“Powerful and reliable, the AK-47 is one of the most popular assault rifles in the world. It is most deadly in short, controlled bursts of fire.”
The AK-47, or CV-47 as it was previously known before Condition Zero, is a rifle featured in the Counter-Strike series, exclusively available to the Terrorists. The counterpart for the Counter-Terrorists is the Maverick M4A1 Carbine before Global Offensive and the M4A4 / M4A1-S in Global Offensive.
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Rate of fire Weight (loaded)
60. RPM 4.79 kg
- Used by
The AK-47 is a select-fire, gas-operated 7.62×39mm assault rifle developed in the Soviet Union by Mikhail Kalashnikov. The first weapon in the AK (Avtomat Kalashnikova, Russian: Автомат Калашникова, Kalashnikov assault rifle) family of weapons, the AK-47 is succeeded by the modernized AKM in 1959, and the AK-74 in 1974. AK variants were adopted by many forces around the world and saw use in almost every conflict since its development. The AK-47 in Global Offensive is modeled after the AKM.
In-game, the AK-47 is a powerful assault rifle exclusive to the Terrorists. It is one of the most popular and efficient guns in the game known for its power, range, and cheap price. The AK-47 can kill a helmeted player with one shot to the head, something which its CT counterparts (Maverick M4A1 Carbine, M4A4, and M4A1-S) cannot do. Even without headshots, it is able to bring down an enemy in 4 Chest & Arm shots instead of 5 with the CT counterparts. It has high first shot accuracy and low damage dropoff, and a moderately fast reload. In Global Offensive, the first 8-9 bullets in its spray pattern have little to no side to side recoil, making compensation somewhat simple.
The AK-47’s only major disadvantages are its inaccuracy after multiple shots and high recoil. In Global Offensive, the upwards recoil in the first few shots of its spray pattern is quite strong, requiring more mouse movement to compensate. After that, the recoil moves to strong side-to-side sway, which is harder to compensate. Its CT counterparts are easier to control in this regard. Its rate of fire is lower than its CT counterparts, and is also fairly heavy, slowing down the player more. It is also one of the loudest rifles and has a very distinctive firing noise, allowing enemies to easily identify users of the AK-47.
- The AK-47 is the best general-purpose weapon for Terrorists in buy rounds due to its high power and low cost, making it one of the most economically efficient weapons in the game.
- When spraying or bursting with this weapon, make sure to pull the crosshair down for the first 4 to 7 rounds, as the spread when spraying is high. Remember to have proper crosshair placement (crosshair is at head level) first before bursting or spraying, and then fire 4 to 7 rounds while controlling the recoil. The chances are the first 7 rounds will get you a headshot kill.
- In Global Offensive, it is recommended to tap fire the weapon due to its high standing first-shot accuracy and ability to kill an opponent with a single headshot.
- Often times, many newcomers make the mistake in firing the AK-47 continuously until the current magazine is depleted. This makes the recoil of the weapon very hard to control and leaves the user vulnerable to enemy counter-attacks. To prevent this, practice using the weapon with controlled bursts of fire and try to keep the recoil low.
- The first 10 bullets of the spray pattern go straight up, so pull straight down for the first 10 bullets when spraying.
- At long distances, strafing is essential. When strafing, tap fire for maximum accuracy, and the AK-47’s high damage will do the rest.
- When in medium range with high recoil, if using the small crosshair, aim with the top line for a higher chance to hit. At closer ranges, this will make scoring a headshot extremely easy.
- For very close range combat, feel free to fire full-automatic. However, be sure to aim the crosshair around the torso of the opponent due to the high recoil of the AK-47.
- It is possible to strafe and shoot with this weapon in medium quarters, provided that the gun is aimed at the legs of the target due to the high recoil. However, this should only be used as a last measure.
- While the accuracy of most weapons was increased in Counter-Strike: Source, the AK-47 did not receive this benefit.
