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How To: Walling - cs_assault

Before you read one sentence of this guide, know that it only covers legitimate walling. I'll discuss estimating a player's movement patterns, using sound effectively, using sight effectively (which is surprisingly rare), and using your radar. With practice, you will be killing players through walls, or at the very least softening them up for your team, on a regular basis, at several different spots on CS_Assault, whether you're a T or CT. Some people will call you a hacker when you do this. Some people will complain. I do NOT support cheating in any way, shape, or form, nor will I ever. An educated, experienced player knows the difference between a cheater and someone who has learned to use every single aspect of CSS to his or her advantage. If you cheat, you will be caught. Now, onto the fun stuff.

This guide isn't for everyone.

Generally, Assault regulars will use the same spots when they play, because we're creatures of habit, even if these spots are generally ineffective. Just how a lot of the regulars on 108.4 know I'm at the red crate 99% of the time I'm a T. Use that to your advantage. CTs are at a disadvantage on Assault, because obviously, the Ts are expecting them to come in. Turn a disadvantage into an advantage every chance you have. They know you're coming. So kill as many as possible before you go in. What do I mean, exactly? A little thing called walling. And no, you don't need a "wallhack" to wall effectively. All you need is practice and a gun with enough power to get the job done through a bit of steel. The M4 is a poor option for this, because it can take up to 12 hits to deal over 100 damage through a wall, assuming you score body/limb hits. If you're able to score headshots, more power to you. We're talking about 4-5 shots to the head through a wall with an M4. I suggest the AUG, or, if you have one available, an AK or Krieg. The Scout is generally a poor weapon to use for this, in my opinion. Simply because the reload leaves you completely vulnerable for a short time of roughly 2 seconds. Two seconds of being complete vulnerable? Not for me.

Dealing with Footsnipers
Footsnipers are always going to be in one of three spots. Either side of the ramp, or camping the ledge above BBD. The latter is the most difficult to deal with, because it's almost a guess where the player is on the ledge. Communication is key here.

The Scout has muzzle flash. You can see the muzzle flash from a footsniper on either side of the ramp, even though you can't see the player who shot at you. If you're footsniped, and you didn't see any muzzle flash, the perp is very likely on the ledge above BBD. Tell your team! A bit of walling should get the job done. Help them, and yourself, even more by giving them a likely position on the footsniper. If you're in the very back against the wall, at the corner of the underpass, with the shed in front of you, your footsniper's on the right side of the ledge - a good 8 feet from BBD, but at least 5 feet from the wall. This is where he would have to be in order to have your feet in his field of view.

If you did see muzzle flash on one of the sides, shoot back! You'll need to fire a very tight, accurate pattern to be effective, and you'll need to place your shots through the metal door that only comes halfway down in the front. Look at the ramp angle, and adjust upward along it. Remember, you want to aim for the head to inflict maximum damage, and be sure to remember the ramp levels off after a point, it's not at an incline all the way up. Adjust your aim accordingly for these factors.

If you're confident you hit him, he moved. Adjust quickly and get another couple bullets into him. A footsniper hit through the wall will typically move up the ramp, closer to the front, as moving backward would only place him in your crosshair. So place your last bullets further left if the player is on your left side of the ramp, and further right if he's on your right side. This way, he'll walk into your shots.

Dealing with the Vent as a T
This is the most common form of "walling" a T player will have available to him. What do you need in order to do it effectively? An AK-47, Krieg, or Deagle. A Galil will do the job well, too. You'll need to learn to recognize the sound a player makes on a ladder, and the sound a player makes when he leaps from the roof into the base of the vent. A decent pair of headphones are a big part of using sound anytime you're playing CSS. The last thing you'll need is a pair of functioning eyes, and patience.

When a player uses the vent ladder or jumps in, you'll hear a telltale sound give him away. You will also see the soles of his boots as he crawls through the vent. Don't give him a chance to shoot back! And here's where the patience part comes in. When you're hit with a bullet in CSS, your movement slows down dramatically. A player crawling through the vents who's being sprayed with bullets is almost completely stuck in place. When you're shooting at someone inside, take your time. He's not going anywhere. But the moment you stop to reload, he's off like a racehorse, and in the UV before you've finished reloading your weapon.

