So, you start with a new story, with new areas to match. There’s a reason expansion packs were occasionally called ‘mission packs’ around this era, after all. Let’s put in some new enemies; people are probably getting tired of bludgeoning the same cloned headcrab zombie’s head in by now. Don’t worry about explaining away why they weren’t in the original game, I’m sure nobody could possibly get worked up enough about the canon to care. How about some gimmicks? Everybody loved waiting for an NPC companion to open a door for them, so let’s do that again with more wisecracking and standing around tapping your feet. Are we missing anything? Oh right, new weapons.

It seems like a no-brainer, right? Everybody likes new toys, especially toys that let you play with pyrotechnics without endangering your fingers. Every FPS expansion pack worth its salt had them, and I’ve yet to see one that introduced them without tripping and face-planting on the blurry texture-mapped floor. It’s not that the weapons themselves aren’t effective, or that the games do a lousy job of introducing them; they just seem to muddy things up, either languishing unused or simply making the existing weapon set more and more unwieldy, with unpleasant results.

Let’s look at Half-Life’s weapon system. Like many first-person shooter protagonists in the nineties, Gordon Freeman set himself up for a lifetime of chiropractic sessions at a young age by carting around his entire arsenal at all times, a system that lost popularity with the introduction of more realistic—or at least, more controller-friendly—two-weapon systems only a few years later. What makes old-school weapon systems interesting is that you are—especially towards the end-game—theoretically perfectly equipped for every possible combat encounter. It’s not merely a case of “I have the most guns, therefore I can kill the most enemies”; the number of weapons you’re carrying isn’t nearly as significant as the flexibility they grant you. It’s not that you have enough weapons, but that you have at your disposal theoptimal weapons for any situation.

Consequentially, a major factor of the combat in any game with this system—Half-Life, Doom, Quake, Duke Nukem 3D—is in rapidly reading the current situation and making a snap decision on what weapon to use at that exact moment in time. If you’re reading this, you probably make those snap decisions unconsciously, but the reality is that you’re feeding an awful lot of factors into that decision. What combination of enemies are you up against? Is your target close or far away? Are they clustered together with others, or isolated? How urgently do they need to die? Are you in a position where you can choose your shots carefully? How much health does the target have, and what’s the most efficient way of dealing that amount in damage? What ammo can you afford to spare? How much damage are you willing to take? Do you even have the time to switch to the weapon you want? Out of that maelstrom of questions, many of which are solved at a glance, you make a weapon selection. It might not be the objectively, mathematically best selection, but chances are that it’s pretty damn close.

And Half-Life? Half-Life serves up the most exquisitely balanced platter of weapons. Half-Life’s weapon set is a divine carpenter’s belt unrolling from the heavens, every murderous tool excelling at its own distinct role. What I mean by that is that there’s very little overlap between what the weapons are good at; there is, as the saying goes, a time and place for everything. Consider its range of explosives, for example: the satchel charge, the RPG, the hand grenade, the trip-mine and the MP5’s grenade launcher. Sounds a bit excessive, right? On the face of it, all of them are capable of dealing with clustered enemies or doing heavy damage to a single target, but each one has a unique application that distinguishes it from its peers: the grenade launcher leaves you less vulnerable than the RPG, which is more immediate and effective against flying targets than the hand-grenade, which is poorer at ambushes than the satchel charge, which requires you to babysit it more than the trip-mine.

The consequence of every weapon having distinct applications like this is that there’s very little meaningless deliberation when making those snap decisions; for close-range heavy stopping power, you’ll leap to the SPAS-12, without endlessly dithering over whether it or another, similar shotgun would be better for giving the grunt around the corner the second-worst surprise of his day (the worst surprise being that aliens are real and have arms that shoot bees). Half-Life’s weapons allow you to be decisive, adapting to keep up with your rapidly changing surroundings, and it’s this adaptability—more than actual physical movement speed, though that certainly helps—that keeps the combat flowing.

By the end of the game, this decision-making comes naturally; every enemy and encounter archetype has been exhausted, and it’s a trivial process to map the contents of Gordon’s rucksack to the challenges the game throws at you. Every fight is a series of multiple-choice questions, every answer is a gun, and you’ve been studying the material for twelve hours straight. It feels weirdly fulfilling to walk out of a room full of gently cooling bodies knowing that you took them out in what was probably the most efficient way possible, but the thing about this particular style of play—rapidly picking from a set of distinct weapon roles based on rules developed from prior knowledge and a handful of environmental factors—is that it puts anybody trying to expand on that experience in an awkward position.