- Experienced CTs will usually prefer the AK-47, often swapping out their M4 rifles for one dropped on the ground. Due to this, avoid purchasing the AK-47 or its counterparts after winning the pistol round. Even if you’re a veteran, the opposition will do their best to kill you and get your gun, causing your team to be at a huge disadvantage and you to not have sufficient funds later.
September 28, 2016
- Increased fidelity and reduced distortion in fire sounds for Famas, Galil, Aug, SG553, M4A4, M4A1-S, unsilenced M4A1-S, and AK47.
August 3, 2016
- New accuracy recovery method and new recovery rates for the M4A1-S, M4A1
December 15, 2015
- Reverted recent changes to pistols and the AK-47, M4A4, and M4A1-S (see the CS:GO blog for details).
December 8, 2015
- Adjusted recovery time on the AK47, M4A4, and M4A1-S assault rifles to reduce the range at which spraying is preferable to tapping/bursting.
“With a smaller magazine than its unmuffled counterpart, the silenced M4A1 provides quieter shots with less recoil and better accuracy.”
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Rate of fire
The M4A1-S is the reintroduction of the original M4A1 from earlier Counter-Strike games, originally replaced by the M4A4 in Global Offensive. The M4A1-S in game is based off a Colt Model 723 “M16A2 Carbine” (an early predecessor to the M4 Carbine identified by the non-removable carry handle) with an “M4” profile barrel.
In game, the weapon’s capacity and reserve capacity is reduced compared to its predecessor, at 25 rounds per magazine and 75 rounds in reserve, which is the lowest out of all assault rifles. Its rate of fire is slightly lowered at 600 RPM, slightly lower than the average assault rifle fire-rate or 667.
The M4A1-S is equipped with a silencer, which is attached when receiving the weapon, and can be manually detached (and reattached) by pressing the secondary fire key. The time taken for detaching and reattaching the silencer is greatly increased, so it is unadvised to do it in the midst of combat.
The silencer is best kept on because removing it increases recoil and decreases accuracy, making it less effective overall than its non-silenced counterpart M4A4. One reason to do so however is that the silencer noticeably increases the length of the weapon, which may make stealth around corners slightly more difficult.
With the silencer on, the weapon has a quiet firing sound, low recoil, and high accuracy. It also doesn’t fire tracers. These properties make the M4A1-S suitable for long-range tapfiring.
The max audible distance of silenced firing sound the M4A1-S is 800 units.
- If you can spare ammo and/or cannot evade more than two assailants, spray bullets at close to medium ranges.
- To conserve ammo and maintain accuracy, burst-fire or tapfire at medium to long ranges. Be sure to aim for the head or the torso/stomach if recoil is too high for the user to control.
- Almost always keep the silencer on. Removing it provides almost no advantages as it increases the recoil and spread, decreases accuracy while jumping, giving away your location more easily with un-suppressed shots, and is less effective than the M4A4. Firing with the silencer may not always prevent attention from alerted foes, but they will have a harder time in pinpointing your location if your position is concealed.
- However, if the silencer is removed, the decoy grenade’s sound would be louder, which can be used to confuse opponents.
- Because of the long length of the silencer, exercise caution when hiding near a corner as the long silencer may poke out of the corner, exposing the player. Point the weapon towards the inside of the corner.
- Hit and run is a good way to maintain stealth. A player can be more effective and maintain stealth when flanking or attacking from the rear.
- The magazine capacity and ammo reserve are the lowest of all the other automatic rifles. Counteract this by limiting pre-fire and implementing controlled, sure shots.
- You can combine the M4A1-S and USP-S to make you even more subtle, but beware of their very low ammo capacity.
April 10, 2020
M4A1-S – Price reduced to $2900.
March 13, 2019
The M4A1-S now holds 25 bullets in the magazine, and has 75 in reserve.
June 12, 2018
Increased reserve ammo for the M4A1-S from 40 to 60, to provide some additional utility without impacting brief engagements.
September 28, 2016
Increased fidelity and reduced distortion in fire sounds for Famas, Galil, Aug, SG553, M4A4, M4A1-S, unsilenced M4A1-S, and AK47.
