Guide To Ghost Mode.
Hello everyone, and welcome to John’s guide to Crossfire.
Index:
Greetings:
Complete.
Introduction:
Global Risk.
In progress.
Black List.
Not yet started.
Introduction:
This guide will focus primarily on Ghost Mode, with an emphasis on tactics and teamwork. These fundimentals can be transferred to all modes of crossfire, but, again, are primarily focused on ghost mode.
It is assumed that the reader base knows the basic controls for both ghost and GR (Global Risk), or the guys with the guns. If not, it is w, s, a, d, for forwards, back, left, and right, movement, respectfully. Space, for jump (holding down the appropriate movement key, for movement in that direction), and ctrl for crouching.
Before we begin, there is something fundamental that both players of GR and BL (Black List, or ghosts) share, and that is ranges.
There are three ranges for the purpose of the guide. That is far, medium, and close. Far range is where such weaponry as snipers excel at. Medium range is where automatic rifles begin to shine, and close range is where close range weaponry begin to play.
Now this guide will segment into talking about Global Risk, and Black List respectfully. Those primarily interested in playing one side are more then welcome to skip down to that side. However, it is a fundamental principle of warfare to understand how your enemies operate. Therefore, I suggest you read this guide from beginning to end, both the side you are interested in, and the one you will face.
Global Risk:
Global Risk differ from Blacklist in two ways.
First, they have the ability to use guns.
Secondly, they are slower.
Third, they must secure and hold the bomb sites, or be forced into playing a reactionary game (which is not necessarily a bad thing, but, in my mind, sacrifices one of Global Risks’ primary advantages, and that is, to play an offensive game).
Now, the first difference is key.
Guns.
Guns allow Global risk to dominate, not only at long range, but medium range, and close range as well. The only place Blacklist can hope to equal Global Risk in is close range (and we will cover how to make sure you are equal to Blacklist even at this range).
Basic Tactics:
Before we begin with Basic Tactics, there are two key things every Global Risk player needs (to fully achieve, or maximize, their potential).
Sound and good eyesight is key for a blacklist player. Sound allows you to locate ghosts based on two principles: their breathing, and their footsteps.
Sight allows you to view missed bunnyhops (which is very helpful if your enemy has breath down, and step down).
Authors note: Your eyes are very good at picking up movement. To maximize this, do not try to look everywhere at your screen at once. Rather, focus directly where your crosshairs are, and allow your perifical vision (that is, in laymans’ terms, your side vision) to view the rest of the screen. You will find that it is a lot easier to spot ghosts.
Now, this is where basic tactics come in. Your screen is only able to view in roughly a fourty five degree angle from your body (ingame, of course). This means that, for the other three-fourths of the circle (collectively, your screen allows you to view, roughly, one fourth of a full field –three hundred and sixty degrees—of vision) are unable to be viewed. Sound makes up for the rest of it, but, again, if you opponent has breath down and step down, it is going to be hard to see them.
To make up for the lack of this, we will begin with basic movement. Never, ever, unless you are extremely skilled, or have teammates watching you, completely, walk in a straight line of travel, if you can avoid it.
If you have ample time (i.e. middle game in a round), do not go anywhere without holding down shift. Walk in a thirty degree angle one way, change it sharply, and zig-zag the other way. Ever so often, turn around and makesure no one is following you.
If you hear footsteps, do not stop. Instead, jump forwards and to a side, while turning around. Then subsequently jump backwards (typically along a different angle of travel then you jumped forwards). After that, proceed to jump in a crude circle motion, while angleing towards what you believe to be a clear escape path *typically it will be the place on the map where your team is… Crude rule of thumb: where your team is, the enemy is not… Where the enemy is, your team is not…*
I know this may sound confusing, so, here is an example.
I am a Global Risk player, in the lobby of the Laboritory map (the Global Risks starting position), it is middle game, and I am walking from the steps to the B site bomb area. First, I will start by walking towards the wall that runs from the end of the vents at B, through the lobby. About halfway there I hear footsteps behind. So I mash the a, w, and space bar, while turning around. Then, to avoid any possible ambushes while I target the ghost now infront of me, I mash the s, d, and space key. Alternating between d and a, while I shoot at the ghost. First ghost goes down, second one exposes himself, is shot, and we continue on as I wind up somewhere else on the map.
