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Contents
Chapter 1. The Basics
a. Configs and Settings
b. Gaming Equipment
- Mice
- Keyboard
- Headset
- Mousepad
- Monitors
c. Finding Teams
d. Finding Scrims
e. IRC Guide
Chapter 2. Sensitivity (Featuring Forver0)
a. Pros and Cons of a high sens.
b. Pros and Cons of a low sens.
c. Wrist versus Arm.
d. True Sensitivity
Chapter 3. Improving Aim (Featuring Ryan)
a. Death matching Techniques
b. Aim Mapping
c. Positioning yourself
d. Crosshair Placement
e. Knowing your reactions and abilities
Chapter 4. Knowing Your Role (Featuring Ryan)
a. Spot Rifling
b. Aggro Rifling
c. Entry Rifling
d. Covering
e. Pushing and Flanking
Chapter 5. Developing and Calling Strats (Featuring Chewbacca)
a. Finding Effective Flashes and Smokes
b. Map Control
c. Putting your players in the right spots
d. Giving people jobs
e. Developing a system
f. Analyzing the other team
g. How to adapt as CT
Chapter 6. Holding Your Spot (Featuring caseyfoster)
a. Counter-Flashing
b. Practicing your spot
c. Smokes
d. Knowing what to do
e. When to change your play-style
f. Aggro or Passive?
g. When to push
Chapter 7. Rotations (Featuring Remix)
a. When to Rotate
b. To push instead of rotating?
c. Not getting caught off guard
d. Trusting Teammates.
Chapter 8. League Participation
a. What skill division is your team ready for
b. Should the team have a single leader or a group vote
c. Managing multiple leagues with time management
d. Preparing your team for playoffs
e. Is a loss more important then a learning experience.
Chapter One The Basics
Configs and Settings
Quote:
If you are going to start playing source competitively you re going to want to hav
e the right settings and equipment. Configs and settings are pretty easy to come
by, and generally speaking you want to use a resolution that isn t completely rid
iculous, something like 800x600 or 1024x768, if you have a wide screen or an LCD
use the native resolution as you are normally limited to resolutions to use. Tr
y any top players config, dont mess around with some unknown players config as t
hey usually dont have proper settings. The whole point of the config or fps conf
ig is so most textures are on low so that you can see under trains and don t have
any disadvantages. Generally speaking you want your game to run as consistently
as possible by this i mean as little fps dips ass possible. So with the combinat
ion of an FPS config + any normal resolution like the ones listed above, you sho
uld be good.
caseyfosters updated CFG
Gaming Equipment
Mouse
Quote:
Gaming Equipment is one of the most key things you can get, and there is really
only a few mice and headphones that I would recommend. You want to get Mouse tha
t feels right, and is going to be easily replaceable, and also one you can take
to LAN s and have no trouble with. A good list of mice looks something like this.
Logitech MX 518
RAZER DeathAdder
Steelseries Xai
Headphones
Quote:
For your headphones you want to get some that hopefully aren t too pricey, and get
the job done. Here is a list of headphones that are good. And being that CSS is
only 2 channels any 2.1 headphones will do the job.
steelseries 5H V2
Anything from steelseries is good
Mouse Pad
Quote:
For your Mouse pad there is 2 main categories, cloth and plastic. I prefer cloth
but it s completely preference. Mouse pads aren t too hard to come by, and don t matt
er that much, so here is a small list of ones that most pros use.
steelseries 63003SS QCK+
steelseries 63008SS QcK heavy
Keyboards
Quote:
Keyboards are whatever, as long as you can move effectively you re good to go. Alt
hough some PS2 keyboards you can only press down 2 buttons at one time, so you w
ont be able to jump, walk and strafe at the same time. So stick to newer USB key
boards.
Steelseries 7g
ABS M1
Monitors
Quote:
Monitors are the thing that is probably of most importance. If you are using a L
CD you want your MS to have a response time of 4ms or less. If you are using a C
RT you want to get atleast 100hz. CRT s are much better then LCD s but most LAN s use
LCD s so you might want to get used to them. LCD s though, are getting better and be
tter, and now there are LCD s that run 120hz.