August 3, 2016
New accuracy recovery method and new recovery rates for the M4A1-S, M4A4, and AK-47. See details HERE.
September 15, 2015
Reduced armor penetration*
Increased base spread
N.B. “Reduced armor penetration” did not occur.
March 31, 2015
Increased price of the M4A1-Silencer from 3100 to 3200 to align the weapon’s price with its utility.
December 10, 2014
Increased price of M4A1-S to $3100
“High risk and high reward, the infamous AWP is recognizable by its signature report and one-shot, one-kill policy.”
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The Accuracy International Arctic Warfare series is a series of sniper rifles manufactured by Accuracy International of United Kingdom. The Arctic Warfare Police (AWP) is the law enforcement variant of the series, commonly chambered for 7.62×51mm NATO. The Magnum Sniper Rifle depicted in Counter-Strike is based on the Arctic Warfare Magnum, chambered for .338 Lapua Magnum. The AWP in Global Offensive is based off the original Arctic Warfare.
In-game, the AWP is a high-powered bolt-action sniper rifle available to both teams, with a 10-round magazine capacity. The AWP is not available for the Counter-Terrorists to purchase in Assassination maps. They can, however, get them from fallen Terrorists.
It is a devastatingly powerful long-range weapon, with extreme accuracy and obscene stopping power. However, its high price tag and cumbersome playstyle requires massive amounts of training, practice, accuracy and experience to master its usage.
When not scoped in, the rifle is very inaccurate and has no crosshair to assist aiming. The scope can be used with secondary fire, and pressing secondary fire again while scoped in zooms in the scope. The player’s movement speed is reduced while scoped in. Firing the weapon causes the player to leave the scope temporarily to operate the bolt before automatically scoping in again. The player will leave the scope if they use secondary fire again at the higher zoom setting or switches weapons. When zoomed in and not moving, the rifle has a near-perfect accuracy, able to hit anything as long as the crosshair of the scope is on target. Moving drastically reduces accuracy, and even more so with jumping.
It boasts an exceedingly high damage value, and is a source of much of its infamy. It is able to one-shot kill enemies with one hit to anywhere bar the legs, regardless of armor. The VIP and Lab Rat are the only player characters who can survive a single body shot from the AWP because his armor can absorb 200 damage. In the case of the Lab Rat, he can take the whole damage due to the increased health (to 120 HP) in Danger Zone. However, a headshot can still kill both of the above players instantly. It also has a very high penetration power, and its high base damage makes it a solid weapon for wallbanging.
However, where the AWP excels in accuracy and power, it suffers in general handling. The weapon has terrible accuracy when not using the scope or firing while moving, so the user must be aiming down sights AND immobile at all times to remain competitive. Because the weapon is bolt-action, it also results in a very low rate of fire. The AWP slows players down considerably, particularly in Global Offensive, making it unwieldy at closer ranges. It is also less accurate if fired right after cycling the bolt in Source and Global Offensive, and has a moderately long reload time in these games.
The last major downside is the weapon’s very expensive price tag, one of the most expensive in the game. In older games, the .338 Lapua Magnum used by the AWP is the also most expensive ammunition in-game, at $125 per magazine. In addition, it has a reduced kill reward in Global Offensive, further hampering the economic ability of the team using it. Enormous quantities of skill and team coordination are needed to use the AWP effectively, so its user doesn’t become an economic load and drag down the whole team, or even getting killed and letting the enemy claim a free AWP.
Additionally, the AWP’s sound signature is extremely loud and distinct when fired, making it easy for enemy players to single out an AWP player in the vicinity and chance tactics accordingly.
The AWP is only weapon in Counter-Strike with the ability to kill an armored teammate instantly with a headshot.
In older games, bots equipped with an AWP always switch to their pistol after firing 5 rounds, no matter how many rounds are available in their weapons.