More advanced tactics: Rear guard.
If you are on a team you can trust, have your teammate face forwards while walking down a hallway. You walk backwards down that same hallway. Ideally, you will both be carrying weapons of the same, or near identical weight, this allows you to keep up with both of you, while having a more complete field of vision (the ghosts must now attack from directly to the side of either of you, to maintain surprise… This is really hard in tight spaces).
Where to go, and where not to go as Global Risk:
Tight hallways (space enough for one person to walk comfortable), narrow crawl spaces (where you must crouch to fit), and spaces with only one entererance/ exit point (the catwalk on B site in ghost map starting with H) are ideal. A few rounds fired before walking through, and a few speratically fired into the opening after, will ensure that you stay safe from ghosts (while, ideally, blocking off crucial passages for them).
When securing a place for travel, no matter how narrow, or how wide, try to fire off rounds in bursts of one, three, or five. Varying them according to the space you need to travel in. You must ensure a spread of bullets close enough that the body of a ghost cannot fit between them (which is why it is best to go from one side to the other, when first starting), but far enough that your bullets are not right next to eachother (literally, this wastes ammo). Pay attention to if your crosshair changes. If it does, you know you hit something. If not, for the love of god, do not keep spraying.
Examples: When fireing off rounds in a tiny space, such as the walkway at B, in the before mentioned map, I will fire off three. One on the center of the path, one to the left of center, and one to the right of center. All aimed at the adjacent wall. If my rounds do not hit anything, I know for a fact that a ghost cannot be there, as there is no hiding space.
In contrast, securing a larger hallway, such as the upper one leading from the Global Risk spawn site, to the A bomb site on labority, I will fire off five or more rounds in the larger section of that passage (the one with the drop down hole in the ceiling). This allows me to be sure that no ghosts are present.
Where not to go:
Anyplace big, wide, and open. Never go here if you can help it. And never, if you can help it, go alone. It is just asking for trouble (even if it is one on one, a pro bunny hopper can easily slip in behind you).
Authors note: I have seen people “check for ghosts” using a method of 15-30 rounds in a narrow hallway. Do not do this, you just waste an entire clip.
Futher notes: Shotguns are great for this. Their bullet spread mean that one, two, or at worst, four shots need be fired, depending on the length of the hallway, to check for ghosts. Of course, damage dealt at range will be minimal, but it allows you to know they are there, just the same.
Gun Selection and Classification.
Any gun will give you an advantage over ghosts, and classification beyond that is merely the areas the guns shin in. Take the ones you are most comfortable with.
Sniper rifles: AWM, M700, etc. Long range, medium range, short range. For extremely short range, no scope. Provided your rifle is in the middle of your screen, chances are you will hit them.
Automatic rifles: Ak-47, M4A1, G36k, M16, etc. Good for medium and short range (far range the damage they do is negligible. However, with few exceptions, the majority of ghost combat takes place in the medium to close range, so they are ideal suited for ghost mode).
SMGS: MP5, P90, etc. Good for close range. Ideally suited for ghost mode, as ghosts will seek to get in close, where submachine guns shine.
Shotguns: Medium Range, Close range (anything beyond that, you are wasting ammo). Learn to stay just outside the lethal area of knives, axes, shovels, and katanas, and shotguns are very good for ghost mode (one shot at close range, and they fall, usually).
Machineguns: M60, RPK, etc. Good for ghost mode due to large volume of bullets. Weight makes the carrier suseptable to ghosts, however.
Sidearms:
Deagle, Anaconda, etc.
These are great for close range.
Authors Note: Never, not even then, use this as a primary weapon (unless you are a sniper, then you are pretty much forced into doing so). These are intended to be used when your primary weapon runs out of ammo, is in between reloads, or you are forced into chooseing to draw this, or a knife/ axe/ shovel. If you are, always draw this instead of a knife, you carry it for a reason.
At close range, aim for the head. For this reason, I will suggest you carry an anconda and/ or desert eagle with you. These will allow a speedy takedown of any near-by ghosts, as well as a good damage to reload ration (at three shots for the anaconda, and, typically, two, for the desert eagle, you can take atleast two ghosts with you per clip... Body shots if you are really unlucky, or cannot aim).
Close Range.
For the very reason that being Global Risk in close range details disadvantages, I have decided to seperate this into its' own part of the guide.