ASUS 24" 2ms
Finding A Team
Quote:
To find a team you really want to find a team that has the same goals as you do.
If you want to put in the time to become one of the best players and get into t
he best leagues, then find a team that has the same goals in mind. If all five p
layers don t have the same goals in mind then you will all feel resentment towards
each other. Once you find a group of players who have an alike mindset, if you
stick together and develop as a team and let each player blossom into whatever r
ole they feel most comfortable in, then you are going to go far.
Finding Scrims
Quote:
When looking for a scrim, try and find one that is at your skill level, and agai
nst teams that you can actually practice against. If you try to play against the
top teams and you aren t a top team yet Well your team stands no chance, and you w
on t learn anything from it, and neither will they. So when finding a scrim just t
ry to remember that you are scrimming to better your team. Also remember when sc
rimming that you should try not to say other people are cheating, and just try t
o focus on your game and improving on your own. If you think people are cheating
and that s the reason why you died, you re never going to improve.
IRC Guide
For a good IRC guide you re going to want to go to this link, it was done by Stryk
er.
Strykers IRC Guide for Newbs
Chapter Two Sensitivity (Featuring Forever0)
Austin Forever0 Kulig-Kort
DISCLAIMER: This is how I play source and my thoughts and views may be different
than others. This is what I did in order to get to the top, just because It wor
ked for me does not mean it will work for you. All I m trying to do is implement t
he thought process of a professional and getting you to create your own play sty
le.
Sensitivity
Quote:
I have gone through many sensitivities while playing. I went from being someone
that used his whole arm to just using his wrist. As you play you re always going t
o adjust your settings because as a player you will always be changing.
First find out what you prefer to use, your wrist or your arm and what works bes
t with your choice of gun. If you tend to depend on your wrist more to move and
aim I would use a higher sensitivity. I say a higher sensitivity because if you
were to start using your arm to move with a high sensitivity and have a mix of w
rist it will be very inconsistent. When using a higher sensitivity you need to p
ractice just using your wrist and only your wrist, so that means the sensitivity
has to be high enough to completely eliminate your arm. I went up to 10 sens in
league play and played extremely consistent with it.
If you prefer to use a lower sens I use a mixture of arm and wrist. I use more a
rm than wrist when it comes to lower sensitivities. With low sensitivities it ha
s to have a good median. What I mean by that is that it can t be slow enough to no
t able to use your wrist and it can t fast enough to not be able to use your arm.
I tend to use my arm much more with a lower sensitivity.. I find using a mixture
with a slower sensitivity tends to give the best results. I would saying using
a lower sensitivity works both ways with rifling and awping. It is probably the
best choice if you want to be a versatile player. Using a lower sensitivity tend
s to make your arm much more active making flick shots for myself much easier.
My comparison would be a two plane golf swing and one plane golf swing. a Two pl
ane swing uses more of the smaller muscles and requires more timing with the wri
sts in order to square the club at impact. This would be a comparison to a High
sensitivity since you are using a smaller muscle, which is your wrist. You are p
utting a lot of pressure on your wrist to consistently produce results with ever
ything. You are using your wrist to aim, turn, dodge flashes, and pre aim.
Now the one plane swing would be the lower sensitivity in this case. In a one pl
ane swing your using more of your bigger muscles to square the club at impact. I
n this case with a lower sensitivity your using your arm more than your wrist. I
n my case when I use a lower sensitivity I tend to rely on my arm to be active a
nd move quickly. I rely on my wrist as well but not as much. This method in Coun
terstrike and in Golf of course requires practice but its not something that has
to be constantly conditioned. This way will be more consistent in the long run,
yet it will still require practice in order to play at your fullest potential.