- Unlike other sniper rifles, instead of focusing on the head, aim for the chest as much as possible. The chest presents a much larger target, and the damage done by an AWP shot is more than enough to kill the enemy in a single shot provided it did not hit the leg or an obstacle between the player and the enemy.
- If a target is using cover while at medium range and the head is exposed, try to score a headshot to ensure an instant kill as the cover may block most of the shot’s damage, allowing the enemy to return fire.
- On certain maps, experienced players can perform wallbangs (hitting enemies through surfaces) dealing ~53 damage at 1 wall surface or 25 damage from 2 wall surfaces or a one-hit kill on a headshot. This tactic requires good accuracy, prediction, and a bit of luck.
- Due to its immense stopping power, the AWP can penetrate through cover which most other weapons cannot.
- Switching to another weapon and then back, although not speeding up the fire rate, allows the player to get their pistol(s) ready early if they wish to fire at closer targets, and prevents the automatic re-scoping in that can throw off the player’s field of view.
- Avoid shooting at the target’s leg, for the damage is not lethal on targets with full health.
- Except for the better scope, the SSG 08 is a viable alternative in Danger Zone because both sniper rifles take 2 shots to kill an enemy with full health. With SSG 08 having slightly faster rate of fire and better mobility.
- After firing a scoped shot in Counter-Strike and Counter-Strike: Condition Zero, the AWP retains in-scope accuracy if fired before returning to the scoped view as long as the player is stationary or kneeling.
- An experienced user can take advantage of this by holding the primary attack button and retain an accurate shot, and can even mark a central red-dot (1.6 and Condition Zero) of the crosshairs with a wipeable, non-permanent sketch or marker pen of the color of the crosshair. This can technically allow the player to fire the AWP without physically aiming down sights.
- This tactic is rendered useless in Counter-Strike: Source and Counter-Strike: Global Offensive. Firing the AWP with this method will have the same accuracy as an unscoped one. Additionally, users cannot fire the AWP after cocking the rifle unless the primary attack button has been released and pressed again.
- Standing whilst firing is a must, as moving while firing dramatically decreases the weapon’s accuracy.
- Never kneel when peeking a corner. The chances are that the enemy can see you peek first, as “crouch-walking” decreases your mobility. To peek, strafe, and scope in to find and kill the enemy. Be as quick as possible, because the enemy can kill you first before you can, as peeking a corner will get exposed to different angles. Practice landing flickshots or quickscopes to take the enemy down in seconds.
- When facing an enemy sniper, use cover in case the first shot does not hit an intended target. If the first shot is missed and the firing location has been compromised, change firing location in case the enemy is already trained on the original location, waiting to fire.
- Take cover while operating the bolt between shots, so as not to allow the opponent time to attack. However, be careful, as enemies might be waiting for the opportunity to fire when popping out.
- Even if the opponents have no idea where the shot is from at first, avoid camping at one point for too long. Instead, be mobile—relocate the firing position after killing one or two opponents to reduce the risk of allowing the enemy team to flank the sniping position. The killcam can surrender your general location, allowing victims to exact revenge when they respawn.
- Avoid using scope for too long, maintain peripheral vision for possible enemy flanks.
- In Assassination maps, since the Terrorists’ semi-auto sniper rifle cannot be purchased, the AWP is the best replacement for sniping, since a bullet from the AWP can kill the VIP in 1~2 hits.
- Also, Counter-Terrorists are unable to purchase the AWP as they can only buy the Krieg 550 Commando. Terrorist snipers with the AWP can usually take these users down because the SG550 is less accurate and is unable to score instant kills without a headshot. However, if the AWP user misses the first shot, the SG550 users are likely to return fire due to the distinctive sound signature.
- If the VIP is standing still or unaware, take the time to aim for his head, as the AWP will kill in one headshot, even if the VIP has full health and armor.
- Be mindful of the surroundings and camp in a spot where enemy flanking can be avoided.
- Additionally, if available, have a teammate provide cover when high visibility situations cannot be avoided.
