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How to AWP: Everything You Need To Know!

Basics
The AWP is a 4750$ bolt-action sniper rifle that both Counter-Terrorist and Terrorist teams may purchase. This weapon of doom has a 10 bullet clip as well as a 30 bullet magazine in reserve. It is a weapon that is perfect for taking a man down to gain a numeral advantage. The AWP is generally used in long range situations, but once you become better, medium and close range are not a problem.

Damage
As you may know, an AWP shot that hits and opponent's middle to upper body with or without armor will kill him instantaneously. A shot to the legs will deal damage of approximately 85 health points. Obviously, a bullet that is shot through any sort of material will have lesser damage effects, but may still eliminate the foe.
Movement
The AWP is a fairly heavy weapon. While wielding it and running, you will run at a speed of 200 units/second, which is a 20% speed reduction compared to the default 250u/s. While scoped in, running with the AWP will let you move at 150u/s, so a 40% speed reduction. Also, while scoped in and moving, the AWP crosshair will blur up giving you a harder time using it.
Pros/cons
Whilst the AWP is very accurate and deals fatal damage, it is also expensive, heavy, loud, and rewards you with only 100$ per kill. However, on the plus side, you are not only receiving 100$ per kill: you're also lowering the enemies' ally count which gives you an advantage if you are in higher numbers. This is one step at winning a round, and a match.
AWP Play styles in general
Now here is how you should use an AWP. Obviously, you can take or leave what is written in this guide and mold it to your play style, but this is general tips for the usage of the weapon. Play styles for both CT and T side will be explained further into detail in this guide.
Aggressive
When you start a round, you always want to play aggressively. Getting the opening frag will give your team a numeral advantage. (5vs4) Playing aggressively will also allow more map control overall.
Passive
Playing passive with an AWP is done after playing aggressively. You will usually play like this after you miss a shot while playing aggressive and re-peeking is not worthwhile. Playing passive consists of holding further angles to catch your opponents off guard or keep them on their toes.
Counter-Terrorist
Once again, as a CT, always try to get an opening frag. Your team will have an easier time defending the bomb sites. Obviously, there are times when peeking is a bad idea and will most likely get you killed. Take Dust II at mid, for example. If you peek the Double Doors and Terrorist AWPers are already scoping down, you're most likely going to get killed. Instead, move further to the right and aim at the Palm Tree. This is the second piece cover.
Alternatively, you may also aim at Green Box which is on the opposite side of Palm Tree. Terrorists usually go there after they make their way down from Suicide. The third piece of cover is further back where you should only be looking at Cat, XBOX and Double Doors. However, if you are a very skilled AWPer with quick reflexes, you could potentially go for the frag at Mid. Doing so requires a certain amount of practice to be able to know how to peek. Examples:
Terrorist
Obviously, as a Terrorist, you must push given areas of the map to take control of them. AWPing should be done in the same manner as a CT, although playing passive is mostly when the bomb is planted. For example, at Long on Dust II, if you have a good spawn (In other words, if you spawned relatively close to Long Doors - example below) you should rush long, set up camp and wait for a CT to push you. If no one does, run out and take control of the area. After doing so, clear out the site, car, and all the other angles where CTs can be hiding and waiting for you.
Usually, if the team is organized, a rifler would stay near Long Doors to watch the flank as the other members of the team push up Long. Since CT Spawn is usually smoked when taking A, you should be scoping the site, taking a shot if a CT appears, but your team mates should be clearing the site at the same time. After, you should clear out Cat from Car. Once the A site is taken and bomb is planted, you must fall back to Long and have the flank-watching Terrorist help you out if needed. Playing passive is what you should be doing now. That is how an A bombsite take should look like in general. Use communication and make yourselves as useful as possible.
How to peek/gun fights
When you missed your first shot and want to go for the second, keep in mind that that AWPer or rifler will most likely be holding the angle to try to get a kill. How can you use this to your advantage? There are two options: shoulder peeking, baiting a shot and going for the kill, or you can just side-step while pre-aiming and pre-firing. The second option is the one that will get you the most kills, because players will usually take cover after they miss a few shots.
Shoulder peeking
This is quite simple. If you know your opponent is quite distant and no one is close and ominous, you should take out your knife or pistol to shoulder peek. This just means that you will expose your shoulder for a split-second to try to get your opponent to shoot. As he shoots and you take cover again, pull out your rifle, scope in and wait for your opponent to re-peek. Try to play a more defensive angle as he will push out and be more exposed.
Pre-aiming
As simple as it sounds, you still must have a deep understanding and feel of the map and its variant areas. Pre-aiming just consists of aiming before you see your opponent, stepping out and having your crosshair where you wanted it, ready to fire away.
Pre-firing
This option is more difficult. You must learn the art of side-stepping and pre-aiming. In summary, side-stepping is strafing left and right to get consistent accuracy while shooting. Let's continue. Once you have created an image of your opponent in your mind, scope in, step out and go for the shot no matter what. You don't even need to see your opponent, just shoot. This is anticipating the fact that your opponent is there which will leave him little to no time to react appropriately.
A few other tips
Landing your shots
Instead of flicking your crosshair and going for those awesome frags, just try to make sure you kill your foe in the first place. It's much better to take your time and get a kill, rather than flicking your crosshair all over the place five times and missing all your shots. This will make you consistent and your reactions will increase slowly, but surely.
Control
Even if you don't take a kill one round, your AWP can still be useful. Instead, just use it's scare factor to make enemies afraid. Using the scare factor of this weapon also comes into play when you're trying to go against CTs that are trying to defuse the bomb that is planted for you. For example, if someone tries to defuse the bomb, just shoot a bullet. They won't know where you are, but will stop defusing to try to kill you. This is where you go back to hiding until you make the time dwindle away and the bomb explode.
Holding an angle differently
Usually, as an AWPer, you would play right next to the corner. This will give you an advantage, because opponents will have less body surface to hit. On the other side, if they are skilled, they can pre-aim and pre-fire you which will mean your death. As I mentioned before, you could play in different ways. To trick your opponents and play with their minds, you could slightly change the area you are playing. This will make them peek wider and not expect you. Another thing you can do when you peek is to crouch. As an AWPer, aiming lower is normal since you're going for the chest. What you can do to counter this, however is peek normally, but as soon as you enter your enemies vision, duck. This will obligate them to lower their crosshair, giving you a little bit more time to eliminate them.
