|Counter-Strike: Global Offensive
Official Box Art
Hidden Path Entertainment
Mac OS X
Counter-Strike: Global Offensive (also known as CS:GO) is the latest installment of the Counter-Strike series, released in 2012. The game was developed by Valve Software and Hidden Path Entertainment for the PC, Xbox 360, PlayStation 3 and Mac OS X. The Counter-Strike series's classic multiplayer gameplay had its first notable changes in CSGO with the addition of fully-fledged new weapons.
Unlike previous Counter-Strike games, all weapons are no longer mirrored when using right-handed view, though they can be mirrored for left-handed view if the player desires.
The following weapons appear in Counter-Strike: Global Offensive:
Heckler & Koch P2000
The Heckler & Koch P2000 is the default starting pistol for Counter-Terrorists (which it is exclusive to). It was originally the only starting CT pistol, but the August 14, 2013 patch re-added the USP Tactical as an alternate option.
Heckler & Koch P2000 - 9x19mm
The player character holding a P2000.
The player character reloading a P2000. Note that the "HK" logo in the grip has been replaced with a stylized "P"
A Glock 26 with a tan frame and semi-auto and incorrect 3-round burst firemodes appears in the game as the "Glock-18" (which it clearly isn't, given the lack of a selector switch, among other things). It is the starting pistol exclusive for Terrorists, though prior to January 23, 2013, it could be bought by both teams. It seems to be an updated Left 4 Dead 2 pistol model as it's the same subcompact Glock with a Glock 17-length slide and frame. It has an incorrect 20-round capacity, despite its grip and magazine length. Inspecting the Glock also shows that its magazine release is not modeled.
Glock 26 subcompact Pistol - 9x19mm
The player character holding a Glock.
The player character reloading a Glock. Note the similarities to the Left 4 Dead 2
model, like the short grip and rounded end of the slide. Note also the absence of rounds on top of the magazine despite being textured in round indicator holes.
SIG-Sauer P250 Compact
Replacing the SIG-Sauer P228 from prior titles, the early model of the SIG-Sauer P250 Compact (though technically the current model at the time of the game's release) can be purchased by both teams, costing $500. It holds 13 rounds, and has slightly better damage and armor penetration stats than the default pistols, though it only has 2 spare magazines in reserve, and has slightly worse accuracy and stronger recoil than either team's default choices. It is coded to use .357 SIG ammunition, though the P250 Compact isn't available in this caliber, and the cases that the weapon ejects are straight-walled (unlike the .357 SIG round's bottlenecked cases), suggesting that it's chambered in .40 S&W; as mentioned before, since ammo can no longer be purchased, this inaccuracy isn't visible during gameplay.
Early Model SIG-Sauer P250 Compact - .40 S&W
The P250 Compact in the game's model viewer. One of the game's less beaten-up weapons, all things considered.
A terrorist holding a P250 on cs_office, awaiting the arrival of the dreaded Alphabet Boys. The hammer used to be cocked at all times, though this was later updated to correctly reflect the P250's DAO behavior.
Inspecting the pistol; note the deep-cut dust cover, checkering on the front and back of the grip, round-edged thumb relief cuts, and smooth magazine grasping cutouts in the magazine well, all of which peg this as an early model.
Which makes sense, since there was no later model back in 2012.
Shooting at a computer out of boredom; note the straight-walled casing, at odds with the game files' claim that the weapon uses .357 SIG.
Swapping one empty magazine for another...
...and then racking the slide.
Practicing some quickdraws, somehow not ejecting another round each time the slide is racked.
Smith & Wesson Model 327 R8
The Smith & Wesson Model 327 R8 was added with the 2015 Winter Update, named the "R8 Revolver"; it can be selected as an alternative to the Desert Eagle for either team, and costs $600. It can be fired in either double-action or single-action mode with rather unrealistic properties, the latter being much faster than the former but also less accurate, as the weapon has an incredibly long trigger pull in double-action (it takes .42 seconds to fire), and the hammer is fanned in single-action. It was also, prior to being patched, insanely powerful for a .357 Magnum revolver, capable of one-shot kills to anywhere on the body at up to ludicrous ranges, something that the .50AE Desert Eagle is incapable of - even stranger is that the game files claim the R8 is firing the same rounds as the Desert Eagle. The weapon has seen been patched such that its base damage has been lowered (115 -> 75).
Smith & Wesson Model 327 Performance Center R8 - .357 Magnum
Inspecting the R8's model.
The R8 has two draw animations; the most common one has the player character, as natural for a video game revolver, spinning the weapon around his trigger finger before flicking the cylinder closed.
Primary fire has the character operate his R8 in double action, requiring the player to hold the mouse button down. The hammer cocks back and cylinder rotates before firing; this allows for greater accuracy than normal, in return for slowing the player down while the hammer is pulled back.
Secondary fire has the character rapidly cock and shoot his R8, with decreased accuracy and still firing slower than the Desert Eagle can manage. Note that the hammer has yet to strike the firing pin, yet the weapon is already in full recoil.
Inspection, again befitting a revolver in a video game, has the player twirl it once, admire the left then right sides, before twirling it again. Note the rail riser on the underbarrel rail, which might as well be a laser aiming module that has no gameplay effects.
Reloading has the character correctly operate the extractor to dump the never fired rounds. Despite everything else, at this point he actually uses a speedloader to load new rounds and then pushes the cylinder back into place with his off hand.
A current model FN Five-seveN with adjustable target sights is featured in-game. It has low damage, but high accuracy and capacity, working well against armored enemies. Prior to January 23, 2013, the Five-seveN was usable by both teams, but once again is CT-exclusive. Despite being one of the weakest pistols in prior games, the Five-seveN in CS:GO is rather powerful and can kill a helmeted enemy in a single headshot, whereas before it couldn't kill in one hit even if the target had no helmet.
FN Five-seveN USG - 5.7x28mm
The player character holds the Five-seveN in-game.
The player character reloading the Five-seveN in-game.
A test subject is admiring his Five-seveN. Or pretending to be a gangsta.
IMI Desert Eagle Mark XIX
A Desert Eagle Mark XIX is included in CS:GO, as the most powerful and accurate sidearm available, but with a low capacity and heavy recoil. Like the Glock, its model is also taken from Left 4 Dead 2. The hammer is correctly cocked while in use, but oddly, is uncocked while reloading.
IMI Desert Eagle Mark XIX with brushed chrome finish - .50 AE
The terrorist reloading a Desert Eagle Mark XIX. Note the underbarrel rail, used to attach a flashlight in Left 4 Dead 2
and the "StatTrak" counter here. This is an old skin, before the Arms Deal update changed it.
Dual Beretta M9A1 Inox handguns with wood grips, referred to as "Dual Berettas", are a buyable sidearm choice, replacing the dual-wielded Beretta 92G Elite IIs from prior titles; unlike said titles, they are now available to both sides, rather than being exclusive to the Terrorists.. Surprisingly cheap for a pair of handguns (only $400 in total, which makes each gun the same price as each side's starting pistols), the Dual Berettas offer decent damage, low recoil, a relatively high rate of fire, and the best magazine capacity of any sidearm in the game (for obvious reasons), at the cost of poor armor penetration, low damage at range, and poor accuracy and reload speed (again, for obvious reasons).