First thing to note if you are forced to draw your last resort weapon (be it katana, axe, shovel, or knife), is what weapon your opponent has. As a knife user (with the exception of a free axe I used for abit), this is especially important. The only weapons you have to worry about as a knife user are: the axe, and the katana.
The shovel is, in my experience, a knock-over, and a fellow knife user has to be as skilled as you, in order to harm you. The katana is deadly due to the ability to hit you at a very far range. And the axe is deadly due to having an increased damage circle, compaired to yours (they can hit you at a range, you cannot).
The best way to close with a ghost is to approach at an angle, and circle around. You must time it right.
Whether you use a left or right click is your choice. Depending on the opponent, either, or, or both is advisable.
If it is a shovel user you are facing, your goal should be to close the distance, and get in close as quickly as possible. Then slash twice to the head, while circleing around, and you win.
If a Katana user, again, close the distance. If they are of equal skill, you probably will not make it, but if you do, I suggest right stab, as you will not get a second chance.
If an axe user, close in and your choice of attack. Chances are, if of equal skill, you simply will not make it.
If you are facing a fellow knife user. You are probably best off useing a straight slash, quickly in succession, as the odds of hitting are higher. You both are fighting with the same range, so if you cannot stab them, they cannot stab you. Ideally you want to run, and reload.
If a ghost hops away, or jumps back to a place and sits there (typically you will find this of the less skilled), do not approach with your small weapon. Instead, back up, draw out a pistol, or other weapon, and reload it, while hoping away yourself. This way, you are ready to unload upon their last position, and ready for their friends (should they arrive soon, no doubt attracted by the sound of gun-fire).
Authors note: Depending on the mulititude facing me, and the skill levels, I will open up with a straight slash as I pass, or a stab with a right click.
Futher Notification: The use of weaponry should go in this order. Primary weapon (be it sniper rifle, automatic rifle, smg, machinegun, shotgun), until out of the clip (or dangeriously low. I consider dangerously low whenever I cannot take out half of the opposing force, reliably, with whatever ammo I have left... You may consider it differently), sidearm, until out of clip (or dangerously low...Typically at half clip or less), then knife/ axe/ shovel/ katana. Do not use the reverse method (starting with a knife, axe, shovel, or katana), you sacrifice range, and thus you sacrifice the only advantage Global Risk gains.
More later, as I get time.
I hope you enjoy what little is here, for now.
~John
Index:
Greetings:
Complete.
Introduction:
Global Risk.
In progress.
Black List.
Not yet started.
Introduction:
This guide will focus primarily on Ghost Mode, with an emphasis on tactics and teamwork. These fundimentals can be transferred to all modes of crossfire, but, again, are primarily focused on ghost mode.
It is assumed that the reader base knows the basic controls for both ghost and GR (Global Risk), or the guys with the guns. If not, it is w, s, a, d, for forwards, back, left, and right, movement, respectfully. Space, for jump (holding down the appropriate movement key, for movement in that direction), and ctrl for crouching.
Before we begin, there is something fundamental that both players of GR and BL (Black List, or ghosts) share, and that is ranges.
There are three ranges for the purpose of the guide. That is far, medium, and close. Far range is where such weaponry as snipers excel at. Medium range is where automatic rifles begin to shine, and close range is where close range weaponry begin to play.
Now this guide will segment into talking about Global Risk, and Black List respectfully. Those primarily interested in playing one side are more then welcome to skip down to that side. However, it is a fundamental principle of warfare to understand how your enemies operate. Therefore, I suggest you read this guide from beginning to end, both the side you are interested in, and the one you will face.
Global Risk:
Global Risk differ from Blacklist in two ways.
First, they have the ability to use guns.
Secondly, they are slower.
Third, they must secure and hold the bomb sites, or be forced into playing a reactionary game (which is not necessarily a bad thing, but, in my mind, sacrifices one of Global Risks’ primary advantages, and that is, to play an offensive game).
Now, the first difference is key.
Guns.
Guns allow Global risk to dominate, not only at long range, but medium range, and close range as well. The only place Blacklist can hope to equal Global Risk in is close range (and we will cover how to make sure you are equal to Blacklist even at this range).
Basic Tactics:
Before we begin with Basic Tactics, there are two key things every Global Risk player needs (to fully achieve, or maximize, their potential).
