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Thread: The little things that win matches...

  1. Registered TeamPlayer Consultant's Avatar
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    The little things that win matches... The little things that win matches...
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    #1

    The little things that win matches...

    With the level of competition on this server being as high as it is, I thought it may be helpful to post some observations that can turn the tide of a fight before you can say "pwned".

    The core of this post is speed. Speed kills, your enemy that is.

    In a well oriented teamplaying game of CS, it all comes down to chokepoints. If the CT's get to bombsite A before the T's do the T's will lose most times, if the T's on dust2 get to bombsite B faster than the CT's they will win most times...

    In my short time on this server I have discovered that I personally tend to get to those chokepoints faster than most members of my team and often a step faster than the other team... problem is Im there half a step early before my team and the other team gets there and smokes me. lol. Then a good fight ensues at the chokepoint and the round is decided.

    What the heck is so special about me? I dont know... but here's what I do that seems to be getting me to the fight faster than average.

    1. Hold your W key before the round starts... that way you are on the move the INSTANT the round begins. I cant tell you how many times I slalom through 4 members of my team at the beginning of a round and beat them to the punch by 2, 3, even 5 seconds.

    2. Run with your knife, pistol, or a grenade out. probably the second thing I learned in CS was that carrying a 2H weapon (SMG, Rifle, MG, Shotgun) slows you WAY DOWN. I am stunned at the number of quality shooters and experienced players I blow by with my knife as they lumber toward the choke points with their AK's and M4's out. Put that crap away until you are a fraction of a second from the chokepoint... you will get there sooner and increase your chances of establishing effective position.

    3. Dont jump. Dont jump over barrels, dont jump off little ledges, and dont jump down stair-cases... When you land after a jump (of ANY kind) your run speed is slowed way down for a second or two... this time adds up and can affect your closing speed on the chokepoints. Compound a jumper with an AK carrier and you have a serious clog in the flow of death storming toward the other team...

    4. Dont cut corners through doors. Hit the middle of a doorway, dont try to get cute and strafe through at an angle or hug the inside of a corner... Inferno for instance... if the number 2 person in line gets cute with the door to the apartment the whole team piles up behind him while he gets himself unstuck. Dont risk it, aim for the middle of doors.

    5. And this is where the contraversy starts...... Buying your gear... The time before a round starts is very very precious and short. Hitting b 3 2 b 6 b 8 2 b 8 3 b 8 3 b 8 4 at the start of a round to buy an MP5, full ammo, Kevlar/Helmet, 2 FB's and 1 HE is very time consuming. Some people are like lightning, some people lack the coordination to get it done fast... there is no shame in that... Dare I say... that if you are still buying your gear when the round starts you may want to do a little research into writing buy scripts that will allow you to buy blocks of gear at the press of a very small number of buttons. Buy scripts are frowned upon by lots of people but the simple fact is that pressing b 3 2 b 6 b 8 2 b 8 3 b 8 3 b 8 4 faster or slower than the next guy isnt a big indicator of what kind of team player or shooter you are... if you are slow on the buys and quick on the trigger... I dont think there is anything wrong with educating yourself to the capabilities of the scripting system in the CS Console.


    In my opinion, each of these things adds up to a player who is better prepared to meet his enemy, more effecient in his movements, and fully focused on the goal at hand.

    Each of these things gets me to the fight sooner than most people and I know they can help some of you slow pokes as well.

    Thanks for reading.

    -peace
    /respect

    Consultant

  2. Administrator ...bigdog...'s Avatar
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    #2

    RE: The little things that win matches...

    to speed up buying, bind a key for your secondary quipment menu. I use v. so then its b 4 (X) v2 v3 v3 v4 v5

    where X is whatever rifle you want.

    pretty good lecture though, consultant. holding down forward, and being ready to go is critical, assuming there are opposing forces doing the same thing.

    whoever gets to the short A stairs with the first flash wins.

    whoever gets to B on dust2 first wins.

    whoever gets to the market first in italy wins

    whoever gets to the first CT-side room of the italy apartments wins.

    whoever gets across the bridge first in aztec wins.

    and none of that is possible if you are slow off the line.

    surprisingly, those involved in designing the most popular, most "fair" maps actually took the time to calculate the speed in which, under optimal conditions, a player from either team can reach certain areas. Teh spawns are specific distances from eachother that, especially in the big 5 maps (dust, dust2, italy, office, aztex), fast moving CT's and T's meet eachother within 10-15 seconds of the round starting, in any major "rush" pathway.

    time it.......see. 15 seconds is about the max needed to go from any spawn to an objective point, meaning 5 seconds prior to that, you would come under enemy fire.

    If you are slow by even 1 or 2 seconds, you give the fast movers and the enemy's 2-second slowpokes just that much more time to be ready and slaughter your asses. It's not called a "choke" point for nothing, and if you give those on the other side an opportunity to secure it, you have little if any chance of making it into it.

    such as why it is imperative the CT's do not control A on dust unopposed. Or B on dust2. Or long A on dust2. Or short A on dust2.