My thoughts on sensitivity are purely preference. It s whichever you prefer the mo
st and whichever gives you the best results. Never be afraid to experiment. If y
ou are testing sensitivities I tend to lower mine and/or raise mine by .25 each
time I m trying to find the best sensitivity for myself at the time. I prefer abso
lutely no mouse accel and a laser mouse. I believe optical mice tend to give a l
ittle bit of positive accel.
As you can see the terrorist peeking from their side has a clear and distinct ad
vantage. Not only does he see the entire CT, but he will have the notorious peek
ers advantage as well. Figuring out how to use left eye peeks is a very importan
t way to improving your overall movement and crosshair placement. If you know yo
u are in a position that is capable of being left eye peeked, you should probabl
y position yourself better or at least keep constantly moving so you don't get c
aught off guard. I invite you guys to go into a server with a friend or teammate
and just play around with different spots where you can find left eye peek adva
ntages. There are tons of different variations on each map that will allow you t
o give yourself an advantage before the enemy even has a chance to shoot at you.
As for a general tip on crosshair placement, it is extremely simple. Move with y
our crosshair and place it where you think the enemy is going to be. If you can
move your crosshair so the enemy basically moves into your crosshair (sort of li
ke a sweeping motion), you should rarely miss a shot.
4. Knowing your abilities
Always trust your instincts. I can't hit that crack shot on dust2....ridic can.
I know I can push certain spots like ramp room on nuke and get the frag because
I know where the enemy is going to be and I trust my rifle. I won't push other c
ertain spots like B tunnels on dust2(unless it is late in the round / or we're d
oing a coordinated push) becuase I know the guy in tunnels has a huge peeking ad
vantage over me. Know your spots, know your aim. If you think you know where the
enemy team is and you can make that shot, go for it. Learn the limits of your a
bilities and apply them in a match. Establish and develop your aiming abilities
in a deathmatch and aim map server. If you get a new mouse maybe use muscle memo
ry to help get adjusted. I may not be the best aimer or one of the best fraggers
on a team, but I am usually one of the most consistent players on a given team
because of solid positioning and crosshair placement.
Chapter Four Knowing Your Role (Featuring Ryan)
Ryan ryan Romba
Knowing your role
Quote:
When I was first told about writing this article it was initially entitled "Supp
ort Rifling/Aggro Rifling etc... Upon further review by me I have decided that w
e are all actually support players in one way or another. That term gets thrown
around way too loosely and is associated with riflers who typically don't put up
the frags that the "Warmach1nes" and the "Mustangs" put up as riflers. Some of
the most important players amongst any team are the spot riflers.
Spot Rifling
Quote:
What makes you a spot rifler? A spot rifler typically is accustomed to play many
different spots on every map. Typically it doesn't matter if the rifler is pair
ed with anyone, because they are usually able to hold it alone for a good portio
n of the round. A spot rifler is dependable and not greedy. They won't push for
frags and they won't bait you just to get that extra FPR or DAR. A good example
of where a spot rifler plays is in the B bombsite on dust2. His whole job is to
hold off a rush and make good accurate calls for his middle awper in case he nee
ds assistance holding the site. In essence, he controls all of the rotates for h
is team because if the spot rifler in B calls that he needs assistance, the mid
awper is forced to rotate and a player from A must then cover mid. It is typical
ly his communication that is the MOST vital to any teams success in a given defe
nse.
Another comparable position would be ramp room on de_nuke. The last time I check
ed, the terrorists cannot win the round by taking control of ramp room. Teams an
d players tend to get frag hungry and insist on holding ramp room. Why?! While I
admit it is sometimes extremely beneficial to catch the opposing team off guard
by holding ramp room when they expect you to give it up, most of the time why b
other? When playing ramp room as a spot rifler your entire goal is simply to mak
e the terrorists waste as many resources(flashes/smokes/frag grenades) as possib
le. Even if you are an awper it makes sense to eventually drop to lower and awp
from the vents so you can quickly rotate to upper and just shut down the terrori
sts as they try to come lower. Along with this it is your goal as a spot rifler
to not die while doing so. Along with this you need to be constantly communicati
ng to your team how many people are towards ramp and what you are doing. For exa
mple, say you have rid yourself of grenades and are rotating to lower, you MUST
let your team know that the terrorists have control of ramp room and can access
under heaven! Not doing this will result in miscommunications that lead to the t
errorists probably taking control of heaven and you losing the round. Similarly,
if the terrorists proceed to try to take the lower bombsite that you are occupy
ing(whether it be from barrel doors or control side), you need to be CONTROLLING
THE ROTATES within your team. If the terrorists are applying pressure to lower
with you there, call a teammate to the vents to assist you! Your communication a
s a spot rifler is by far the most critical.