- Exercise extreme caution when engaging enemies at close range. The weapon lacks a high rate of fire that prohibits users in fighting targets at near distances. Switch to a machine pistol and strafe or retreat. Alternatively, always go into close combat with at least one non-sniping teammate.
- If the economy is favorable, a CZ75-Auto, Tec-9, or Five-SeveN is good backup pistol for AWP users, most notably when encountering an enemy or a group of enemies at close range. The pistols’ higher rate of fire will help the user easily eliminate the enemy, or at the very least be a reliable defensive weapon.
- Avoid firing the AWP without using the scope, as it is very inaccurate unless at point blank range. Although damage is not reduced, it is not recommended to ‘quick-scope’, as the bullet may not always kill a target with full health instantly. This can leave an AWP user vulnerable to counter-attack.
- Prior to Counter-Strike: Global Offensive, a commonly utilized tactic was to jump from a corner, crouch or stop moving, zoom in, and then fire the AWP at a target.
- In an update for Counter-Strike: Global Offensive, the scope of the AWP scope is blurred for about a second after scoping in, meaning the shot will be highly inaccurate if it is immediately fired.
“More accurate but less damaging than its AK-47 counterpart, the M4A4 is the full-auto assault rifle of choice for CTs.”
The M4A4 is based on the Mk. 18 Mod 0 carbine, fitted with an ARMS#40 flip-up rear iron sight and KAC free-float RAS handguard.
In-game, the weapon holds 30 rounds and has 90 rounds in reserve.
- The M4A4 has high accuracy and moderate recoil, making it good for firing bursts. However, spraying is not always recommended, unless the enemy is in close proximity. At longer ranges, it is better to burst fire or tap fire.
- In medium and close ranges, the M4A4 can spray bullets at the torso or stomach and quickly deliver lots of accurate shots.
- Crouching can quickly and easily compensate for the early-spray recoil.
- Although headshots from the M4A4 are not always lethal, aiming for the head is still recommended, moreso at long range. A headshot might kill if an already injured opponent, or at least deliver enough damage that another bodyshot can finish.
- Compared to the M4A1-S, the M4A4 offers a larger magazine and reserve capacity, making it more suitable for a defensive role where more ammo is needed.
“As expensive as it is powerful, the Desert Eagle is an iconic pistol that is difficult to master but surprisingly accurate at long range.”
The IMI Desert Eagle is a large semi-automatic pistol chambering the powerful .50 Action Express round, one of the most powerful pistol cartridges in production. It was designed by Magnum Research Inc. of the United States, which was refined and manufactured by Israel Military Industries (save for a temporary contract with Saco Defense from 1995 to 1998) until 2009 when production moved to MRI’s own facility in the United States. While not practical for military use due to its size and recoil, its large, powerful appearance made it a popular choice for movies and games.
In-game, the Desert Eagle is a powerful semi-automatic pistol available to both teams. It is loaded with 7 rounds of .50 Action Express which makes it able to inflict high amounts of damage. It costs $650 in earlier games and $700 in Global Offensive.
The Desert Eagle is one of the more popular sidearms in the Counter-Strike games, its appeal mainly coming from its high power. Until Global Offensive, this pistol was the only pistol capable of killing an opponent with one headshot regardless of armor and helmet. In Global Offensive, while other pistols can also achieve this feat, the Desert Eagle has far better range than most of them, with high base damage that can compensate for damage dropoff at range and a far better standing accuracy than most other pistols. In Global Offensive, the Desert Eagle is also the only weapon in the pistol class with high penetration.
The Desert Eagle’s main disadvantages come from its small magazine size, lower rate of fire, high recoil when fired repeatedly, low movement speed when wielding the weapon (it is the second heaviest pistol in Global Offensive, only beaten by R8 Revolver), and price (it is the most expensive pistol in Global Offensive, but is beaten out by the Five-SeveN and Dual Berettas in earlier games). Damage dropoff is also quite strong, though not as noticeable due to its high base damage. Its firing sound is loud and distinctive, meaning that it can give the player’s position away easily.
