Remove the first shot
Flash, smoke, bait, or double-swing so it cannot spend a clean loaded opportunity.
A 115-damage sniper that retains nearly all damage through armor and range.
The AWP delivers 115 base damage with 97.5% armored retention, 99% range retention per 500 units, and three penetration stages. It usually kills with one torso hit, but the 1.45-second cycle and slow movement make every miss expensive.
Drag to inspect // AWP
Counter-Strike 1.6 values
Base damage is before hitgroup, distance, armor, and material modifiers. Armored damage is the percentage retained while armor covers the hitgroup.
Percentage-based range retention applies once per 500 game units. Penetration count is the maximum penetration stages passed to the CS 1.6 bullet simulation; material and thickness still determine whether a shot exits a surface.
Live telemetry
Use cover during the 1.45-second cycle whether the hit lands or misses.
Scoped speed is only 150 u/s; rebuild the next angle deliberately.
Flash, smoke, bait, or double-swing so it cannot spend a clean loaded opportunity.
Once it fires, a coordinated second player has 1.45 seconds.