Beretta M9A1- 9x19mm Parabellum. The pistols seen in-game are Inox models with wood grips, but are otherwise the same as seen here.
Beretta 92FS Inox with wood grips (US made gun with black controls), for comparison - 9x19mm Parabellum
The Berettas' collective model in the viewer. At full size, the slide markings can be read; in spite of the appropriate name, they read "PIETA BARDOTTA" instead of "PIETRO BERETTA". Next to this is "GORDON F" instead of "GARDONE V.T.", a rather obvious allusion to the Half-Life
Rounding a corner on cs_italy, a separatist draws his pistols, preparing for a spectacular John Woo
...only to find absolutely nobody. Note that, despite the draw animation being focused entirely around cocking the pistols' hammers (the only slide-possessing sidearm other than the Desert Eagle
to not be racked when drawn), their hammers aren't actually fully cocked; this is approximately the half-cock position.
Inspecting the pistols is a rather involved affair: it starts out with a look at the left side of the left gun and the right side of the right one...
...then the right side of the left and the left side of the right...
...followed by a quick pair of muzzle-to-muzzle kisses...
...and, finally, a satisfying twirl. Perhaps a nod to the flashy animations of the Dual Elites from earlier games
Firing off some rounds at a wall. Note that the pistols are actually animated independently of each other; here, the left one's slide is returning to battery, while the right one's slide is just beginning to open.
Interestingly, if only one round remains in the pistols' magazines, the left one will lock open (since it always fires first), as seen here. Meanwhile, a conveniently-placed chicken conspires to make this whole ordeal look substantially more questionable.
Not that this stops them both from locking open the instant a reload starts, regardless of how many rounds remained in either pistol prior. And equally regardless of the fact that the left pistol's magazine is empty.
Reloading the right gun, which prompts the separatist to put 2 fingers in its trigger guard, behind the trigger. A valiant attempt has been made to make this magazine look loaded, but a still shot like this gives away the fact that the round at the top is just a texture.
The routine concludes with the releasing of both slides, a process which apparently doesn't require the use of either pistol's slide release.
The Intratec TEC-9 is one of Global Offensive's new sidearms, serving as the Terrorists' counterpart to the CTs' FN Five-seveN; unlike its depictions in most media, the TEC-9 in CS:GO is correctly shown as semi-auto. Costing $500, it holds 18 rounds in the magazine (not a normal capacity for the TEC-9; the closest one could get would be a 20-rounder deliberately underloaded with 18 rounds, though the in-game model is a 32-rounder). The weapon originally boasted a very generous 32 round capacity, low recoil, and high accuracy when moving, making the weapon perfect for spamming; it was later rebalanced to reward accuracy, with surprisingly good first-shot accuracy, rather bouncy recoil, the ability to kill helmeted enemies in a single headshot, and the aforementioned capacity alteration.
Intratec TEC-9 - 9x19mm Parabellum
Inspecting the TEC-9's (or, as it's known in game, the "Tec-9"'s) model. Note that the markings denote it as being made by "INFRATOC"; it's not exactly clear why, since Intratec went out of business in 2001.
Upon seeing a suspicious van, a local street ruffian on de_stmarc draws his TEC-9 with a quick pull of the bolt. Or rather, a pull of the bolt handle; the actual bolt itself apparently hasn't gotten on board with the idea.
Realizing that the van can't be going about a drive-by because it isn't driving, the guttersnipe relaxes...
...before then realizing that there could still be rival gangsters in the van, and letting his paranoia get the better of him.
Satisfied with his 12-shot handiwork, the street urchin reloads. Note that the magazine release is correctly pushed; it even moves forward as it's pushed.
Unfortunately, not all is well, as the fresh magazine is still empty. Early on, a bug made the entire portion of the mag normally hidden by the magazine well flat black, though this was later fixed.
Finishing off the reload with a sharp yank of the charging handle; once again, the bolt isn't being particularly cooperative.
Growing restless, the scapegrace examines the insolent bolt. The bolt responds by pointing out the inherent hypocrisy in a hoodlum such as himself making such an accusation.
Lacking a proper response, the delinquent sulks, flipping the bolt away from himself to look at the equally-illegitimate markings.
Heckler & Koch USP Tactical
The Heckler & Koch USP Tactical was added in the August 14, 2013 patch as the "USP-S", and is an optional replacement for the P2000, being a successor to the suppressed USP from previous CS games (upon its initial introduction, it even re-used CS:S's USP's sounds). Compared to the P2000, the USP has one less round per magazine (12 instead of 13) and only 2 magazines in reserve, but is more accurate, and comes with the obvious benefits of using a suppressor; beyond these attributes, the two pistols are nearly identical (including damage and armor penetration, despite the rather significant caliber difference between the 2). Using the alternate fire key will remove the suppressor or attach it if it is removed; there is little point to doing this, since unlike previous titles the suppressor doesn't decrease the weapon's damage, and removing it increases recoil and decreases accuracy, making it directly inferior to the P2000.
Heckler & Koch USP Tactical - .45 ACP
Inspecting the USP Tactical's model.
Looking out over a rather battle-scarred baggage sorting area, a concerned GSG-9 operative draws his USP; the rather obvious lack of a chambered round probably doesn't help ease his nerves.
Idling with the pistol; note the strangely thin, tall front sight blade and near-nonexistent rear sigh notch. Also note that the hammer is never cocked in first-person, despite both the third-person model and the HUD icon correctly showing it cocked. Well, it's not like it's the only inconsistency in this section...
Growing bored, the operative examines his USP Tactical; for absolutely no discernible reason, the marking beneath the ejection port (visible at full size) reads "CAL. 223".
The opposite side, fortunately enough, lacks any such impossible markings.
Putting a couple of rounds into what is most likely a very important, expensive piece of machinery.
Swapping out magazines (none of which contain any ammunition)...
...and racking the slide.
Unscrewing the suppressor; this is generally not something you should do with your finger on the trigger. The model initially lacked the protruding, threaded barrel, though this error was later fixed, as seen here.
Firing the USP without its suppressor, creating substantially more flash and smoke in the process.
CZ 75 Automatic
The CZ 75 Automatic was added in a patch in February 2014. It is a full-auto machine pistol that optionally replaces the Five-seveN for the Counter-Terrorists or the TEC-9 for the Terrorists. It holds 12 rounds (lower than the real weapon's 16 - it started out correct, but was lowered for balance) with only a single spare magazine, being intended as a "high risk, high reward" weapon. Notably, its draw animation shows the character attaching the magazine to the underside before cocking it (this was done to extend the draw for balancing reasons). It's also the only weapon other than the AW to get a lower reward for killing enemies, at only $100 per kill - rather low, though it's at least in line with the weapon's $500 price tag. It fires at a more controllable 600 RPM instead of the real life 1,000 RPM.