As the most expensive pistol next to the R8 Revolver at $600, it is not recommended for use during pistol rounds, where Armor is far more vital and early-game economic management is important.
When using this weapon, always go for headshots. A headshot grants an instant kill, even if the target is wearing a helmet and he is at full health and at a medium range away.
This weapon can also be used to kill an opponent with 2-3 body shots. If you miss the headshot but you hit the body, go finish them off with another shot or two to the body.
At long range, crouch, fire single shots and wait a moment in between shots to reset the accuracy.
This weapon has a good effective range, especially in games prior to Source, so it may be an ideal sidearm for players equipped with shotguns or low-damage SMGs.
This pistol is often used to “wallbang” surfaces unlike most of the other handguns. Prior to Source, this is the only pistol that can penetrate through walls, whereas other pistols do not; so try to wall-bang in order to kill an enemy player that is hiding.
After Source, this pistol is still more suitable for penetrating walls due to having a higher penetration power.
Its ability to score one-shot kill makes it a good weapon for players equipped with Tactical shields, the shield user is more likely to survive enemies that have a primary weapon as he will only need to expose himself for only a brief period.
Unless when at close proximity, avoid spraying bullets. The Desert Eagle has a low magazine size and lacks accuracy when firing several rounds consecutively except in Source.
Be sure to reload often due to the small magazine size.
In Global Offensive, the damage per bullet has increased. However, the spread generated after firing has increased as well thus making the Desert Eagle less effective for spraying bullets at longer ranges and forces the user to shoot the gun at a slower rate than in previous games. It is far more recommended to fire the gun in single shots.
“The SSG 08 bolt-action is a low-damage but very cost-effective sniper rifle, making it a smart choice for early-round long-range marksmanship.”
The Steyr SSG 08 (German: Scharfschützengewehr 2008, English: Sniper Rifle 08) is an Austrian-made bolt-action sniper rifle. In-game, the SSG 08 is a cheap sniper rifle option available to both teams at $1700, fulfilling the same role as the Steyr Scout in previous games. It holds 10 rounds per magazine and has a very large reserve capacity at 90 rounds.
Being bolt-action, the SSG 08 has a very low rate of fire, though a little faster than the AWP. It also has a long reload time like the AWP. It has good bullet penetration power. Like the Scout, the weapon is lightweight for a sniper rifle, but players will not gain a speed bonus with SSG 08 out and will have a speed of 230 units per second.
As a sniper rifle, the weapon is equipped with a high power lens scope for long range engagement. When not scoped in, the rifle is inaccurate (though better than the AWP) and has no crosshair to assist aiming. The scope can be used with secondary fire, and pressing secondary fire again while scoped in zooms in the scope. Unlike other sniper rifles, the player’s movement speed is not reduced while scoped in.
Firing the weapon causes the player to leave the scope temporarily to operate the bolt before automatically scoping in again. The player will leave the scope if they use secondary fire again at the higher zoom setting or switches weapons.
When zoomed in and not moving, the rifle has a near-perfect accuracy, able to hit anything as long as the crosshair of the scope is on target. Moving drastically reduces accuracy, and even more so with jumping. However, one notable aspect of the SSG 08 is that it is very accurate at the peak of a vertical jump. It is the only weapon in the entire Counter-Strike series to be able to perfectly retain its hipfire accuracy at the peak of a jump.
Like its predecessor, the SSG 08 will always deliver instant headshot kills, but is unable to achieve an instant bodyshot kill unlike the AWP. However, unlike the Scout, the SSG 08 can kill unarmored targets at full health with a shot to the gut. Due to the unusual location of the hitbox location however, this is a difficult task to achieve.
Overall, the SSG 08 is a serviceable sniper rifle option for the team sniper in early rounds and eco rounds, usually replaced by the AWP when the economy is favorable.
The SSG 08 is the one of the only weapon available in the Flying Scoutsman game mode along with the Knife. In the said game mode, the SSG 08 has no midair accuracy penalties and allowing to shoot the enemies in midair with reduced gravity.
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