Sound and good eyesight is key for a blacklist player. Sound allows you to locate ghosts based on two principles: their breathing, and their footsteps.
Sight allows you to view missed bunnyhops (which is very helpful if your enemy has breath down, and step down).
Authors note: Your eyes are very good at picking up movement. To maximize this, do not try to look everywhere at your screen at once. Rather, focus directly where your crosshairs are, and allow your perifical vision (that is, in laymans’ terms, your side vision) to view the rest of the screen. You will find that it is a lot easier to spot ghosts.
Now, this is where basic tactics come in. Your screen is only able to view in roughly a fourty five degree angle from your body (ingame, of course). This means that, for the other three-fourths of the circle (collectively, your screen allows you to view, roughly, one fourth of a full field –three hundred and sixty degrees—of vision) are unable to be viewed. Sound makes up for the rest of it, but, again, if you opponent has breath down and step down, it is going to be hard to see them.
To make up for the lack of this, we will begin with basic movement. Never, ever, unless you are extremely skilled, or have teammates watching you, completely, walk in a straight line of travel, if you can avoid it.
If you have ample time (i.e. middle game in a round), do not go anywhere without holding down shift. Walk in a thirty degree angle one way, change it sharply, and zig-zag the other way. Ever so often, turn around and makesure no one is following you.
If you hear footsteps, do not stop. Instead, jump forwards and to a side, while turning around. Then subsequently jump backwards (typically along a different angle of travel then you jumped forwards). After that, proceed to jump in a crude circle motion, while angleing towards what you believe to be a clear escape path *typically it will be the place on the map where your team is… Crude rule of thumb: where your team is, the enemy is not… Where the enemy is, your team is not…*
I know this may sound confusing, so, here is an example.
I am a Global Risk player, in the lobby of the Laboritory map (the Global Risks starting position), it is middle game, and I am walking from the steps to the B site bomb area. First, I will start by walking towards the wall that runs from the end of the vents at B, through the lobby. About halfway there I hear footsteps behind. So I mash the a, w, and space bar, while turning around. Then, to avoid any possible ambushes while I target the ghost now infront of me, I mash the s, d, and space key. Alternating between d and a, while I shoot at the ghost. First ghost goes down, second one exposes himself, is shot, and we continue on as I wind up somewhere else on the map.
More advanced tactics: Rear guard.
If you are on a team you can trust, have your teammate face forwards while walking down a hallway. You walk backwards down that same hallway. Ideally, you will both be carrying weapons of the same, or near identical weight, this allows you to keep up with both of you, while having a more complete field of vision (the ghosts must now attack from directly to the side of either of you, to maintain surprise… This is really hard in tight spaces).
Where to go, and where not to go as Global Risk:
Tight hallways (space enough for one person to walk comfortable), narrow crawl spaces (where you must crouch to fit), and spaces with only one entererance/ exit point (the catwalk on B site in ghost map starting with H) are ideal. A few rounds fired before walking through, and a few speratically fired into the opening after, will ensure that you stay safe from ghosts (while, ideally, blocking off crucial passages for them).
When securing a place for travel, no matter how narrow, or how wide, try to fire off rounds in bursts of one, three, or five. Varying them according to the space you need to travel in. You must ensure a spread of bullets close enough that the body of a ghost cannot fit between them (which is why it is best to go from one side to the other, when first starting), but far enough that your bullets are not right next to eachother (literally, this wastes ammo). Pay attention to if your crosshair changes. If it does, you know you hit something. If not, for the love of god, do not keep spraying.
Examples: When fireing off rounds in a tiny space, such as the walkway at B, in the before mentioned map, I will fire off three. One on the center of the path, one to the left of center, and one to the right of center. All aimed at the adjacent wall. If my rounds do not hit anything, I know for a fact that a ghost cannot be there, as there is no hiding space.
In contrast, securing a larger hallway, such as the upper one leading from the Global Risk spawn site, to the A bomb site on labority, I will fire off five or more rounds in the larger section of that passage (the one with the drop down hole in the ceiling). This allows me to be sure that no ghosts are present.
Where not to go:
Anyplace big, wide, and open. Never go here if you can help it. And never, if you can help it, go alone. It is just asking for trouble (even if it is one on one, a pro bunny hopper can easily slip in behind you).
Authors note: I have seen people “check for ghosts” using a method of 15-30 rounds in a narrow hallway. Do not do this, you just waste an entire clip.