Another point of view to look at within ramp room is the fact that if you are fr
ag hungry and try to hold it alone, unless you do better than trade with the ene
my team, you are putting your team at an INSTANT disadvantage. Play RESPONSIBLE.
If you make it a 4v4 you are still HURTING your team. If you make it a 4v3 in y
our favor that is OKAY, but the chances of that happening every time you try to
hold ramp, especially against good teams is extremely small. While it is BENEFIC
IAL to OCCASIONALLY push ramp room or try to hold it, it is something you CANNOT
rely on. While it is true that "fortune favors the bold", you must remember to
take calculated chances that you expect to pay off. If you do try to hold ramp r
oom, have a teammate(typically the person who primarily rotates to help you) ass
ist you in holding it. Play smart, play responsible. It is what spot riflers do.
Not convinced? Juan, Sunman, Storm, tr1p, Dominator, and Griff are just a few e
xamples of what I define as "Spot Riflers" whose names you may recognize, and we
re all VITAL to the success of their teams in their each individual ways.
Aggressive Rifling CT Side
Quote:
When is the right time to get aggressive though? Sometimes you have to get aggre
ssive to even the numbers. If one of your teammates is picked off sometimes it i
s beneficial for you to simply push up into ramp room really quick and grab a qu
ick frag and then fall back into a passive setup. It is also even okay to do it
at the start of the round. Maybe quickly pushing into hut to give your team a 5v
4 advantage, or to play aggressive in Inferno halls and catch the first terroris
t coming into the window room off guard! These are all great ways to give your t
eam an advantaged as long as you take a smart calculated risk in doing so. Do th
is by having a teammate with you to at least get a trade frag if you don't succe
ed in getting the kill. An example would be pushing an awper up to the gate in I
nferno Halls awping down the stairs and having a rifler stand at the corner of t
he stairs, when the awper shoots the rifle peeks!
How do you decide that you should push or flank in the middle of the round? One
example I'll give you is to reveal enemy positions. Looking back to ramp room, i
magine if you are playing ramp room and the enemy team rushes upper and takes it
. You have a ton of options on how to rotate! You can go heaven, lower to vents,
or flank ramp! I highly advise against going Heaven as it seems to be a deathtr
ap, however lower to vents and flanking ramp are easily the most popular. Benefi
ts of flanking ramp are you can catch them off guard and stop the plant potentia
lly. The benefits of going lower to the vents are you can again catch them off g
uard and usually multi frag with a well placed flash retake. Along with this you
can potentially catch them trying to go lower which is HUGE. Sometimes calls ge
t messed up, and if the enemy team is going lower and you're flanking hut you ju
st wasted the most valuable positioning possible. Along with that if they are go
ing lower chances are they have someone coming ramp room late. That goes back to
the importance of communication. Just remember, if you flank ramp once and succ
eed, don't try to go to the well too many times. It isn't worth the risk always
because chances are they have then designated someone or have multiple people wh
o are possibly confused looking at the flank.
Another tactic that spot riflers use is locating the opposing team mid round and
disrupting their strat. For example, you're playing Banana Site on DE_Inferno,
and the terrorists have flashed you and your teammate back into the site and as
far as you know, they have full control of banana. A well placed flash push and
QUICK peek to see if there are terrorists can pay off huge dividends for your te
am.
