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Glock 18 - The Perfect Pistol

Intro | Important Advantages | Tactics | Tests

A lot of people hate the Glock 18 or think that it is a weak and useless gun, but I am here to show you that it is probably the most effective pistol in Counter-Strike. I personally prefer the Glock as my sidearm and take it as my primary weapon if I can't afford a rifle. I do in some cases take the Desert Eagle, but that's a whole different guide for me to write. Hopefully this guide will help others realize just how awesome the Glock 18 really is.

Once again here is a little info on the Glock 18 that I found on firingsquad.gamers.com:

Availability: Terrorists and Counter-terrorists
Cost: $400
Rounds per clip: 20
Rate of fire: 7rps
Reload time: 2.3 Seconds
Avg. damage to unarmored chest: 18 health
Avg. damage to unarmored head: 82 health
Avg. damage to armored chest: 9 health, 4 armor
Avg. damage to armored head: 42 health, 21 armor

The Important Advantages

Large Clip: With a clip size of 20 bullets the Glock 18 will outlast most of the other pistols in a pistol battle, and out shoot them when drawn as a sidearm. While they are reloading, you are finishing the off.

Stopping Power: When you unload on an enemy with your Glock 18 it slows them down to a halt. They can move no faster than if the were crouched as long as you keep your bullets on them. Use this advantage with the circle strafe tactic below for some awesome results.

No Recoil: Unlike most guns in Counter-Strike the Glock 18 has no recoil when you fire it. This means is that it doesn't move upward when you shoot. What makes this important is that in close range battles your bullets really go where you aim! You don't have to struggle to pull the gun down as you shoot like with the other pistols. For longer ranges, once you have aimed and started shooting the enemy is pretty much stuck in you bullets until they die because of the stopping power mentioned above.




Tactics



Circle Strafe
This tactic is great for taking out snipers or shotgun enemies, but is effective against most players.

It is hard for some players to get used to circle strafing because it feels rather unnatural, but with practice and a little time anyone can master the circle strafe.

The advantage of circle strafing is that it is hard for the enemy to turn and shoot you, because at a close range like this you can strafe faster than most people have their mouse sensitivity set.

Circle Strafing is great for all weapons in a close range battle excluding sniper rifles and/or any weapon while zoomed.

 

   


Side to Side
Strafing side to side instantly makes you a more complicated target for your enemy. When you are strafing side to side your enemy has to move his gun, and this effectively makes most guns less accurate. Since you are constantly moving they probably don't have a good aim on you anyway, and if they do you are moving out of their aim constantly.

When executing this tactic remember to keep you crosshair on the target by slightly moving you mouse the opposite direction from which you are strafing.

   

Jump Strafe...er...um...Strafe Jump
This tactic is probably the most effective, but is probably the hardest to get used to.

When you are moving towards and enemy in a straight line all they have to do is aim at your head and shoot a few bullets. This tactic puts an end to that completely because you are no longer running straight at them and you head is no longer staying at the same level or height. Not only is there gun less accurate like mentioned above, but they are also having to bob their aim up and down.

This tactic might be hard to get used to, but it is well worth it once you are getting results. If you find this impossible to do you might want to check out my outdated bunnyhop tutorial, because it pretty much explains the actual movement you hands need to make to achieve this style of play.



The Tests

The following image shows the results of unloading the Glock 18 at full speed.
Pretty impressive considering that the bullet spread is barely bigger than a players head.




The next few images show how the Glock 18 handles at a medium or
maybe a little longer than medium range while ducking.

The Range


Controlled Shots
I shot one bullet at a time while crouching and fired once at the head and once at the chest.


Rapid Fire
In this image I fired a full clip at full speed at each target while crouching.


The next couple of images show the Glock 18's performance at a long range. It performed about the same as the other pistols at this range (excluding the USP45) and showed that at this type of range you MUST CROUCH as with any pistol!


The Range


First Clip
From my experiences the first two shots from the first clip are usually pretty inaccurate, but the Glock 18 didn't do as bad as some of the others.
Crouching
Standing


Second Clip
Second clip was better, and once again it shows that you best bet is to crouch.
Crouching
Standing


This image shows how strafing affects the accuracy of the Glock 18. I aimed at the targets and emptied a full clip at full speed while strafing from side to side.

Point Blank
All targets hit.


Medium Range
All targets hit.


Long Range
All targets hit.


A close up of the targets and bullet holes. You can see that the bullet spread was wider, but the Glock 18 still performed nicely.

Burst-Fire

The following images show how the Glock 18 performed on Burst-Fire mode.
Not too bad. Not too good.


Close Range
In this image I shot the bursts at full speed. This had nearly the same results as the semi automatic mode.


Medium Range
I aimed for the head of the target on the left and for the chest of the target on the right. I wouldn't recommend using Burst-Fire mode for medium range battle.


Long Range
These shots were fired at the same long range as the previous long range tests.

The test was to compare standing or crouching and the results showed that they were about equal. Both targets ended up with 4 bullets hitting the actual player on the target, but standing actually got more bullets onto the overall target. Once again I wouldn't recommend using burst-fire for long range battle.
Crouching
Standing




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