Futher notes: Shotguns are great for this. Their bullet spread mean that one, two, or at worst, four shots need be fired, depending on the length of the hallway, to check for ghosts. Of course, damage dealt at range will be minimal, but it allows you to know they are there, just the same.
Gun Selection and Classification.
Any gun will give you an advantage over ghosts, and classification beyond that is merely the areas the guns shin in. Take the ones you are most comfortable with.
Sniper rifles: AWM, M700, etc. Long range, medium range, short range. For extremely short range, no scope. Provided your rifle is in the middle of your screen, chances are you will hit them.
Automatic rifles: Ak-47, M4A1, G36k, M16, etc. Good for medium and short range (far range the damage they do is negligible. However, with few exceptions, the majority of ghost combat takes place in the medium to close range, so they are ideal suited for ghost mode).
SMGS: MP5, P90, etc. Good for close range. Ideally suited for ghost mode, as ghosts will seek to get in close, where submachine guns shine.
Shotguns: Medium Range, Close range (anything beyond that, you are wasting ammo). Learn to stay just outside the lethal area of knives, axes, shovels, and katanas, and shotguns are very good for ghost mode (one shot at close range, and they fall, usually).
Machineguns: M60, RPK, etc. Good for ghost mode due to large volume of bullets. Weight makes the carrier suseptable to ghosts, however.
Sidearms:
Deagle, Anaconda, etc.
These are great for close range.
Authors Note: Never, not even then, use this as a primary weapon (unless you are a sniper, then you are pretty much forced into doing so). These are intended to be used when your primary weapon runs out of ammo, is in between reloads, or you are forced into chooseing to draw this, or a knife/ axe/ shovel. If you are, always draw this instead of a knife, you carry it for a reason.
At close range, aim for the head. For this reason, I will suggest you carry an anconda and/ or desert eagle with you. These will allow a speedy takedown of any near-by ghosts, as well as a good damage to reload ration (at three shots for the anaconda, and, typically, two, for the desert eagle, you can take atleast two ghosts with you per clip... Body shots if you are really unlucky, or cannot aim).
Close Range.
For the very reason that being Global Risk in close range details disadvantages, I have decided to seperate this into its' own part of the guide.
First thing to note if you are forced to draw your last resort weapon (be it katana, axe, shovel, or knife), is what weapon your opponent has. As a knife user (with the exception of a free axe I used for abit), this is especially important. The only weapons you have to worry about as a knife user are: the axe, and the katana.
The shovel is, in my experience, a knock-over, and a fellow knife user has to be as skilled as you, in order to harm you. The katana is deadly due to the ability to hit you at a very far range. And the axe is deadly due to having an increased damage circle, compaired to yours (they can hit you at a range, you cannot).
The best way to close with a ghost is to approach at an angle, and circle around. You must time it right.
Whether you use a left or right click is your choice. Depending on the opponent, either, or, or both is advisable.
If it is a shovel user you are facing, your goal should be to close the distance, and get in close as quickly as possible. Then slash twice to the head, while circleing around, and you win.
If a Katana user, again, close the distance. If they are of equal skill, you probably will not make it, but if you do, I suggest right stab, as you will not get a second chance.
If an axe user, close in and your choice of attack. Chances are, if of equal skill, you simply will not make it.
If you are facing a fellow knife user. You are probably best off useing a straight slash, quickly in succession, as the odds of hitting are higher. You both are fighting with the same range, so if you cannot stab them, they cannot stab you. Ideally you want to run, and reload.
If a ghost hops away, or jumps back to a place and sits there (typically you will find this of the less skilled), do not approach with your small weapon. Instead, back up, draw out a pistol, or other weapon, and reload it, while hoping away yourself. This way, you are ready to unload upon their last position, and ready for their friends (should they arrive soon, no doubt attracted by the sound of gun-fire).
Authors note: Depending on the mulititude facing me, and the skill levels, I will open up with a straight slash as I pass, or a stab with a right click.
Futher Notification: The use of weaponry should go in this order. Primary weapon (be it sniper rifle, automatic rifle, smg, machinegun, shotgun), until out of the clip (or dangeriously low. I consider dangerously low whenever I cannot take out half of the opposing force, reliably, with whatever ammo I have left... You may consider it differently), sidearm, until out of clip (or dangerously low...Typically at half clip or less), then knife/ axe/ shovel/ katana. Do not use the reverse method (starting with a knife, axe, shovel, or katana), you sacrifice range, and thus you sacrifice the only advantage Global Risk gains.