First if you see that there is only one terrorist holding for the push, it is sa
fe to assume that the terrorists plan on executing on the OTHER site. The only t
hing that would stop this is if you and your teammate who are doing the mid roun
d flash push are killed and the terrorists instantly change their plans. If it i
s the case that you peek and see one or even no terrorists there, you should mak
e two decisions based on past rounds or basically gut instincts. A.) Push throug
h banana and flank the A bombsite right away or B.) instantly fall back and rota
tes to the A bombsite(1.6 site names of course).
The second case would be that if you flash over and peek out you actually SEE th
at all the terrorists are there it again allows for an EARLY rotate from your ar
ch side player. Even if you and your teammate who flash push are to die, you sho
uld have your team rotating at least still giving them a chance at the round. Do
ing random flash pushes to check for the opposing team is fine as long as you ca
refully do it and work in a team. If you and your teammate push out and both die
it is a 5v3 at best (assuming none of the rest of your team has died). That doe
sn't help your team AT ALL.
Pushing / Flanking
Quote:
You also have to be smart when deciding to push. If you are getting calls that t
he terrorists are working apartments and middle, it is probably safe to do a qui
ck peek and clear of banana. If there are no calls from the other site and your
teammates are still pushed up or reporting that there is no action whatsoever, c
hances are the other team is posted up for pushes and it may not be wise to peek
. If you think the other team is throwing a weak fake at the other site, it isn'
t a bad idea to take a quick peek at your site and see if they are just waiting
to hit your bombsite. If they aren't there and they are committing to the other
site it is a prime opportunity to flank!
Pushing can be very beneficial though, whether it be pushing lower B tunnels on
dust2 from middle if an awper isn't spotting it, or early pushing ramp room on n
uke. The risk is basically the same as the reward. When you push you obviously w
ant to kill as many enemies as you can, but don't bite off more than you can che
w. You dying doesn't help your team. If you make it a 4v4, it does not help your
team. As stated earlier, if you are going to do a push, get the advantage and U
SE IT! Fall back! Play passive after you get that pick. Don't be a frag whore. A
good example is on de_season. Typically when our passive setups aren't working
we do an aggressive rifle push up mid where we get a guy in vents or up close on
the tires in mid. If we get an early pick on a terrorist at T Stairs / in vents
/ or squeaky door we FALL BACK. We play the round 5v4 because we interrupted th
eir execution. There is no point in trying to control middle there anymore becau
se one of two things will happen. Either the terrorists will try to retake mid w
asting resources and time and potentially kill you, or they will go to a differe
nt part of the map. If you fall back they will still waste those resources most
likely and you won't be there. Along with that you will be at one of the bombsit
es most likely and won't have to worry about the terrorists bum rushing another
part of the map after your pushed somewhere early in the round.
Going back to what we discussed earlier though, how do we decide when to flank?
Let's create a scenario. You play the B bombsite on dust2. You're teammates were
killed at long and since you got an early bomb call you pushed through B tunnel
s. You have teammates in CT spawn who are working their way up into the bombsite
. This is when you can make one or two flank decisions to either go catwalk or l
ong A. The way you decide this is by using your head! If your teammates are call
ing that they are on cat and the bomb is planted poorly(not for long), you are g
oing to want to flank catwalk and keep the enemy flashed while your team gets in
to position on top of the bomb. If the bomb is planted for long you are again go
ing to want to flank LONG this time and put pressure on the awper in pit and any
player assisting him! What you do here is make or break for the round. It is so
important to play off your teammates calls and act quickly and efficiently!
Cover Rifling / Entry Fragging
Quote:
More often than not as a rifler you will be paired off with an awper whom you wi
ll work sites with on the terrorist side. Being a good rifler will be make or br
eak for your teams offense and generally goes hand in hand with the success of y
our team. To put it in perspective, basically every team in North America runs a
two AWP defense. Typically you will run into an AWP at whichever bombsite you i
ntend to attack. How do you counter AWPs? With AWPs of course. When working into
a site you can't get hung up on the thought your only goal is to "support the A
WPer". Doesn't work like that. A typical offensive for our current team usually
only has one AWP. Let's look at an example of how we take a site and what our ri
flers and AWPers are doing in their respective roles.