    Or equally as imperative that the T's are not secure and holding in maps like office or italy, allowing a fast moving, tight group of CT's to sweep in and out of their lack of coordinated defenses, and win.

    consultant is talking a good game here. Hopefully, it translates as well onto the field.

    you think you're faster than bigdog and sjt?

    Is that even possible?
    Quote Originally Posted by ...bigdog... View Post
    If turd fergusons want to troll their lives away, that's the world's problem. Go read the CNN.com comments section, or any comments section, anywhere. All of the big threads are going to be the crazy people saying stupid shit.

  3. Registered TeamPlayer Consultant's Avatar
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    #3

    RE: The little things that win matches...

    There is a limit to how fast you can be, so no... not faster, but just as fast. I would bet my server life on that.

  4. Administrator ...bigdog...'s Avatar
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    #4

    RE: The little things that win matches...

    oh, it's on.

    but it won't matter if you get there first. Run as fast as you can, knowing that when the smoke clears, I'll be dead, but so will about ~4 enemies.

    As well, the real skill is involved in not only making those choke points first, but learning how to get flashes around the corners and itno the enemy's field of view. enemies that are trying to get to that choke point.

    SJT and I were going to make some videos, listing the choke points, major rushes, flash points, and firezones for every map.

    you want to be in my video?
    Quote Originally Posted by ...bigdog... View Post
    If turd fergusons want to troll their lives away, that's the world's problem. Go read the CNN.com comments section, or any comments section, anywhere. All of the big threads are going to be the crazy people saying stupid shit.

  5. Registered TeamPlayer
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    #5

    RE: The little things that win matches...

    I think we should make this a stciky, tons of good info.

  6. Registered TeamPlayer
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    #6

    RE: The little things that win matches...

    i do all the same stuff asn consultant...only all of my buys are cinded onto my keypad.....if ne body wants the binds they can pm me

  7. Registered TeamPlayer
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    #7

    The little things that win matches...

    Consultant,

    I am often times scanning the net on clues as to how to improve my game. I love to see people's opinions on best practices. The first time I really noticed you on the server was in the tunnel of Militia. I dropped down the ladder on T side was about to throw a flash and blam you turned the corner and shot me. It seems rare that a CT wins that corner first but you did it consistently.

  8. Registered TeamPlayer
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    The little things that win matches...

    Jp, for Militia, don't use the ladder, look forward down the alley and fall into the sewer with a primed flash. The ladder time kills you. Chuck that at the end and quickly get out your gun.

    Pretty good stuff here. Most of the time when I buy stuff, I set up a package for the map (indoors I use an SMG or Shotty) and play with it the whole map. Then if I die, just hit F2 at the start and autobuy all my goods.

    Point 1 - My input would be on most rushed choke points, that the first person or second person only flashes. I play all the time with Lobster and the regulars and the team that stays together and runs through doorways, even lightly guarded ones, usually end up raping the enemy on the other side. The worst thing to happen is for the rear rushers to throw a flash and blind the point. Inexperienced point will stop, or worse back up, when they get blinded.

    Point 2 - Dust 2 can be great for both teams. Have a scout (forward looker) check the double doors and report in how many of the CT team went B. If its a proportionately large portion of the team, call it out and tell your B-rushers to double back out to middle and take short A or flank B. This boils down to communication. Always let your team know whats going on where and don't mic spam.

    Point 3 - T's DON'T LEAVE THE BOMB. Go down with the ship if need be . I've seen impatient T teams go and "Hunt Down" the rest only to be slaughtered in packs because they split up from the team. Then, the CT's defuse the bomb. Running the hell away from an exploding bomb is only advisable when it would be impossible (not improbable) for the other team to defuse.

    Point 4 - This is a smaller thing, shoot in bursts if you have an auto. You'll hit more stuff. =) A quick habit I've formed is to get a good pistol (desert eagle) and shoot a few rounds off an AK, hit Q to switch to my pistol, shoot of 3 or 4 from that, then go back to the rifle. This is how I combat the extreme recoil by the third shot. It is a bit slow, but I've found my accuracy has gone up noticably by not being tempted to shoot full-auto.

  9. Registered TeamPlayer
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    #9

    The secret

    Well the big secret is out, maybe for the good so my team wont chill at spawn all the time, when i get back in a month I'd like to see your rushing skills cornadited or whatever yall are doing. Nice about the chokepoints, i have a list of flash spots i ALWAYS flash off a rush. LATERS

  10. Registered TeamPlayer Consultant's Avatar
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    #10

    Re: The secret

    Quote Originally Posted by KingKoopa
    Well the big secret is out, maybe for the good so my team wont chill at spawn all the time, when i get back in a month I'd like to see your rushing skills cornadited or whatever yall are doing. Nice about the chokepoints, i have a list of flash spots i ALWAYS flash off a rush. LATERS
    I know it isnt kosher to hijack your own thread, but


    FREE KOOPA!!

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