More later, as I get time.
I hope you enjoy what little is here, for now.
~John
Comments
-
1g0tN0skillZ wrote: »It´s a good guide I guess?
Well it didnt´t help me but it sure can help newbies in the GM.
I kinda approve it but I can´t give my Stamp :P
Thank you, it is basic tactics :P, so that means it is doing its' job.
I will start work on the more indepth stuff and add it to the guide when I get time.
Thank you again for your opinions , keep them coming !
~John -
Global Risk:
Global Risk differ from Blacklist in two ways.
First, they have the ability to use guns.
Secondly, they are slower.
Third, they must secure and hold the bomb sites, or be forced into playing a reactionary game (which is not necessarily a bad thing, but, in my mind, sacrifices one of Global Risks’ primary advantages, and that is, to play an offensive game).
and GR isn't always slower than BL. they can run with their knife or use an uzi.Before we begin with Basic Tactics, there are two key things every Global Risk player needs (to fully achieve, or maximize, their potential).
Sound and good eyesight is key for a blacklist player.allow your perifical vision (that is, in laymans’ terms, your side vision)SMGS: MP5, P90, etc. Good for close range. Ideally suited for ghost mode, as ghosts will seek to get in close, where submachine guns shine. -
add uzi to that list, you reload at a terribly fast speed, you're at the same speed as ghosts and who cares if the damage isn't great?
U can't run at the same speed as ghosts, never! even with a knife, with an uzi or any other weapon! -
-
Good for the basics and a bit more... pro's might want to look away tho.
It's a good guide when you want to achieve a 1.0 KD or a little more. Maybe I should write a guide on my own...
My KD on a bad day is 2.0 but sometimes I just get 22 or Infinity. -
Hello everyone, and welcome to John’s guide to Crossfire.
Index:
Greetings:
Complete.
Introduction:
Global Risk.
In progress.
Black List.
Not yet started.
Introduction:
This guide will focus primarily on Ghost Mode, with an emphasis on tactics and teamwork. These fundimentals can be transferred to all modes of crossfire, but, again, are primarily focused on ghost mode.
It is assumed that the reader base knows the basic controls for both ghost and GR (Global Risk), or the guys with the guns. If not, it is w, s, a, d, for forwards, back, left, and right, movement, respectfully. Space, for jump (holding down the appropriate movement key, for movement in that direction), and ctrl for crouching.
Before we begin, there is something fundamental that both players of GR and BL (Black List, or ghosts) share, and that is ranges.
There are three ranges for the purpose of the guide. That is far, medium, and close. Far range is where such weaponry as snipers excel at. Medium range is where automatic rifles begin to shine, and close range is where close range weaponry begin to play.
Now this guide will segment into talking about Global Risk, and Black List respectfully. Those primarily interested in playing one side are more then welcome to skip down to that side. However, it is a fundamental principle of warfare to understand how your enemies operate. Therefore, I suggest you read this guide from beginning to end, both the side you are interested in, and the one you will face.
Global Risk:
Global Risk differ from Blacklist in two ways.
First, they have the ability to use guns.
Secondly, they are slower.
Third, they must secure and hold the bomb sites, or be forced into playing a reactionary game (which is not necessarily a bad thing, but, in my mind, sacrifices one of Global Risks’ primary advantages, and that is, to play an offensive game).
Now, the first difference is key.
Guns.
Guns allow Global risk to dominate, not only at long range, but medium range, and close range as well. The only place Blacklist can hope to equal Global Risk in is close range (and we will cover how to make sure you are equal to Blacklist even at this range).
Basic Tactics:
Before we begin with Basic Tactics, there are two key things every Global Risk player needs (to fully achieve, or maximize, their potential).
Sound and good eyesight is key for a blacklist player. Sound allows you to locate ghosts based on two principles: their breathing, and their footsteps.
Sight allows you to view missed bunnyhops (which is very helpful if your enemy has breath down, and step down).
Authors note: Your eyes are very good at picking up movement. To maximize this, do not try to look everywhere at your screen at once. Rather, focus directly where your crosshairs are, and allow your perifical vision (that is, in laymans’ terms, your side vision) to view the rest of the screen. You will find that it is a lot easier to spot ghosts.