CZ 75 Automatic - 9x19mm Parabellum
Inspecting the CZ-75 Auto's model.
Drawing the CZ-75, by first attaching the foregrip-magazine...
...then racking the slide.
A GSG9 operative with a CZ-75 Auto, looking over de_overpass's Bombsite B. The graffiti on the side of the building commemorates a moment in a professional match where player "olofmeister" successfully defused a bomb a fraction of a second before dying in a fraction.
Examining the machine pistol's left side. The markings read "CZ 75 AUTOMATIC CAL 9MM LUGER" on the slide, and "MADE IN CZECH REPUBLIC" on the frame.
The other side gives a fair bit less information.
Dumping out some rounds. Even with the reduced rate of fire, its 12 rounds don't last very long.
The rather involved primary reload animation, which starts with a unique magazine drop...
...followed by the removal of the front magazine...
...and the insertion of the aforementioned mag, modeled rounds and all.
The secondary animation, on the other hand, doesn't have these rounds, and is a slowed-down version of the P250/Glock/P2000/Five-SeveN routine. This animation didn't exist prior to a certain patch, so reloading early would make an extra magazine spontaneously pop into existence on the front of the frame.
Both animations end with a rather overly enthusiastic racking of the slide.
Unlike previous games, most submachine guns will award bonus money upon killing enemies (2x the reward for all of them except the P90).
A MAC-10 is featured in-game, another gun returning from prior titles. The model is from Left 4 Dead 2 (sans suppressor with zip-tied flashlight). The MAC-10's advantages are its high firing rate and subsequent close-range damage, light weight, and low price (a mere $1,050, the lowest of any primary weapon in the game - so low, in fact, that it can be bought in the pistol round in Competitive mode, as long as the prospective buyer gets a kill within the first 30 seconds of the round, without buying anything else), while sacrificing effective range, accuracy, and armor penetration.
Inspecting the MAC-10's model. "A box that bullets come out of" seems apt, if a bit harsh. Not as harsh as the treatment that this gun's clearly been through, though.
A terrorist drawing the MAC-10 on the map de_ruby (set in Portugal), the weapon apparently decocking itself every time it's put away. As a note of trivia, this map was added on April 25th, 2019, a major Portuguese holiday; the distinctive bridge just outside the map is based on the actual 25 de Abril Bridge between Lisbon and Almada in Portugal.
Idling with the MAC. Unlike the characters in Left 4 Dead 2
(and in some previous CS
s characters actually use the makeshift front strap/foregrip.
Examining the MAC-10; also unlike L4D2
, the front strap actually responds to gravity, instead of staying perfectly perpendicular to the barrel at all times.
The other side, which shows off a round visible through the ejection port (correct, as this is an open-bolt submachine gun, though the round is still present when the gun runs empty); it being steel-cased could contribute to the low price, while it being hollow-pointed could at least partly explain the gun's abysmal performance against armor. Also note the darkened outline of a fire selector and backwards "FULL" marking, showing that the lower receiver's texture is apparently mirrored at its midpoint.
Spraying away at the beautiful cityscape ahead. Perhaps out of anger at the map's colossal file size.
30 wasted rounds of cheap .45 ammo later, the terrorist swaps magazines...
...and locks back the bolt. Regardless of whether or not the mag was emptied beforehand, the bolt will lock forward upon reloading, seemingly solely to allow this.
Brügger & Thomet MP9
A Brügger & Thomet MP9 is one of the available submachine guns in-game, replacing the previous games' TMP, distinguished by its rails and folding stock. Unlike the TMP found in other games, this weapon does not come with a suppressor and instead behaves simply as the counter-terrorist equivalent to the MAC-10.
Brügger & Thomet MP9 with stock extended - 9x19mm
Izhmash PP-19 Bizon-2
An Izhmash PP-19 Bizon-2 is an available SMG for both teams, known in-game as the "PP-Bizon". While its low damage, poor accuracy, and pitiful performance against armor make it a questionable choice for later rounds, its high rate of fire (750 RPM), controllable recoil, and best-in-class capacity (a staggering 64 rounds) allow it to perform quite well in the early phases of a match (or, considering its $1,400 price tag, during eco rounds). The weapon's smooth magazine design is from the earlier Bizon-1.
Its 64-round capacity corresponds to the 9x18mm Makarov version, but the weapon is instead coded to use 9x19mm Parabellum in the game files (unlike earlier games, coded caliber info is not visible in-game and does not impact gameplay due to the need to buy ammo and ammo sharing between weapons of the same caliber being removed), which would have it use a 53-round magazine instead.
PP-19 Bizon-1 - 9x18mm Makarov
PP-19 Bizon-2 - 9x18mm Makarov
Inspecting the PP-19 Bizon-2 in the inventory's model viewer.
The Bizon in first-person, held by a counter-terrorist on cs_agency.
"Silent and watchful, the Bizon Soldier looks out over the streets below. Like it or not, there is evil in this city - and it's his job to deal with it."
"He'd be even better at it if the texture on his gun's bolt wasn't broken. Or if he stopped doing some dramatic superhero monologue and, y'know, actually rescued the hostages trapped in this office building."
Engaging in some more un-counter-terroristly conduct, and indiscriminately unloading rounds on the streets below.
The Bizon's stampede finished, he then swaps out the weapon's distinctive helical magazine...
...and flips it over to pull the charging handle.
Heckler & Koch UMP45
A Heckler & Koch UMP45 is featured in-game, with a 25-round capacity, and an overall moderate balance of stopping power, rate of fire, and recoil.
Heckler & Koch UMP45 - .45 ACP
The player character holds the UMP45. Note the foregrip, which is always attached.
Reloading the UMP45. Note the selector is pointing BEYOND full-auto, and the lack of bullets on top of the magazine, although the window on its side shows it being completely full.
An IDF operative pretends to shoot the dead terrorist in the crotch while noticing the safety at this side being VERY on.
FN P90 TR
The FN P90 TR (Triple Rail) appears in the game as the "P90", with rail-mounted iron sights (despite the fact that the P90 TR's top rail includes iron sights, and the fact that the irons aren't usable in-game anyways). It is the only submachine gun not to award extra money for kills. Due to its high armor penetration value (69%), high capacity, decent damage, moderate recoil, and high rate of fire, the weapon has gained a great deal of notoriety in the CS:GO community, commonly being associated with lower-skilled players; its only real downsides are the aforementioned low kill award, an exorbitant price of $2,350, a slow reload, and somewhat curiously, the heaviest weight of all the game's submachine guns, despite it actually being lighter than every in-game submachine gun barring the MP7A1, the MP9, and the Bizon-2.
The P90 TR's in-game model, which is rather battered and scratched-up. It also features an opaque brownish-orange magazine, as opposed to the translucent ones normally associated with the P90.
An FBI SWAT member draws his P90 with a rather strange pull of the cocking handle...
...and then promptly does absolutely nothing. Well, nothing apart from admiring the view of de_zoo's empty lion enclosure.
