The USP Match is not particularly effective against multiple targets, and better when facing off against one or two targets at a time. When engaged in a firefight using the USP Match, aiming at the target's head is advised. Aiming for the body is not very effective, especially not if the target is wearing body armor, and it can take up to seven shots at medium range to score a kill. On the other hand, it normally takes only three headshots to kill.
The USP Match's recoil makes it difficult to quickly fire the gun while retaining any accuracy past short range. Instead, one shot should be fired at a time to hit enemies at medium to long range.
The USP Match is significantly more accurate than the MP7 and does a little more damage, making it convenient as a backup weapon if the other weapons are running low on ammo.
Ammunition is plentiful in the early chapters while battling Metrocops in the Canals, but it becomes slightly harder to come by in later chapters, especially in Episode Two, where it is usually only found in some supply crates and abandoned outposts.
Any combine (humanoid figures) can be killed with a single head-shot while the player is undetected. However, the chance this will happen in the game is unlikely, as the combine are aware of the players position most of the time. There are several factors which effect whether the player is detected. This includes the line of sight, sprinting, distance from the enemy, enemy alert or not, suit noises (zoom, use, sprint start, etc) and others. However, 'sneaking' has proved to be quite a challenge, as the combine can see anything within a 180 degree view (respective to where they're facing). Also, the distance for a head-shot to occur is 5m, which is also a problem, as the game rarely provides opportunities for this. On the other hand, a head-shot is not achieved from a distance while undetected. Instead, it does double the damage a head-shot does (which is 3x the base damage). In this case, the pistol base damage is 8, therefore a head-shot (no-stealth) would be 24. If you did this from a distance (while undetected), you would do 48. The same principle applies for other weapons as well.
Although the USP Match lacks considerable stopping power, it has a high rate of fire (as fast as the trigger can be pulled) and a sizable 18-round magazine. It is a useful all-rounder and is particularly effective against weak or slow enemies, such as Metrocops, Headcrabs, Barnacles, Zombies and Scanners.
The USP Match is one of only two ranged weapons that can be used underwater, the other being the crossbow.
Like the Security Guard and HECU Marines, Civil Protection units hold the USP in the holster when not in use. However, their holsters are not visible on their belts. Upon making visual contact with enemies, they pull his pistol out of their holsters.
When the USP Match is fired by the player, no spent cartridge casings are ejected, while it does when fired by an NPC.
Before the May 26, 2010 update applied to Half-Life 2 and Episode One, players could hold down the secondary and primary fire to "charge" their next shot (it would fire several shots at once at the same angle, essentially creating one extremely powerful shot). However, this eats ammo very quickly up.
Sometimes, there is a glitch that the CPs will shoot his "Invisible" pistol, this can be seen in the chapter Route Kanal when the CPs rush to the player on the train track at long range.