How do you expand on Half-Life’s near-immaculate weapon set? Where do you add things? Opposing Force tries a few tacks, and the result is like a Victorian London street urchin’s teeth, full of overlaps and gaps and sticky-out bits with no obvious purpose at all. Its arsenal might be only slightly larger than Half-Life’s—seventeen weapons to fourteen, hardly an unwieldy number—but it’s considerably messier to use. Some weapon roles overlap heavily, like the Desert Eagle and the sniper rifle—both effectively functioning as powerful accurate long-range hitscan guns—or the MP5 and the LMG, with the latter behaving primarily as a stronger version of the former with some fancy recoil. The hivehand has been supplanted by an electric blue cockroach thing, which has no real distinguishing features besides regenerating ammo—and thus, no obvious role at all—while the handheld lungfish-with-a-cold effectively combines two of your other explosive archetypes into something with greater single-target utility, which isn’t really much of a distinction.

In other words, there’s now quite a lot of redundancy in Adrian Shephard’s kit, and that spells trouble. Rather than facilitating decisiveness, weapons that serve similar purposes only add precious moments of dithering, cutting into the flow that made Half-Life’s more discrete combat encounters such a joy in the first place, and forcing choices to be made based on disinteresting factors like ammo availability or even arbitrary preference. We already have our own set of rules for how to use Half-Life’s weapons to their utmost potential; our own set of answers to the combat’s questions. Adding new potential answers to the same questions just makes it harder to circle A, B, or C. This is the rake that countless expansion packs have trodden on, and Opposing Force, bless its heart, treads heavily.

But all is not lost. Opposing Force fights the problem of weapon indecision when it goes places Half-Life never went; when it introduces entirely new kinds of challenges, and new weapons that excel at dealing with them. For the most part, Race X is a series of recycled archetypes blended together with disparate visual designs—the Shock Troopers are Alien Grunts that can’t chip away at you from around the corner, the Pit Drones are sharing a desk with the Houndeyes in the “swarming knee-high cannon fodder” department, that sort of thing—but one recurring enemy type Half-Life never had was an aggressive damage-soaking bully with an electrical area-of-effect and a face like the bits of a chicken that get left on the chopping board.
Enter the Voltigore: a lumbering monstrosity that clumsily galloped out of Gearbox’s minds and into the more forgiving parts of my heart. The thing about encounters with the Voltigore—especially in the cramped, dark maintenance tunnels where it made its most memorable appearance—is that they almost invariably involve trying to inflict the requisite massive amount of damage in a very short amount of time, hurriedly backpedalling away from the creature as it doggedly tries to deliver a thousand-volt smooch. It’s a Half-Life experience quite unique to Opposing Force, being one of the few times where outright retreating is more or less just a matter of course, and unsurprisingly, most of your arsenal isn’t suitable for a close-up with a bullet-sponge of this calibre. It’s a new type of challenge, and its arrival leaves openings for new solutions.

And that’s why the Displacer Cannon, the funky experimental ball-lightning launcher so powerful it can backfire you into another dimension entirely, is Opposing Force’s best-designed new weapon, and its strongest showing against the expansion pack problem. The Half-Life games have never really had much use for a last-resort, pull-the-trigger-and-everything-dies weapon—mostly because any pitched battle large enough to justify its use tends to go from ‘fine’ to ‘oh god, definitely not fine’ far too quickly—but the advent of the burly Voltigore calls for a devastatingly powerful single-target punch with minimal windup. What better option could there be than a projectile that literally deports whatever it hits back to the border world? You can be decisive with the Displacer Cannon because—unlike many of the weapons Opposing Force adds to the experience—it serves a role that is unique, distinct, and occasionally in very high demand indeed. It doesn’t intrude on the usage rules you developed over the course of the original game; it gives you an opportunity to create new ones.
It also looks kind of like a BFG9000 when you fire it, and really, who’s going to turn that down?

If you enjoyed this article, you can read more of David’s content on his blog. You can also discuss your own thoughts in the comments below. Follow us on Twitter @LambdaGen to keep updated with more Half-Life goodness.
Counter–Strike WiKi
The Wiki devoted to the Counter-Strike Series that anyone can edit.
1,458 articles and 14,721 images since created on July 15, 2005

Counter-Strike (originally marketed as Half-Life: Counter-Strike) is a multiplayer first-person shooter initially created by Minh Le and Jess Cliffe as a mod for Half-Life. By the fourth beta, Valve Corporation began assisting the two developers and ultimately offered them jobs. Both of them accepted, and the rights for the game were acquired by Valve. After over a year of public beta testing, the retail version of Counter-Strike was published by Sierra Entertainment on November 8, 2000 for Microsoft Windows. Since the creation of the franchise, various sequels and spinoffs have been created such as Counter-Strike: Condition ZeroCounter-Strike: Source, and the latest in the series, Counter-Strike: Global Offensive.

Counter Strike Global Offensive

The main page of the Counter-Strike Blog is primarily used by Valve to announce and inform the Global Offensive community about game related news, events, and tournaments as well as game updates. Currently, the site allows players to access information about the frequent game updates, learn more about Global Offensive, and get involved in the Global Offensive community. The site also has internal mini-sites containing special Counter-Strike related material such as commentaries from pro players and pages dedicated to major content updates.

Counter–Strike Versions

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