We're taking Banana on Inferno. A typical take of Banana on Inferno should invol
ve trying to figure out if the enemy team is AWPing or playing passive. Typicall
y this is just a game of the AWPer jump peeking and clearing out the cart and th
e sandbags etc. What the rifler should be doing is being ready to counter flash
in case the AWPer or riflers within the site try to peek. So moving on we've fou
nd out whether they are AWPing or Rifling and have pushed them back inside the s
ite with flashes and are about ready to execute on the site. What the AWPer shou
ld be doing is getting ready to peek the common pick spots (spawn, generator, sp
ools, emo, etc). What the rifler should be doing is be in a spot that he can DOD
GE FLASHES and/or COUNTER FLASH in case the enemy team does a mid round push to
find out where the terrorists are as discussed earlier. The job of the rifler ri
ght now is to make sure the AWPer is going to stay alive so he can continue to p
ick into the site. Once we start executing onto the site that is when the rifler
s role changes COMPLETELY. Until then, think about where our AWPer would be stan
ding while starting to pick into Banana Site, he would be on the sandbags most l
ikely or near that cart. If the CTs flash over he is going to most likely duck i
nto the nearest corner and be blind as all hell. The best spot you could be as a
rifler is in that nook under the pillars or next to the car in the corner turne
d in so you do not get blind. At this point, if the CTs flash push you should be
able to trade at worst. Remember, on CT side you don't want to trade. On T side
you DO want to get those trades because it allows you access into sites incredi
bly easy. That is an example of how you should be assisting the AWPer pre-execut
ion of strats.
So now you are ready to execute on Banana, the rest of your team has finished th
rowing a fake at the other bombsite and are meeting up with you at Banana. You h
ave two people smoke off spawn and begin to flash the bombsite as you practiced.
Remember how in the last part your whole goal was to essentially support the AW
Per so he can pick? Well know you're rushing the site clearing spots(oranges, ge
nerator, emo, construction) and are being covered by the AWPer. Personally I may
not have the best aim or whatever, but to be a good rifler, especially when ent
ering a bombsite, you must do a good job clearing everything. Don't half-ass it.
Just remember to clear completely and make accurate calls of where the enemy is
. Along with this you want to CALL YOUR KILLS. An example is say there is an ene
my at oranges. When you see them say "One Oranges!". When you kill him say "Oran
ges down" or "I got the Oranges Guy" etc. It is so simple to type this out and s
ay well duh, but most people don't do this and then when three of your teammates
are looking at oranges and getting killed from a different spot because the ora
nges guy was dead it will all make sense to you. One of the few tips I can give
you entry fragging a site while you're executing is simply keep your gun out. Wh
en in doubt, gun out. There is really no need to be pulling out nades while you'
re executing on a site unless you are completely covered and 100% certain you wi
ll not be killed while doing so. It is a bad habit many players have, and it is
extremely hard to get over.
So we've taken Banana on Inferno and you and the AWPer are still alive. The two
of you have decided that holding construction will be best post plant positionin
g for the two of you as the bomb is planted on the side of the fountain. How do
you setup? Well originally you were supporting the AWPer, then you were an entry
fragger, and now you're back to support! In post plant situations like this you
need to set your AWPer up in an advantageous spot. In this case we'd have him i
n the door way in construction near garden looking towards CT spawn to try to ca
tch a couple AWP kills. Where is the rifler? He should be in a spot that can EAS
ILY assist the AWPer. The sandbags in construction is a great spot because it al
lows you to essentially control construction 100%. AWPer takes a shot and misses
, so the CTs rush construction where you are hiding and you mop up a couple kill
s. If the CTs come around the front side the AWPer and yourself basically switch
places and you peek from Garden and he peeks from Main. It is simple. If you ca
ll your peeks and say who is peeking first there should almost be no way you los
e a clutch when you and your awper work together in perfect harmony.