Now, this is where basic tactics come in. Your screen is only able to view in roughly a fourty five degree angle from your body (ingame, of course). This means that, for the other three-fourths of the circle (collectively, your screen allows you to view, roughly, one fourth of a full field –three hundred and sixty degrees—of vision) are unable to be viewed. Sound makes up for the rest of it, but, again, if you opponent has breath down and step down, it is going to be hard to see them.
To make up for the lack of this, we will begin with basic movement. Never, ever, unless you are extremely skilled, or have teammates watching you, completely, walk in a straight line of travel, if you can avoid it.
If you have ample time (i.e. middle game in a round), do not go anywhere without holding down shift. Walk in a thirty degree angle one way, change it sharply, and zig-zag the other way. Ever so often, turn around and makesure no one is following you.
If you hear footsteps, do not stop. Instead, jump forwards and to a side, while turning around. Then subsequently jump backwards (typically along a different angle of travel then you jumped forwards). After that, proceed to jump in a crude circle motion, while angleing towards what you believe to be a clear escape path *typically it will be the place on the map where your team is… Crude rule of thumb: where your team is, the enemy is not… Where the enemy is, your team is not…*
I know this may sound confusing, so, here is an example.
I am a Global Risk player, in the lobby of the Laboritory map (the Global Risks starting position), it is middle game, and I am walking from the steps to the B site bomb area. First, I will start by walking towards the wall that runs from the end of the vents at B, through the lobby. About halfway there I hear footsteps behind. So I mash the a, w, and space bar, while turning around. Then, to avoid any possible ambushes while I target the ghost now infront of me, I mash the s, d, and space key. Alternating between d and a, while I shoot at the ghost. First ghost goes down, second one exposes himself, is shot, and we continue on as I wind up somewhere else on the map.
More advanced tactics: Rear guard.
If you are on a team you can trust, have your teammate face forwards while walking down a hallway. You walk backwards down that same hallway. Ideally, you will both be carrying weapons of the same, or near identical weight, this allows you to keep up with both of you, while having a more complete field of vision (the ghosts must now attack from directly to the side of either of you, to maintain surprise… This is really hard in tight spaces).
Where to go, and where not to go as Global Risk:
Tight hallways (space enough for one person to walk comfortable), narrow crawl spaces (where you must crouch to fit), and spaces with only one entererance/ exit point (the catwalk on B site in ghost map starting with H) are ideal. A few rounds fired before walking through, and a few speratically fired into the opening after, will ensure that you stay safe from ghosts (while, ideally, blocking off crucial passages for them).
When securing a place for travel, no matter how narrow, or how wide, try to fire off rounds in bursts of one, three, or five. Varying them according to the space you need to travel in. You must ensure a spread of bullets close enough that the body of a ghost cannot fit between them (which is why it is best to go from one side to the other, when first starting), but far enough that your bullets are not right next to eachother (literally, this wastes ammo). Pay attention to if your crosshair changes. If it does, you know you hit something. If not, for the love of god, do not keep spraying.
Examples: When fireing off rounds in a tiny space, such as the walkway at B, in the before mentioned map, I will fire off three. One on the center of the path, one to the left of center, and one to the right of center. All aimed at the adjacent wall. If my rounds do not hit anything, I know for a fact that a ghost cannot be there, as there is no hiding space.
In contrast, securing a larger hallway, such as the upper one leading from the Global Risk spawn site, to the A bomb site on labority, I will fire off five or more rounds in the larger section of that passage (the one with the drop down hole in the ceiling). This allows me to be sure that no ghosts are present.
Where not to go:
Anyplace big, wide, and open. Never go here if you can help it. And never, if you can help it, go alone. It is just asking for trouble (even if it is one on one, a pro bunny hopper can easily slip in behind you).
Authors note: I have seen people “check for ghosts” using a method of 15-30 rounds in a narrow hallway. Do not do this, you just waste an entire clip.
Futher notes: Shotguns are great for this. Their bullet spread mean that one, two, or at worst, four shots need be fired, depending on the length of the hallway, to check for ghosts. Of course, damage dealt at range will be minimal, but it allows you to know they are there, just the same.
Gun Selection and Classification.
