Counter-Strike 2 Guide
The Negev is underused due to the stigma of being an “easy gun” or “not a pro weapon.” Although it is easy to pick up and hard to bring to higher-skilled games, its uses are not inviable. This guide covers how to best use it and where it excels.
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At $1,700 the Negev sits well below the M4A4 ($3,100) and AK-47 ($2,700), opening up unique buying strategies that give your team an economic edge.
Do not buy unless you can keep at least $2,000 in reserve. If “maining” the Negev, you can hero buy (no armor) if confident you can stop a push. Best on CT side from an off-angle. Key is discipline: never let losing the Negev tank the team economy.
This is where the Negev shines. With armor and a Negev, hold a rushable site from a long angle (B site Mirage from van, Dust2 B doors from back platform). Against pistols and no armor, your 150-round magazine will mow down grouped opponents before they close the distance.
For $2,350 you get a Negev and kevlar with money left for next round or minimal utility. Strong when your team is split on economy. Pick up a smoke or flash with the leftover cash.
Recommended on CT side. T-side force buys demand movement, so consider other options if rushing. On CT, a force-buy Negev anchors a site with devastating suppressive power, delaying the take long enough for rotates.
Full armor, full utility, and a Negev for $3,900. This is $1200 less than an M4A4 loadout. Savings go to drops or banking for future rounds. See Applications for why this works.
There are times when having a Negev is better than having a rifle. The Negev excels in specific roles that no other weapon in its price range can match.
The Negev's 150-round magazine and high rate of fire make it the ultimate suppression tool. When you hold down a chokepoint, enemies cannot peek without risking instant death. This is not just about getting kills, it is about denying space. If you are spraying B apartments on Mirage, the T side cannot push through without committing utility or damage to stop you. That utility they burn on you is utility they do not have for the site take.
On retakes or coordinated pushes, the Negev can provide cover fire while teammates advance. Spray a common angle to force the enemy behind cover, then let your teammate swing the angle while the enemy is pinned. This tactic is extremely effective when combined with voice communication.
The Negev can function similarly to a molotov in terms of area denial. A sustained spray through a smoke or across a chokepoint can prevent enemy movement entirely for seconds at a time. Unlike a molotov, you control when it starts and stops, and it lasts as long as your ammunition. A great example is directing a spray for palace on mirage to prevent a retake while a teammate defuses. The Negev can hold that angle for a little over 11 seconds, whereas a molotov would burn out after only 7 seconds.
When retaking a site, the Negev can lock down the planted bomb while teammates clear remaining enemies. Spray the bomb area to prevent defuse fakes or to cover a teammate who is defusing.
The Negev has decent penetration values. Certain walls, boxes, and surfaces that some rifles struggle to penetrate are viable targets for the Negev. Learn common wallbang spots on your preferred maps and use sustained fire to deal damage through cover.
The Negev moves at 150 units/second versus 215 with a knife. The way to circumvent this is to walk with your knife or pistol out, then switch to the Negev before you need to fire making sure to alott time for the pull out animation. I personally switch to knife, jump around corners, and swap to the Negev just after jump push-off, which preserves knife speed until landing.
The spray pattern is chaotic but settles into a tight cone around bullet 7. Practice on a workshop recoil map with these settings:
Practice in 15-minute sessions. Focus on the first 10 bullets, then extend. Once you reliably hit headshots at medium range after bullet 7, you are match-ready.
First-shot accuracy is only reliable at very close range (ex. Mirage: stairs to A default). The Negev is not built for one-taps, use your pistol for precision. At close range, a quick 2-3 bullet burst to the head works when caught off-guard.
If you are going into the next half with your K/D at 2-12 and switching to T side, for your team's sake, switch it up. The enemy knows how to play against you, and you need to buy what I call a “real gun” (M4A4, M4A1-S, AK-47, FAMAS, Galil, etc.). The Negev rewards players who can surprise the enemy with unexpected angles and suppressive fire. Once the enemy adapts to your positioning and timing, the Negev loses its edge. Recognize when you are being read and adjust accordingly.
Sometimes T side does not work out with the Negev. Pushing with a Negev can be difficult for you and your team, and the slow movement speed is not helpful when executing fast site takes. When your team buys MAC-10s for a fast push, just buy MAC-10s yourself. Until you are comfortable with advanced Negev movement techniques, fast-paced T-side rounds are not the place for it.
If the enemy is consistently using utility to flush you out before pushing, the Negev's positional advantage disappears. Smokes cut off your sightlines, flashes blind you mid-spray, and molotovs force you to reposition with the slowest movement speed in the game. Against teams that counter your setup every round, switch to a more flexible weapon.
Maps or sites with primarily close-range engagements reduce the Negev's effectiveness. The Negev thrives at medium to long range where the settled spray pattern can dominate a lane. In close quarters, SMGs and shotguns will outperform you with their superior movement speed and handling.
| Magazine Capacity | 150 / 300 |
| Rate of Fire | 800 RPM |
| Reload Time | 5.7 s |
| Equip Time | 2.0 s |
| Spray Time | 11.4 s |
| Recoil Control | 20 / 26 (76%) |
| Accurate Range | 13 m |
| Armor Penetration | 71% |
| Penetration Power | 200 |
| Range Modifier | 0.97 |
| Hitbox | Unarmored | Armored |
|---|---|---|
| Head | 140 | 99 |
| Chest & Arm | 35 | 24 |
| Abdomen & Pelvis | 43 | 31 |
| Leg | 26 | 26 |
| Running | 150 |
| Walking | 78 |
| Crouch Walking | 51 |
| Running While Firing | 75 |
| Walking While Firing | 39 |
| Crouched Walking While Firing | 26 |