Examining his P90 (with absolutely atrocious trigger discipline); at full size, the weapon's trademarks can be read, showing to apparently be made by "Fabrique Rationale" out of "Harbog BELGIUM". This random yelling of a country's name is not enough to distract the player from the fact that their character's sleeve clips through the ejection port.
The reverse side shows exactly the same pattern of scratches, as well as the same obfuscated trademarks (albeit backwards), showing that the weapon's right-side texture is apparently just a mirror of its left-side one.
Unloading the P90 at nothing in particular; the P90 in CS:GO
, unlike those in many games, correctly ejects spent casings downwards, though this does have the side-effect of bouncing them off of the floor and into the player's field of view.
Reloading the submachine gun; the player character correctly pushes both magazine catches before removing the magazine, and said catches stay in the locked-open position until a new magazine is inserted.
Lining up a new magazine, and seating it with a hearty smack. Though the hand positions in this particular shot seem to suggest that the FBI SWAT member is instead attempting to cover up the fact that the magazine even exists.
Concluding a reload with the same strange cocking routine seen in the draw animation; it's currently unknown if this technique (which uses the wielder's left thumb and forefinger to pull both charging handles) appears in any other form of media.
Heckler & Koch MP7A1
The Heckler & Koch MP7A1 appears in-game as the "MP7". Costing $1,500, it is a middle-of-the-road SMG, being decently powerful and accurate, with low recoil, a moderately high fire rate (750 RPM, compared to the real steel's 950-1,150), and a 30-round magazine capacity. It fills the same role as the previous games' H&K MP5, even recycling its prior incarnations' firing sound up until a patch in 2016. It's also bizarrely shown as the heaviest weapon in its class, slowing down the player even more than the P90, despite weighing a full 1.4 lbs (0.6 kg) less in reality.
Of note is that the game files incorrectly code the weapon to use 9x19mm rounds (instead of the appropriate 4.6x30mm); this has no effect on gameplay, as unlike prior Counter-Strike games, players no longer need to buy ammo.
Heckler & Koch MP7A1 with 40-round magazine - 4.6x30mm
Inspecting the MP7A1's model. Apart from the shorter side rail segment, and the fact that the rifle-style aperture/winged post sights are flipped up, it's nearly identical to the reference image above. Also note that there is no safe setting.
An FBI SWAT team member holding an MP7A1 on de_vertigo, making sure that the HVAC unit doesn't try anything funny.
Forgetting to remember to forget that he'd forgotten to do so, the operative then draws the gun he was already holding. This apparently merits pulling the charging handle with a clenched fist.
Releasing the charging handle has it snap back into battery, giving the player just barely enough time to notice that the operating rod is colored completely flat black.
Inspecting the MP7. The stock is never extended, most likely to avoid clipping issues with third-person character models (since not all of them have the same thickness of clothes).
Letting his paranoia get the best of him, the CT panics, and dumps round after round at his inanimate enemy. The spent casings seem to agree with the game files' incorrect notions about the weapon's caliber, being wide and straight-walled - akin to 9x19mm casings, but not to the narrow, bottlenecked 4.6x30mm ones it should be spitting out.
Having successfully wasted a rather large amount of not-at-all-cheap proprietary ammunition, the operative checks to see if the bolt catch works properly. Apparently, it doesn't.
Swapping magazines, in a suitably dramatic fashion; as with many of the game's weapons, there is a blink-and-you'll-miss-it instance of clipping between the magazine and its well. Luckily, this is a still image, so blink all you'd like.
This is followed by a more normal-looking yank of the cocking handle, which might have something to with the aforementioned malfunctioning bolt catch. Though it's probably mostly just for the sake of re-using the MP9
Heckler & Koch MP5SD3
The MP5SD3 was added to the game in the August 15, 2018 update as an alternative option to the MP7, as a successor to the MP5 from previous games replaced in CSGO by the MP7. It has many of the same stats as the MP7, the only major differences being the suppressor, a faster movement speed, and slightly lower damage.
Heckler & Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm
Inspecting the default MP5SD weapon with no skins.
The MP5SD has two draw animations. One is an average HK slap.
The other one is the HK slap's distant cousin, the HK slam.
The MP5SD on the new remade version of the Dust II map, with the new Panorama UI. Incidentally, the CT's gloves are new too, having received a model quality upgrade in 2016, and now supports cosmetic gloves.
Reloading the MP5SD, after pulling back the charging handle.
Giving the MP5SD a slightly different HK slap when the reload completes.
Inspecting the right side of the weapon.
Mk 18 Mod 0
A Mk 18 Mod 0 fitted with an ARMS#40 flip-up rear iron sight and KAC free-float RAS handguard appears as the "M4A4". Prior to a patch, the kill icon incorrectly showed the M4A1 with carry handle from Counter-Strike: Source. Unlike the M4A1 in previous Counter-Strike games, it does not include a detachable suppressor.
Mk 18 Mod 0 - 5.56x45mm NATO
A terrorist holds the Mk. 18 in the game.
Reloading the Mk 18 in the game. An empty mag is dropped, a full one is inserted, and the bolt release is slapped.
A trainee checks if his weapon is correctly set to full-auto, while the game provides an incredibly useful hint.
Colt Model 723
A later-pattern Colt Model 723 was added in the August 14, 2013 update; known incorrectly as the "M4A1-S", it serves as an optional replacement for the above Mk. 18 Mod 0 "M4A4", and a successor to the suppressed M4A1 in previous games. Compared to its unsuppressed counterpart, the Model 723 differs primarily in its fire rate (600 RPM, lower than the M4A4's 666) and capacity (25 rounds instead of the M4A4's 30, despite being modeled with a 30-round magazine), in exchange for the obvious benefits provided by a suppressor. It comes with 3 spare magazines and a suppressor attached by default that can be removed or re-attached by using the alternate fire button. As with the USP-S, it did not initially receive new sounds, taking its own directly from Counter-Strike: Source, though these were later replaced with a new set in September of 2016.
Colt Model 723 "M16A2 carbine", late model with "M4" profile barrel - 5.56x45mm NATO
Inspecting the Model 723. Unlike most of the game's other weapons, the default viewing angle is slanted upwards; since only the horizontal viewing angle can be changed, this is about as side-on of a shot as one can get.
Spooked by a mysterious figure off in the distance, an FBI HRT operative draws his Model 723 with a pull of the charging handle.
Realizing that the figure is probably
just a snowman, the operative refrains from firing, but keeps an eye out nonetheless. Note the fixed carrying handle, putting paid to any claim that the weapon in-game is an actual M4A1.
Examining the M723's left side, showing off the selector lever (set to safe, though prior to a patch it didn't exist at all) and the strange strip on the receiver/bolt release texture (this was a physical object that blocked the bolt release before the aforementioned patch)...
...and the right one. While the latter is seen for a far shorter span of time than the former, the brief glance is still enough to notice that (as with the previous games' M4A1s) the dustcover never opens like it should.
Thinking he saw the "snowman" make a move, the operative takes no chances.
