Counter-Strike: Global Offensive

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Counter-Strike: Global Offensive
Counter Strike Global Offensive Box Art.jpg
Official Box Art
Release Date: 2012
Developer: Valve Corporation
Hidden Path Entertainment
Publisher: Valve Corporation
Series: Counter-Strike
Platforms: Microsoft Windows

Mac OS X
PlayStation 3
Xbox 360

Genre: First-person shooter

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"

Glock 26

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

The SIG-Sauer P228 has been replaced with the (early model) P250 Compact, chambered in .357 SIG with a 13 round magazine capacity. It is available to both teams.

Early Model SIG-Sauer P250 Compact - 9x19mm
The player character holding a P250. The hammer used to be cocked during idle, this has been fixed to correctly reflect the P250's DAO mode.
The player reloading the P250. Note that, even though this image was taken before the above error was fixed, the hammer moved to the uncocked position for this animation.

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 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. This is one of the few revolvers in the world sold with rails.
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.
Holding the R8.
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.

FN Five-seveN

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
Having decided to forsake all sensible armament, this particular terrorist brandishes a Desert Eagle Mark XIX. It has a dry fire animation, despite the reloading animation always being the same, like in Counter-Strike: Source.
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.

Beretta M9A1

Dual Beretta M9A1 Inox handguns with wood grips, referred to as "Dual Berettas", are a popular buyable sidearm choice, with moderate accuracy and power and a high 30-round capacity. Notably, the hammers are always in half-cocked position. Unlike previous Counter-Strike installments, the dual pistols are no longer exclusive to Terrorists.

Beretta M9A1- 9x19mm. The pistols seen in-game are Inox models with wood grips, but are otherwise the same as seen here.
Beretta 92FS with wood grips (US made gun with black controls), for comparison.
A separatist holds the M9A1 in-game. Note that the left gun has emptied and locked back, a nice touch.
While reloading, the separatist puts two fingers inside the trigger guard, behind the trigger.
Being bored, he admires his Berettas, makes them kiss each other twice and twirls them, possibly as a nod to the flashy animations of the Dual Elites from the earlier games.

Intratec TEC-9

The TEC-9 is included in-game, firing in semi-automatic, it is the Terrorist's counterpart to the Counter-Terrorist's Five-seveN and holds 18 rounds in the magazine (not a normal capacity for the TEC-9 unless one deliberately loads only 18 rounds in a larger magazine). The weapon originally boasted a very generous 32 round capacity, making the weapon perfect for spamming, but was later rebalanced to reward accuracy.

Intratec TEC-9 - 9x19mm
A terrorist holds the TEC-9 in the game. Note that the HUD displays a 32-round capacity; this was later dropped to 24, and then to 18.
Reloading the TEC-9. The magazine top is not textured, appearing completely black. This has already been fixed.

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 found in older games. It features its twelve-round magazine from previous games and reuses its firing sounds from Counter-Strike: Source. The ammunition reserve is only two spare magazines, however. All players receive this in their inventory. Using the alternate fire key will remove the suppressor or attach it if it is removed. This time around, it has a black finish, like in Counter-Strike: Condition Zero Deleted Scenes.

Heckler & Koch USP Tactical - .45 ACP
A GSG-9 operative holds his USP Tactical in Deathmatch mode. Note the uncocked hammer, despite the 3rd-person model always being shown cocked.
He later finds a peaceful corner to reload.
Removing the suppressor. The older model didn't have the protruding, threaded barrel; this has since been fixed.

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 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 Arctic Warfare to get a lower reward for killing enemies, at only $100 per kill. It fires at a more controllable 600 RPM instead of the real life 1,000 RPM.

CZ 75 Automatic - 9x19mm
The player character holds the CZ75-Auto.
Reloading the CZ75-Auto. Notice that the player character will actually use the foregrip-magazine to replace the initial one, although until another patch later on this resulted in a new one materializing on the attachment point if the weapon was reloaded early.

Submachine Guns

Unlike previous games, most submachine guns will award bonus money upon killing enemies (2x the reward for all of them except the P90).

Ingram MAC-10

A MAC-10 is featured in the game. 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, while sacrificing effective range and accuracy.

Ingram MAC-10 - .45 ACP
A terrorist holds the MAC-10 in the game. Unlike the player characters of L4D2, the ones in this game actually make use of the forward strap as a makeshift foregrip.
The player character reloading the MAC-10. This magazine actually has bullets, like the L4D2 model. Note also that the strap is actually affected by gravity, unlike the completely unmoving one in L4D2.

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
The MP9 in-game.
Reloading the MP9.

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.


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, 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.

FN P90 TR - 5.7x28mm
The player character holds the P90 TR. Crouching shows a bigger portion of the weapon model, but slightly tilts it.
Reloading the P90 TR.
The test subject looks at his sleeve clipping into his P90.

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.
An FBI SWAT team member holding an MP7A1 on de_vertigo, making sure that the HVAC unit doesn't try anything funny.
Inspecting the MP7.
Letting his paranoia get the best of him, the CT panics, and dumps round after round down the stairs at an unseen enemy.
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.
This is followed by a fist-clenched yank of the cocking handle (something which also occurs whenever the MP7 is drawn), 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's animations.
"My mind's tellin' me no...
But my body...
My body's tellin' me yes..."

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.

Assault Rifles

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 late model Colt Model 723 was added in the August 14, 2013 update as the "M4A1-S" as an optional replacement for the above M4A4, and a successor to the suppressed M4A1 in previous games. It holds 25 rounds instead of the M4A4's 30, despite being modeled with a 30-round magazine. It comes with two spare magazines and a suppressor attached by default that can be removed or re-attached by using the alternate fire button. This weapon is automatically given to players. As with the USP-S, it did not receive new sounds, taking its own directly from Counter-Strike: Source.