Always pay attention to the things going on around you. When I play, I usually take a second before rushing off, move my crosshair over my teammates to see where specific people are going, then move on to my position. When I see a teammate was killed, I check to see who it was. If it was the guy who said he was headin to the vent, then surprise! I know someone's watching the vent, and I'll communicate this with my teammates at the back and front of the warehouse. If I'm then told that the vents appear to be clear? I know a T is camping lower vent! So what do you do? Drop in quickly - don't use the ladder - and prefire him.

So as a T, glance at the vent every once in a while. If the guy covering it is now lying dead on top of the boxes, and there's blood spattered on the wall behind him, you probably have an intruder in your vent. Look for the boots. If you dont see any, he either dropped down, killed your vent guard, and went back out on the roof, or he's in the UV (or possibly already inside the office! o.0) Most experienced players never leave the inside of the building once they're safely inside for more than a matter of seconds. This includes the vent. If I drop into the vent and kill a guy watching it, I'm sure as heck not giving that advantage back to the Ts! I'm movin my rear toward the UV asap.

The CT Box Rush

We've all been playing as a T, took a bit longer to buy our weapons, and found ourselves killed before we took one step. Odds are if this happens to you, you were killed by the CT box-rusher.

The CT box-rush is pretty well known. Basically all there is to pulling it off is making sure your weapon is in your inventory, and a knife is in your hand, when you're released from the pre-round buy period. If you bought an M4 (which is arguably the best weapon for this rush), don't rush the box and equip your silencer at the same time, you can't afford to take that extra time running. They'll know where you're shooting from whether your weapon is silenced or not. =P

So you've got your weapon in your inventory, and a knife in your hand. The round begins. Move quickly, avoid bumping into your teammates, and go to your immediate right, along the truck. As soon as you're out in the open area, turn 45 degrees to your left and run directly to the ladder leaning on the two crates against the warehouse. The idea is to take the shortest route possible. Press 1 to pull out your rifle the moment you hit the ladder, it'll be charged and ready to use by the time you're at the top. Don't go to the roof, just to the top of the first ladder. Line yourself up with the very edge of the crate, move forward until you're against the building, or at least pretty close, so you don't block teammates, crouch, and spray your weapon through the wall. After 15-20 shots, you'll know if you hit someone. A bullet that hits someone through this wall sounds different than a bullet that didn't hit anybody. If you didn't hit anybody, get up and move ASAP. They'll be shooting back in a moment if they haven't started already. If you hit someone, you may want to continue shooting until you register a kill, empty your magazine, or don't hear bullets registering anymore. If you hit someone, but you're being shot at and you've been wounded, you'll need to decide if you want to push your luck for a free kill (that you may not get either way). It's up to you. Just know that a CT can be killed by a T who walls here just as easily, and again, the T here has the advantage, because if bullets are coming out, he not only knows you're there, but he can stand just off to the side of your bullet spray while he shoots back, unwounded. Be careful with this one.

Simple to do. Effective when properly executed. Always risky.

The Bay Door
There are a few risk factors with this one, regardless of which side you're playing. Here's how to do it.

The bay door is the small silver-gray "loading dock" door toward the back (or side alley) part of the warehouse. IMO, the only time it's ever worth your ammo to wall here, is when you know for a fact someone is on the other side, and your crosshair is on the person. How could you possibly know? The radar. The radar works pretty simply. When you or a member of your team sees a member of the opposing team, the member of the opposing team will show up as a red dot on your radar. So let's say you're a CT, and you're standing near BBD, outside, trying to get an angle on someone. Suddenly your radar blips red at the bay door. A scouter on your team probably saw the T standing there from the front. So you know there's a guy there. Now you have two options. Strafe in BBD, prefire kill him, and strafe out? Or go wall him, not exposing yourself to any fire from any angle (except the possibility of being walled in return). I generally choose option two.

If you're a T, you're at the greater risk at this spot. If you're standing there shooting through the door, you have your back to BBD, allowing someone the opportunity for an easy kill. You're blind to the front door, and if someone happens to come inside while you're shooting the door, you'll be easy prey.

I think that's plenty to soak in during one sitting. Practice, practice, practice.

Comments »

Jihad @ 2007-11-23 17:49:17
You took my advise......!

I feel special.....

when i get my coumputer back you'll have to show me some of those tricks because....im not very good at assault.....

zebeso @ 2007-11-24 02:26:51
Ahahaha this is very good! The guys on the server get so pissed of!

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  • Bobson

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