The threat dealt with, he reloads to replace the one round he fired, starting by ejecting a visibly empty magazine that presumably still has 24 rounds in it somewhere.
Following this is the insertion of a new magazine, which is equally empty-looking.
And, to finish it all off, a satisfying slap of the bolt release. Back to business.
This "business" apparently includes unscrewing the suppressor from the rifle's threaded flash hider. As with the USP above, there's not much reason to actually do this, since all it does is increase noise, add a muzzle flash, reduce accuracy, and increase recoil; punctuating this is the remarkable length of this procedure compared to previous games, giving the player plenty of time to reconsider their decision.
Should they choose to ignore their better judgement and abandon any pretense of stealth, however, the result will look something like this.
The "AK-47" in the game is actually an AKM, with plastic 30-round magazines. It offers very high stopping power and penetration (capable of one-shot headshots against helmeted enemies), good accuracy, and a manageable price of $2,700, at the cost of its somewhat heavy weight, a lower rate of fire than its competitors, and rather strong recoil. This model is notably ported from Left 4 Dead 2 (including the presence of the wider front sight and narrower handguard of an actual AK-47) with slight alterations like detail on the stock and a smaller spring lock.
Inspecting the AKM's model. Much of the original factory finish has been worn off, revealing the bare white steel beneath.
A terrorist looks over the area outside de_nuke's titular nuclear plant, noting the rather ironic slogan.
Inspecting the rifle; the side-mounted dovetail rail indicates this to be an AKMN model, meant to accept a 1PN51 or 1PN58 night-vision sight, though nearly any Warsaw Pact-issued optic can fit it. As attachable optics aren't a feature of Global Offensive
(or any main-series CS
game, for that matter), the in-game rail is purely cosmetic.
The other side, which shows off the bolt and early-pattern handguard.
Changing the plant's marketing into lies with the aid of a few 7.62x39mm rounds.
Removing a partly-empty magazine, which shows off a nice detail: the magazine release subtly moves when the player character's hand touches it.
Which makes it all the more strange that the fresh magazine that the player character inserts is visibly not loaded. It also bears an incorrect "7.62x30" marking on the side.
The reload is concluded by flipping the rifle over and pulling the charging handle; this is also done whenever the AKM is drawn.
Like the Mk. 18
above, the AKM is attached to the user's back when holstered in third-person; this shot shows that the same can't be said for all of the game's rifles, the SIG SG 556
being one of the less fortunate ones.
"Huh, those are some odd-looking car parts..."
Steyr AUG A3
Replacing the Steyr AUG A1 from previous games is the more recent A3 variant, with a Trijicon ACOG providing a low zoom level and allowing for precise shots. It deals good damage, with a moderate rate of fire, strong-yet-simple recoil, and a unique ability (for CT assault rifles) to land instant-kill headshot against helmeted enemies at point-blank range, at the cost of, well, cost (the most expensive in its class, at $3,300), along with its heavy weight and slow reload. The rifle's in-game model visibly has a 42-round magazine, despite it only having a 30-round capacity gameplay wise.
Steyr AUG A3 - 5.56x45mm NATO
The AUG A3 in the model viewer.
"Alright, whichever one of you peed in the pool, just confess to your crimes, and nobody has to get hurt."
Looking over the Riverview Sports Center's shallow pool with an AUG.
Looking over at the inaccessible Olympic-style lane pool through the mounted ACOG. Prior to a patch in February 2014, the scopes on both the AUG and SIG SG 556
simply zoomed in the player's view (as they did in prior CS
games). Note the incorrect green dot reticle; this dot changes to match the player's selected crosshair color, making it green by default.
Inspecting the AUG. Note that this side has an ejection port cover...
...whereas this one (correctly) doesn't.
Spraying away at the glass doors on the other side of the pool. Being map boundary walls, they prove more resilient than one might expect.
Reloading the AUG. Not even a physically impossible fire in a pool can hide the fact that the 42-round 30-round magazine is textured solid brown instead of being translucent, and doesn't have any feed lips.
Concluding this listing of anomalies by racking the rifle's charging handle, with a slightly different animation than the draw shown above.
A FAMAS G1 is featured in-game, but incorrectly uses 30-round STANAG magazines in its F1 mag-well instead of the proper 25-round straight magazines; despite this, it still holds 25 rounds per magazine (and, despite that, still has 90 rounds in reserve like most of the other assault rifles, which works out to 3-and-three-fifths magazines). At only $2,250, the FAMAS is the cheapest assault rifle available to the Counter-Terrorists; unfortunately, there is little else to be said for it, with its relatively low damage, lower-than-standard capacity, and long reload relegating its primary role to low-cash rounds. Pressing the alt-fire key toggles the weapon between full-auto and 3-round burst; the latter mode bumps the rate of fire up from the default 666 RPM to 800 (both of which are short of the real weapon's 1,000 RPM, likely for balance-related reasons), decreases recoil, and boosts accuracy, at the cost of adding a longer delay between trigger pulls (presumably, again, for the sake of balance).
On a sidenote, the FAMAS F1's icon from past titles is re-used in GO as the icon for the FAMAS G1.
FAMAS G1 - 5.56x45mm NATO
FAMAS F1 - 5.56x45mm NATO
Taking a look at the FAMAS G1's model reveals it to be rather worn-looking, particularly around the handguard and magazine.
The FAMAS G1 in first-person on de_inferno, with the F1 HUD icon visible to the right. Not every day you see a British special operative holding a French assault rifle in a small town in Italy, huh?
Admiring both the rifle and the lovely fish-filled fountain that serves as the focal point of Bombsite B.
The other side, which gives a good view of the unusable folding bipod.
Spraying off some rounds at an terrorist, who narrowly avoids them through the dastardly trick of not actually being there.
Realizing this, the CT attempts to use the burst-fire mode for a bit of impromptu fishing.
Reloading the FAMAS. As is tradition, this process is done without the use of actual ammunition.
Finishing a reload (or drawing the weapon) prompts a pull of the charging handle, accomplished in-game with the user's left hand.
IWI Galil ACE 22
The Galil ARM is replaced by the new Galil ACE, specifically the 22, identified by its medium-length barrel. It is referred to as the "Galil AR" in-game. On the build used during the US vs Euro faceoff, the model featured a usable Meprolight red dot sight; in the final game, this weapon does not feature the sight. The HUD image and achievement icon is a Galil SAR as noted by the different stock.
Galil ACE 22 - 5.56x45mm NATO
IMI Galil SAR - 5.56x45mm NATO
The player reloading the Galil ACE in the game. Note the SAR HUD icon and its notably different stock compared to the one on the weapon model.
SIG-Sauer SIG556 HOLO
A SIG-Sauer SIG556 HOLO with a usable Trijicon ACOG replaces the previous games' SG 552. It is incorrectly referred to in-game as the "SG 553". It fires in full-auto, while most real SIG556s are semi-auto only; being a terrorist-only weapon, it could be argued that this was instead an illegally-preformed full-auto conversion. It is modeled with a 30-round STANAG magazine, unlike what previous Counter-Strike installments had: 20-round magazine models which held 30 rounds for both the SG 552 Commando and SG 550 Sniper.