Aggressive Rifling Terrorist Side
Quote:
Being an entry fragger on the terrorist side is one of the most important roles
on your team. If you get your kill, the chance your team will win the round incr
ease tenfold. As an example we'll use Inferno's Banana Bombsite to show how to b
e an impact entry fragger. Your team is ready to execute on the bombsite and you
all begin flashing and you're taking the site. You have CT spawn smoked off and
now you only have to worry about clearing out site. One thing to remember when
being an entry fragger when committing to a site is that it is OKAY to trade kil
l. If you kill the CT playing "oranges" or back of site, and you are killed by a
guy from garden area it is okay! CTs to not want to trade kills. If you make it
a 4v4, and then you die it is a 3v4 but if your teammate gets that kill on the
CT who killed you it is a 3v3 and you have full site control plus you have the b
omb down and ticking.
Your whole mentality when entry fragging and taking a bombsite revolves around y
our ability to get that first kill, OR get that trade kill if someone else dies
before you. What you don't want to happen is to have the CT multi frag you guys
and have a 2v4 in their favor. All in all, the entry frags matter the most.
When going into the site you just have to check every single spot known to man a
long smartly dodging counter flashes and actively calling where the flashes are
coming from and where you know the CTs are. Again, your communication is so crit
ical to just making sure that your teammates can at least get a trade kill if yo
u should die and your teammate (usually your awper or the next rifler) can pick
off whoever killed you.
That is just one example of doing a site take and its importance. A whole differ
ent style of aggro rifling is playing for picks. If you aren't really working a
strat or you are solely trying to sell a fake while the rest of your team is wor
king to execute a strat, there are a few different things you can do.
For example, sometimes you may want to fake Long A on dust2 while the rest of yo
ur team sets up a take at B. Usually how I would go about this is throw a one-wa
y smoke into the double doors at long, flash over to blind the awper, and sit in
the smoke behind the door and see if anyone is peeking from the corner or from
pit. If someone peeks, kill them! Remember, if the pit rifler sees you out there
, or you start shooting at him, he is going to call for the awper or another rif
ler to assist him, which means the CTs will be putting a good junk of their team
at the farthest place on dust2 away from the B bombsite. Now it is just a metho
d of delaying your enemy while the rest of your team begins to execute on B in a
4v2 situation at B (assuming one other CT is watching middle with two in the B
bombsite). Again, ASSUMING you have a good B take, you should be able to get the
bomb down and depending how the round is going you can make a judgment call at
long A. Sometimes you may want to flank and catch the CT's rotating towards B, o
ther times you may want to go back towards middle and late flank middle, or you
may even want to go all the way back through B tunnels. Either way, the decision
will be up to you and you have to be smart about it and tell your teammates wha
t you are doing and what exactly is going on at your side of the map. Another th
ing you can do at long is once you work out into the one way smoke, flash your w
ay into pit. If you have pit control, even if if you didn't kill anyone, you for
ce the CTs to either play on catwalk or down to CT spawn. If you force CT's to c
atwalk, it is extremely easy to take cat in a well organized take.
To be honest though, I've seen some of the best aggressive riflers sometimes jus
t round out into a spot and try to get a frag. Whether it be balls out running i
t into ramp room on nuke, or rushing out upper A on season. A well timed random
rush can sometimes work wonders and it all comes down to aim in that case.
Sam DaZeD Marine
Quote:
Here we have a player in Ryan who is extremely talented, and can play any role o
n a team. He explains player s roles very clearly and concisely and is a great exa
mple of a player who can literally do it all. You need players who know there ro
le, because if you don t have set roles people aren t going to be doing their jobs e
ffectively. There are people on teams who tend to take charge and tell others wh
at do to, and entry frag first, those players need to KNOW that this is their ro
le, so that when a big situation and match occurs they don t back down and forget
this. It s a good idea to talk to your team about the roles each person plays, so
that you cannot necessarily place blame, but you know what to fix in case things
aren t working or going as well as they should.