Weapon 02Long

Scout

The fastest firearm to carry, built around precise headshots and repositioning.

The Scout deals 75 base damage, retains 98% every 500 units, and can pass through three surfaces. A body hit usually needs a follow-up, so its value comes from headshots, 260-unit movement, and leaving the angle during the 1.25-second bolt cycle.

  • Mobile sniping
  • Long-range picks
  • Wallbang lineups
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Drag to inspect // Scout

Counter-Strike 1.6 values

Weapon statistics

Base damage is before hitgroup, distance, armor, and material modifiers. Armored damage is the percentage retained while armor covers the hitgroup.

Base damage
75 per bullet
Armored damage
85%
Fire rate
48 RPM
Shot interval
1.25 s
Range behavior
98% / 500 u
Wall penetration
3 surfaces
Price
$2,750
Buy side
Both
Magazine
10 rounds
Reserve
90 rounds
Reload
2.00 s
Move speed
260 / 220 u/s scoped

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

Used on CSJS

Kills
Killers
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Core techniques

  1. 01

    Move between shots

    Use the bolt cycle to leave the angle and re-peek from a new height or position.

  2. 02

    Aim for the head

    The 4× head multiplier turns 75 base damage into a lethal hit before range and armor are applied.

How to counter it

Deny clean resets

Flash or rush after the first shot; it cannot fire again for 1.25 seconds.

Avoid repeatable cover

Three-stage penetration makes familiar thin cover unsafe after the first contact.