SIG-Sauer SIG556 HOLO with ACOG scope - 5.56x45mm NATO
A terrorist holds his SIG556 HOLO. Note the older "Classic" front sight. Following an update, the model was changed to show it folded down.
Of course, having fired exactly one round out of your rifle is as good a reason as any to reload.
As in many games, the sniper rifles in GO lack a hipfire crosshair. Additionally, unlike prior games in the series, players cannot quick scope easily and reliably; while using a sniper rifle's scope, there is a short amount of time in which the screen has to clear up, and whilst moving the scope will sway. This serves to make sniper rifles less suited to aggressive playstyles, and push them more towards the stationary, defensive role that they were originally meant to fulfill. Not that this stops some people from trying.
Accuracy International Arctic Warfare
The Accuracy International Arctic Warfare is featured in-game (replacing the Arctic Warfare Magnum seen in earlier games); true to its reputation, it has very high accuracy and power (capable of killing a full-health enemy with armor in a single hit to the torso, regardless of distance - even through some walls), but is heavy and slow to use. It can be identified as an original AW rather than the AWM seen in previous games by its shorter magazine, smaller ejection port, and smooth, non-fluted barrel. As in some versions of older CS games (and the files of the retail versions, which instead used the generic moniker "Magnum Sniper Rifle"), it is still incorrectly referred to as the "AWP" (a name which refers to the Arctic Warfare Police, a variant with a black stock and shorter, brakeless barrel), though the capacity is for once correct for the modeled weapon.
The AW is described as using .338 Lapua Magnum in the game's files; this is correct for the AWM, but not the AW or the AWP. The Arctic Warfare awards 66% less money on a kill than other weapons, giving only $100 as opposed to the standard $300 ($50/$150 in Casual Mode); this, coupled with its exorbitant $4,750 price tag, makes the AW a rather substantial financial risk for a team to take, though its sheer power can certainly make up for it in the right hands.
Accuracy International AW - 7.62x51mm NATO
An actual Accuracy International AWP, for comparison - 7.62x51mm NATO
Inspecting the AW's model, which shows off its true identity rather blatantly. Note the folded bipod; this is never used in-game.
Vowing to defend de_cbble's castle to the very end, a GSG9 operative watches an angle with his Arctic Warfare.
Growing bored, he takes a look at the rifle's left side...
...and, after a fair bit of ogling, the right one.
Taking a look through the scope; this simple crosshair is used for all of the game's sniper rifles. This is its lower zoom setting...
...and this is the higher one.
Cycling the AW's bolt, in a completely different part of the map; note that the receiver is missing some polygons, something which can only really be seen when the bolt is open.
Curiously, a subtly different animation is used when the rifle is drawn; note that the muzzle is directed slightly further upwards, and the bolt is pulled a bit further back (while not visible here, the animation also has less of a distinct pause between opening and closing the bolt).
Slamming a new (empty) magazine into the Arctic Warfare, clipping it into the side of the magwell ever so subtly in the process.
This is followed by yet another distinct bolt-cycling animation, this time with the rifle pointed downwards.
Wasting one of these new, fresh rounds by firing it off at nothing in particular. At full size, a bullet impact can just be made out on the far wall of the courtyard.
Cornered and alone, BOT Kyle backs himself up against a wall, and prepares to make his stand.
A counter-terrorist examines a bit of graffiti on Mirage that features the AW prominently. This was put in place to commemorate a moment in a professional competitive game; pro player "coldzera" managed 4 kills with the AW in this location, 3 of which were made whilst unscoped and jumping. Note how it lacks a bolt handle.
Another piece of commemorative graffiti on Cache, this one for the player "s1mple" and his round-ending double no-scope from this location.
A third (and rather silly-looking) piece of graffiti on the original version of Dust 2, meant to represent a moment wherein the pro team "Fnatic" bought 4 AWs and watched this angle with them.
Steyr SSG 08
A Steyr SSG 08 is included, replacing the Steyr Scout of the previous installments in the series as a cheap ($1,700), lightweight, quick-handling sniper rifle with decent damage and penetration; many players (not to mention the game's own "Flying Scoutsman" mode) opt to refer to it as its predecessor. It holds 10 rounds, with an impressive 90 in reserve; this effectively grants it unlimited ammunition, since it fires at 48 RPM and takes 3.7 seconds to reload, making a full dump of every available round take 2 minutes and 38.3 seconds, 3.3 seconds longer than the maximum length of a round in Competitive mode (1:55 default plus a 40-second bomb timer totaling 2:35, not counting the extra few seconds after the official end).
Steyr SSG 08 - 7.62x51mm NATO
Inspecting the model of the SSG 08. Note the gray camo stock; this was initially flat gray in the earliest builds (much like the Scout), before one of the Beta's updates made it flat black, and a subsequent one gave it this unique look.
Somewhat less unique are the weapon's animations, all of which are recycled from the Arctic Warfare
, including this draw animation.
Consequently, this watchful counter-terrorist on de_train finds himself less "holding" his rifle and more "gently encouraging" it.
Examining the SSG-08's left side...
Throwing a round across the room. Just 'cause.
Ejecting the resultant case; unlike many games, the spent casing actually has an appropriate struck primer.
Taking a look through the scope at an oh-so-temptingly shootable-looking lock. Must... resist... urge...
Having done something of which He Is Not Proud, our watchful guardian quickly gets rid of the old, incriminating magazine...
...and slaps in a new one, assured that the old magazine will never be found in his inexplicable bag of eight additional ones.
This being a rifle built on the AW's animations, the reloading routine is completed with a third, distinct bolt-cycling animation. As is this section.
Heckler & Koch G3SG/1
As in previous games, the Heckler & Koch G3SG/1 fills the role of the Terrorists' DMR, opposite the CTs' FN SSR. It has olive drab furniture and lacks a bipod. Presumably for balance reasons, the weapon's full-auto fire rate is significantly reduced in-game (240 RPM versus the real steel's 500-600), to the point where it seems like rapid semi-auto (the player character uses it in semi-auto, and visibly pulls the trigger repeatedly when the player holds down the fire key for full-auto fire). At $5,000, it is the second-most expensive weapon available to the Terrorists, and is quite heavy, though its excellent accuracy, damage (a consistent 2-shot kill, or one in the head, regardless of armor), wall-penetration capabilities, and volume of fire compared to other sniper rifles make it incredibly effective for those willing to take the financial risk. For no discernible reason, it comes with 90 rounds in reserve by default, which translates to exactly 4 full magazines and one half-loaded ones.
Heckler & Koch G3SG/1 - 7.62x51mm NATO
Inspecting the G3SG/1's model. Note the F-E-S selector markings instead of the actual weapon's S-E-F. This was likely caused by the weapon being modeled with the safety on; rather than changing the model, Valve decided to change the texture, such that what was formerly "safe" is now "auto".