Colt Model 723 "M16A2 carbine", late model with "M4" profile barrel - 5.56x45mm NATO. This configuration was available from 1987, and used the barrel from the Colt Model 720 (a prototype rifle which was part of the XM4 program).
An FBI HRT operative holds his Model 723.
The operative unscrews the suppressor from the weapon's threaded flash hider. He was surprised by how painfully slow the process is compared to previous Counter-Strike iterations.
After eliminating the last terrorist, he reloads his weapon. Unlike the "M4A4", the magazine is never shown with any kind of ammunition. Note that something also seems to block the bolt catch. This thing has been removed, but the strip is still in the texture.
The operative escorts a hostage with his Model 723. Note that it lacks a safety lever. It has been added to the model later, but is pointed at safe.


The "AK-47" in the game is actually an AKM, with plastic 30-round magazines. It has very high stopping power, but has high recoil and is somewhat heavy. This model is notably ported from Left 4 Dead 2 (including the presence of the wider front sight of an actual AK-47) with slight alterations like detail on the stock and a smaller spring lock. The selector switch is incorrectly set to semi-auto, visible when inspecting the weapon and reloading.

AKM - 7.62x39mm
A Balkan terrorist shoots SAS operatives with an AKM. Note the ribbed receiver cover and the side rails indicating an AKMN (night) model.
He's soon reloading with an empty magazine. Note the detail on the mag, and incorrect "7.62x30".
"Huh, those are some odd-looking car parts..."

Steyr AUG A3

Replacing the Steyr AUG A1 is the more recent A3 variant, with a Trijicon ACOG providing a low zoom level and allowing for precise shots. 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-game.
Reloading the AUG A3. Note the 42-round magazine, textured solid rather than translucent.
Aiming through the AUG A3's ACOG. Prior to a February 2014 patch, the ACOG's on the AUG and SG-553 functioned simply by zooming in the player's view like in the older Counter-Strikes. Note the barely-visible green dot; this changes color based on the player's selected crosshair color, making it green by default.


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, 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. 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.
Reloading the FAMAS, while somehow also defusing a bomb. As is tradition.
Finishing a reload (or drawing the weapon) prompts a pull of the charging handle, accomplished in-game with the user's left hand. Note the smaller trigger guard of the rifle on the HUD icon, pegging it as an F1 model.
A FAMAS on the ground, looking remarkably unconcerned with ambient lighting conditions.

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 Galil ACE in-game.
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.


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.

Sniper Rifles

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 right side...
...and, after a bit of a scuffle, the left one.
Fortunately, the healing powers of scope reticules are absolute and infallible. This simple crosshair is used for all of the game's sniper rifles.
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.
Slamming a new magazine into the Arctic Warfare.
Wasting one of these new, fresh rounds by firing it off at nothing in particular.
Upon being spotted, the Haybale Rifle immediately proceeds to lie about its identity. And fools absolutely nobody.
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. It holds 10 rounds.

Steyr SSG 08 - 7.62x51mm NATO
A terrorist "holds" the SSG 08; this loose handling is a result of the weapon re-using the AW's animations.
Reloading the SSG 08.

Heckler & Koch G3SG/1

As in previous games, the G3SG/1 fills the role of the Terrorists' DMR, opposite the CTs' 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, 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).

Heckler & Koch G3SG/1 - 7.62x51mm NATO
The G3SG/1 in-game.
Reloading the G3SG/1. Note the reversed F-E-S selector 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 now what was formerly "safe" is now "auto".


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.

FN SSR - 7.62x51mm NATO
The SSR 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".
"And just what do we have here?"
The Nova Tactical in first-person.
Attempting to breach an already-unlocked door with the Nova, and creating an impressive shower of sparks in the process.
Following another door-breaching attempt that was equally pointless for the exact opposite reason, our misguided hero ejects a shell. Note that the shotgun is held at an angle when ejecting spent shells... 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 the forces of terrorism and random pellet deviation by reloading.

Benelli M4 Super 90

The Benelli M4 Super 90 semi-automatic shotgun returns as the "XM1014".

Benelli M4 Super 90 with 7-shot tube - 12 gauge
The terrorist prepares to commit shotgun fratricide. Note the civilian 4-shot tube with an aftermarket extension instead of a proper plain military tube.
The dirty deed done, the terrorist reloads his M4. Note the shells in his hand; these are always present, regardless of how many are actually available and/or needed to load the gun. Additionally, as with the above Nova and the 870 below, the shells lack a rim, and have struck primers. To top it all off, the weapon is never cocked, even if it was emptied fully before reloading.

Remington 870

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.

MAG-7 - 12 gauge
The SWAG-7 MAG-7 in-game.
Loading some 12-gauge, 2.36-inch-long air into the shotgun.

Machine Guns

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.


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.
Reloading the Negev.


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.

M84 stun grenade.
An M84 flashbang in-game.

Decoy Grenade

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.

Incendiary Grenade

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.

Advanced Taser M26.
The "Zeus X27" in-game.

Unusable Weapons

Beretta 92FS

A Beretta 92FS is present on a sign on the map Bank.

Beretta 92FS - 9x19mm
A terrorist contemplates the "No Weapons" sign on the side of a bank.

Glock 19

A 3rd-gen compact Glock appears on a sign on the map Office.

Glock 19 - 9x19mm
"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.

Browning M2

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.

See Also

Main series Counter-Strike  •  Condition Zero  •  Source  •  Global Offensive
Spin-Offs Counter-Strike Online  •  Counter-Strike Online 2

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