Any gun will give you an advantage over ghosts, and classification beyond that is merely the areas the guns shin in. Take the ones you are most comfortable with.
Sniper rifles: AWM, M700, etc. Long range, medium range, short range. For extremely short range, no scope. Provided your rifle is in the middle of your screen, chances are you will hit them.
Automatic rifles: Ak-47, M4A1, G36k, M16, etc. Good for medium and short range (far range the damage they do is negligible. However, with few exceptions, the majority of ghost combat takes place in the medium to close range, so they are ideal suited for ghost mode).
SMGS: MP5, P90, etc. Good for close range. Ideally suited for ghost mode, as ghosts will seek to get in close, where submachine guns shine.
Shotguns: Medium Range, Close range (anything beyond that, you are wasting ammo). Learn to stay just outside the lethal area of knives, axes, shovels, and katanas, and shotguns are very good for ghost mode (one shot at close range, and they fall, usually).
Machineguns: M60, RPK, etc. Good for ghost mode due to large volume of bullets. Weight makes the carrier suseptable to ghosts, however.
Sidearms:
Deagle, Anaconda, etc.
These are great for close range.
Authors Note: Never, not even then, use this as a primary weapon (unless you are a sniper, then you are pretty much forced into doing so). These are intended to be used when your primary weapon runs out of ammo, is in between reloads, or you are forced into chooseing to draw this, or a knife/ axe/ shovel. If you are, always draw this instead of a knife, you carry it for a reason.
At close range, aim for the head. For this reason, I will suggest you carry an anconda and/ or desert eagle with you. These will allow a speedy takedown of any near-by ghosts, as well as a good damage to reload ration (at three shots for the anaconda, and, typically, two, for the desert eagle, you can take atleast two ghosts with you per clip... Body shots if you are really unlucky, or cannot aim).
Close Range.
For the very reason that being Global Risk in close range details disadvantages, I have decided to seperate this into its' own part of the guide.
First thing to note if you are forced to draw your last resort weapon (be it katana, axe, shovel, or knife), is what weapon your opponent has. As a knife user (with the exception of a free axe I used for abit), this is especially important. The only weapons you have to worry about as a knife user are: the axe, and the katana.
The shovel is, in my experience, a knock-over, and a fellow knife user has to be as skilled as you, in order to harm you. The katana is deadly due to the ability to hit you at a very far range. And the axe is deadly due to having an increased damage circle, compaired to yours (they can hit you at a range, you cannot).
The best way to close with a ghost is to approach at an angle, and circle around. You must time it right.
Whether you use a left or right click is your choice. Depending on the opponent, either, or, or both is advisable.
If it is a shovel user you are facing, your goal should be to close the distance, and get in close as quickly as possible. Then slash twice to the head, while circleing around, and you win.
If a Katana user, again, close the distance. If they are of equal skill, you probably will not make it, but if you do, I suggest right stab, as you will not get a second chance.
If an axe user, close in and your choice of attack. Chances are, if of equal skill, you simply will not make it.
If you are facing a fellow knife user. You are probably best off useing a straight slash, quickly in succession, as the odds of hitting are higher. You both are fighting with the same range, so if you cannot stab them, they cannot stab you. Ideally you want to run, and reload.
If a ghost hops away, or jumps back to a place and sits there (typically you will find this of the less skilled), do not approach with your small weapon. Instead, back up, draw out a pistol, or other weapon, and reload it, while hoping away yourself. This way, you are ready to unload upon their last position, and ready for their friends (should they arrive soon, no doubt attracted by the sound of gun-fire).
Authors note: Depending on the mulititude facing me, and the skill levels, I will open up with a straight slash as I pass, or a stab with a right click.
Futher Notification: The use of weaponry should go in this order. Primary weapon (be it sniper rifle, automatic rifle, smg, machinegun, shotgun), until out of the clip (or dangeriously low. I consider dangerously low whenever I cannot take out half of the opposing force, reliably, with whatever ammo I have left... You may consider it differently), sidearm, until out of clip (or dangerously low...Typically at half clip or less), then knife/ axe/ shovel/ katana. Do not use the reverse method (starting with a knife, axe, shovel, or katana), you sacrifice range, and thus you sacrifice the only advantage Global Risk gains.
More later, as I get time.
I hope you enjoy what little is here, for now.
~John
WOW. Nice.
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