Bizarrely, the markings on the right side are still S-E-F; one can only assume that the developers forgot, since this side of the weapon is seldom seen in normal gameplay.
Drawing the G3SG/1 with a quick yank of the charging handle...
...which apparently didn't get the memo that it's supposed to fold.
Looking through the scope at one of the rifle's captive brethren.
Lashing out in a fit of rage at the injustice of this world, and attempting to free the caged rifle, barely even noticing the incorrect reciprocating charging handle.
The rifles being a static part of de_cache's scenery, this attempt is met with little success. Though the fact that the rifle's magazine apparently isn't loaded probably didn't help.
Chambering one of these nonexistent rounds with a pull of the eternally-disobedient charging handle.
Examining the left side of the G3SG/1...
...and, in keeping with its desire to defy absolutely every convention known to man, the top of the scope; the weapon's right side is never seen in first-person.
The FN SSR (Sniper Support Rifle) is included as the Counter-Terrorists' automatic DMR, designated as the "SCAR-20" (a mixture of the SCAR family name, and the weapon's U.S. military designation of "Mk. 20 Mod. 0"). Save for a slight difference in hip fire accuracy and a larger one in reload speed (the G3SG/1 being slightly more accurate when firing without aiming, but taking virtual millennia to reload), the SCAR and G3SG/1 are nearly statistically identical in-game.
Reloading the SSR, a process which uses the same animations as the Mk. 18 and Model 723. Valve's tendency to reverse selectors texture-wise instead of rotating their models to the correct position begins to annoy. The presence of a 3-position selector is also rather strange, as the SSR is normally not capable of fully-automatic fire (the one in-game is, however, as the player character holds down the trigger instead of repeatedly pulling it like on the G3SG1); this could be achieved by simply attaching a standard SCAR-H lower receiver to an SSR upper.
As above with the submachine guns, shotguns award extra money on kills, in this case giving out 3x the money ($900 in Competitive Mode and $450 in Casual Mode).
Benelli Nova Tactical
The Benelli Nova Tactical is an available pump-action shotgun, replacing the previous games' Benelli M3. Simply called the "Nova", it has the tightest spread of all the game's shotguns; it's also the cheapest, costing a mere $1,050, though its poor fire-rate and armor penetration make it less effective against enemies who aren't equally strapped for cash. Being the M3's successor, it holds 8 rounds, even though the model has a standard 4-round tube magazine.
Benelli Nova Tactical - 12 gauge
Inspecting the Nova's model. At full size, the trademark on the side of the receiver can be seen; this reads "[!] BENETTI", an obvious spoof of the correct "Benelli".
The Nova Tactical in first-person.
Firing the Nova at a glass observation booth to protest it not being enterable, and creating an impressive shower of sparks in the process.
Following this somewhat pointless expression of anger, our misguided protestor ejects a shell. Note that the shotgun is held at an angle when ejecting spent shells...
...as opposed to when it's drawn (or reloaded), where it's held level.
Inspecting the Nova; the shotgun's false trademarks can also be seen here, albeit with some difficulty (though certain skins make it easier).
The shotgun's other side. What appears at first to be an odd discoloration on the bolt is actually the player character's left glove; for some reason, part of the bolt is transparent, allowing the wielder's hands to be seen through it.
Celebrating a victory over absolutely nothing by cramming twice as many shells into the magazine tube as it can actually hold.
Benelli M4 Super 90
The Benelli M4 Super 90 returns from prior CS games, now known as the "XM1014" (its US military designation during trials; once it was actually adopted, it became known as the "M1014"). It is the most expensive shotgun in the game (costing $2,000); conversely, it is also the weakest, dealing less damage per pellet than its competitors and firing 6 pellets per shot instead of the usual 8 or 9. However, it balances this out with a decent capacity (a correct 7 rounds), relatively good accuracy, and the highest rate of fire in its class by a substantial margin at 171 RPM. Interestingly, while both its description and its in-game behavior would suggest that it is erroneously depicted as fully-automatic (i.e. holding down M1 produces continuous fire), its animations show the player character pulling the trigger with each shot; this, coupled with the low rate of fire, suggest it to (correctly) be semi-automatic in-game.
Benelli M4 Super 90 - 12 gauge
Inspecting the M4 Super 90. Note the magazine tube; while it, unlike many games, is an appropriate 7-shot tube, it appears to be a 4-shot civilian tube with an aftermarket extension rather than a factory 7-rounder (compare with the image above).
An IDF operative drawing his XM1014, perched high atop a parked HMVW on de_shortdust. Unlike the game's other weapons, this is simply a draw animation, with no extra cocking required.
Inspecting the Benelli starts out with a (blink-and-you'll-miss-it) shell falling out the bottom of the receiver for some reason...
...followed by a display of some downright appalling trigger discipline...
...and, finally, a charging handle that everyone seems to have forgotten about.
Growing restless, the operative decides to conduct the world's most pointless door breaching exercise.
Reloading the XM1014. While the extra shells in the hand look neat, they're just for show; the actual shell being loaded is separate from the 3 in the hand, which are always present regardless of how many the player character needs and/or has. They also have struck primers and lack rims, as with the other shotguns; topping this all off is the fact that the bolt is never racked at any point in this animation, even when the weapon runs empty, which'd realistically render it unable to fire (since there'd be no round chambered).
A close look at the Benelli outside of the player character's hands reveals some interesting things; namely, there's a shell sitting on top of the loading gate...
...and that bots seem to have as much difficulty understanding the concept of a pistol grip on a shotgun as they do navigating small rooms with furniture in them.
A sawed-off Remington 870 is the second pump-action shotgun featured in-game, available to the Terrorist faction(s). In-game, it is referred to simply as the "Sawed-Off". It offers an unrealistically high capacity for a sawed off shotgun (7 rounds instead of 4 for this length of tube) and fires at a fast rate, but its spread is much wider than any of the other shotguns, making it lethal in close quarters but ineffective at distance.
Remington 870 with sawed off barrel and stock - 12 gauge
The truncated Remington, as seen both in first- and third-person. Note that, unlike the image above, a portion of the stock is retained, forming a bell shape at the base of the grip.
Loading the 870, wondering if its magazine tube contains a miniature TARDIS to hold the 3 extra shells. The text on the side reads "Ralphington 808 EXPRESS MAGNUM".
The MAG-7 appears in-game as the counter-terrorist equivalent to the Sawed-Off; while its capacity is lower than the Sawed-Off's, it is magazine-fed, making the reload time shorter.
Loading some 12-gauge, 2.36-inch-long air into the shotgun.
The LMGs in Counter-Strike: Global Offensive provide exceptional suppression due to their high ammo capacity of 100 or 150 rounds, but have high recoil and are highly uncontrollable during sustained fire. They also are hindered by their long reload times.
