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Awp 1 shot 5 kills
Awp 1 shot 5 kills




awp 1 shot 5 kills

  • Two flashbangs and a smoke grenade - $700īuy an AWP without armor, and you’re making a ‘glass cannon buy.’ It’s an enormous risk-you’re turning yourself into a slow-moving cannon with no protection, not only to damage, but to the accuracy-disrupting effects of aim punch.
  • Here’s your shopping list for a solid buy:

    awp 1 shot 5 kills

    The most effective AWPer will spend even more to purchase a set of grenades, about $6,450. Even if your team has lost the first three rounds, secured zero objectives, and you personally didn’t notch a kill over that time, you’ll have earned $6,500 total by round four, including your initial $800 of starter cash. If you want to buy an AWP in a competitive game, the best time to do it is on the first gun round of the game (typically the fourth round) and when you’re carrying at least $5,750. The right combination of guesswork and timing can lead to impossible shots that defy logic. It boasts the best penetration in-game, both in terms of wall penetration power with a value of 250 (this value ranges from 0-300, with a higher value indicating that a bullet can penetrate harder surfaces at longer distances) but also in terms of armor penetration (97.5 out of 100 in the in-game menu, the second-highest in the game, which in effect nullifies the damage-softening effect of armor).

    awp 1 shot 5 kills

    AWPers are thus faced with the dilemma of holding static angles that easily fall prey to flashbangs and pincer-pushes onto bombsites.īut the AWP has more advantages still. And like many of CS:GO’s guns, the AWP is sensitive to movement, requiring near-perfect stillness to execute an accurate shot (see the Advanced Techniques section for more on this). The Scout, the AWP’s cheaper sibling, features a similarly slow firerate but allows for insanely high mobility, even when scoped-in (unlike the AWP). The AWP’s firerate is equally slow, placing huge importance on hitting your first shot. Only the light machine guns, the Negev and the M249 (195 units), are slower. A player running with the knife moves at 250 units per second with a USP-S, 240 units per second with the AK-47, 215 with the AWP, a mere 200 units per second-20 percent slower than with a knife. Certain aspects of the AWP make it unwieldy to the newcomer, including its effect on mobility.






    Awp 1 shot 5 kills