FN M249 SAW
The M249 SAW is an available LMG, returning from the previous games; unlike previous games, however, the M249 in GO has a stock. At $5,200, it is the most expensive weapon in the game (the Negev below once was, until its price was cut), and one of the most seldom-bought as a consequence. While its heavy weight and recoil, its slow reload, and the aforementioned price tag discourage most potential users, its massive capacity (100 rounds, half of what the modeled belt box is actually supposed to hold) makes it an excellent choice for suppressing and holding angles - or, at least, it would be, if the less-than-a-third-of-the-price Negev didn't exist.
The M249 also serves as the basis for the sentry guns encountered in the Danger Zone gamemode; these have unlimited ammunition, despite their finitely-sized belt boxes.
FN M249 SAW with 200 round belt box - 5.56x45mm NATO
Examining the M249's model; as with many of the game's weapons, it looks a bit worse for wear.
An SAS operative silently watches an apartment burn while holding an M249.
Adding insult to property damage, and dumping dozens upon dozens of rounds of 5.56 into the building. Note that, in a nice touch of detail, the belt visibly shortens as the gun runs out of ammo.
Reloading the SAW is a rather involved process; it starts with the player character opening the feed tray cover (with their hand actually in the correct position to hit the latches holding it shut, unlike many FPS characters).
Next, the old belt box is removed; this animation was evidently not designed with the depleting belt in mind.
Following this, a new belt box is attached...
...the fresh belt is seated into the feed tray...
...the feed tray cover is slammed shut...
...and, finally, the charging handle is pulled. This exact animation is also used when the weapon is drawn.
Reloading complete, the operative advances, only to encounter something not even the might of the M249 can destroy.
One of the Danger Zone's sentry guns. What's that old expression, again? "Don't bring a hammer to a gunfight?"
Later, a substantially better-equipped character happens upon a destroyed sentry gun...
...the process of which apparently severs the weapon cleanly in two where the barrel meets the receiver.
IMI Negev Commando
The IMI Negev Commando is a new LMG available in CSGO. Originally, the Negev had a higher ROF than the M249, but does less damage, has larger spread, and was the most expensive weapon in the game at $5700. The weapon was later reworked with "suppressive" gameplay elements. Specifically, the recoil pattern of the Negev homes in onto a point slightly above the player's crosshair after 10 or more shots, unlike the recoil patterns for most other weapons which wildly fly from left to right. This allows it to shoot extremely accurately as long as the player does not move and prepares the weapon for firing beforehand. Its rate of fire was also cut from 1000 RPM to just 800, and its price was slashed to $2000.
IMI Negev Commando with 200-round cloth ammo bag and Meprolight red dot sight - 5.56x45mm
An IDF operative holds his IMI Negev. Note that the belt shows correct amount of rounds left.
As with previous games, players may only hold one grenade of each type (except Flashbangs, of which they can hold 2). In Casual Mode, players may hold three grenades, while in Competitive Mode they may hold four.
M67 Hand Grenade
The M67 hand grenade is present in the game, being referred to as the "HE Grenade", despite the actual M67 being a fragmentation grenade; this is supported by their in-game behavior, as they lack any sort of fragmentation effect, relying solely on the explosion itself to deal damage.
M67 High-Explosive Fragmentation hand grenade
An M67 Hand Grenade in a terrorist's right hand.
M84 Stun Grenade
Flashbangs in-game share their M84 stun grenade model with decoys, but use different textures. In Competitive Mode, up to two may be carried at once.
An M84 flashbang in-game.
Decoy grenades are a weird type of grenades added to CSGO. They look identical to flashbangs in shape, and can be used to trick the enemy team. When they are dropped they make the same sound as the flashbang, tricking nearby combatants to turn away, and then they proceed to create sparks and smoke whilst making the same firing sound as the most powerful weapon that the user had on their person at the time of their throwing it. Additionally, the enemies will see a hostile dot on their radar map as if someone was there. The detonation which follows causes a great deal of noise for the extremely small explosion.
A decoy grenade in-game. Note the orange center band, compared to the blue-green one on the flashbang.
Model 5210 Smoke Grenade
The smoke grenades model is the Model 5210 Smoke Grenade. Smoke Grenades are a critical tool for blocking enemy lines of sight and hiding and moving undetected. They also have the video-gamey mechanic of being able to instantly extinguish flames from incendiary grenades and molotovs.
Model 5210 White Smoke Grenade
A couple of Model 5210 grenades in-game. Note that, despite being labeled as white smoke grenades, the smoke that they release in-game is gray.
The CTs' incendiary grenades share a model with the smokes, but use different textures. Incendiary grenades provide incremental damage to the target whilst in the flame, but their biggest appeal is the ability to detour and even hold back the opposing team from approaching a certain area for about 10 seconds. When used in conjunction with the rest of one's team and decoy grenades, it is possible to keep the opposing team from approaching a certain area for almost a minute. The Terrorist team uses functionally-identical Molotovs. Due to this functional identicality, the incendiary grenades oddly detonate on impact, and do so with a glass-breaking sound.
2 incendiary grenades in-game. Note that while the labeling, which is partially obscured here, claims that the grenade is actually an AN/M14 incendiary grenade
, this grenade is shaped differently than an AN/M14.
Advanced Taser M26
A Taser based on the Advanced Taser M26 is available as the "Zeus X27", bought from the "Gear" buy menu screen (alongside other equipments like armor) and equipped in the same slot as the knife (pressing the knife slot key switches between the knife and the taser). it is used in-game for an close-range instant takedown, but has only one shot and does not reward any money. It is usable by either team, but prior to a patch it could not be bought in Competitive Mode.
A rather strange rechargable version is found during the War Game game mode "Stab Stab Zap" active during the Operation Hydra season. On this model, the green decal on the back of the gun is replaced with a charging indicator. After firing, the charging bar empties and fills back up over 30 seconds, after which the taser gets a new shot. A real taser fires non-reusable darts, and can be reloaded by switching out the cartridge, but this is obviously not what happens in-game.
A Beretta 92FS is present on a sign on the map Bank.
A terrorist contemplates the "No Weapons" sign on the side of a bank.
A 3rd-gen compact Glock appears on a sign on the map Office.
"No firearms allowed on premises? Aw, shucks. Oh well, I guess we'll just terrorize some other place that lets us bring guns there."
The FN SCAR-L does not appear in the game itself, but is featured on the logo.
Third Generation FN SCAR-L - 5.56x45mm NATO
The old Scaleform CSGO intro. Note the game icon; the silhouette of a SCAR Mk.16 can be seen.
The Browning M2 is seen mounted on APC environmental props in a few different maps.
Browning M2HB on vehicle mount - .50 BMG
An M2 mounted on an FBI Hostage Rescue Team's APC in Militia.
Some technicals can be found as environmental props on a few different maps. They are mounted with low-detail DShKM machine guns.
DShKM on tripod - 12.7x108mm
A terrorist notices the DShKM, and immediately wishes that it was usable.
A close-up, as seen through a scope.
Antique blackpowder cannons are seen on the map de_cbble. They are purely decorative, and cannot be used.
Naval cannon - 18th century
A counter-terrorist examines both his CZ-75 Automatic and one of the castle's 2 cannons, both of which are located at Bombsite A.