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On February 21 2016 09:34 Djzapz wrote: I don't see why you'd try to replicate MM conditions in DM. What does it matter if you pick a fight with an awp at long range with your rifle and lose. Die and try again. And if you want short to mid range engagements which favor you, play in long room, play in tunnels, play in B site, play in cat. Learn the spots. Sometimes you'll have to hit nutty long range shots against awps without utilities. Gotta go in dry sometimes.
Either way you're better on aim maps or on FFA DM where awping is hard because there's people who want to kill you everywhere.
Because I don't play DM to have fun. I play DM to warm up. And the more things that are the same, the more gets transfered. It's pretty basic stuff when it comes to learning.
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On February 21 2016 19:58 Mozdk wrote:Show nested quote +On February 21 2016 09:34 Djzapz wrote: I don't see why you'd try to replicate MM conditions in DM. What does it matter if you pick a fight with an awp at long range with your rifle and lose. Die and try again. And if you want short to mid range engagements which favor you, play in long room, play in tunnels, play in B site, play in cat. Learn the spots. Sometimes you'll have to hit nutty long range shots against awps without utilities. Gotta go in dry sometimes.
Either way you're better on aim maps or on FFA DM where awping is hard because there's people who want to kill you everywhere. Because I don't play DM to have fun. I play DM to warm up. And the more things that are the same, the more gets transfered. It's pretty basic stuff when it comes to learning. I don't think you're using the correct term then. If you want to work on the exact things you do in a match, then what you need is practice. If you just want to get your motions fluid and on point, what you want to do is warm up. If you want to play on maps where it's more of the same, not only will you introduce flaws in your game (lack of practice at certain distances, certain angles, etc), you're also not actually playing anything that's the same. As we've said before, no flashes, no nades... It's not like MM, you're just basically getting used to your mouse.
The best way to warm up your mouse IMO is variety, which is why I use FFA DM. The best way to get used to real peeking angles and situations is... MM. And the best way to practice is very debatable but it certainly is not DM on classic maps.
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On February 21 2016 22:12 Djzapz wrote:Show nested quote +On February 21 2016 19:58 Mozdk wrote:On February 21 2016 09:34 Djzapz wrote: I don't see why you'd try to replicate MM conditions in DM. What does it matter if you pick a fight with an awp at long range with your rifle and lose. Die and try again. And if you want short to mid range engagements which favor you, play in long room, play in tunnels, play in B site, play in cat. Learn the spots. Sometimes you'll have to hit nutty long range shots against awps without utilities. Gotta go in dry sometimes.
Either way you're better on aim maps or on FFA DM where awping is hard because there's people who want to kill you everywhere. Because I don't play DM to have fun. I play DM to warm up. And the more things that are the same, the more gets transfered. It's pretty basic stuff when it comes to learning. I don't think you're using the correct term then. If you want to work on the exact things you do in a match, then what you need is practice. If you just want to get your motions fluid and on point, what you want to do is warm up. If you want to play on maps where it's more of the same, not only will you introduce flaws in your game (lack of practice at certain distances, certain angles, etc), you're also not actually playing anything that's the same. As we've said before, no flashes, no nades... It's not like MM, you're just basically getting used to your mouse. The best way to warm up your mouse IMO is variety, which is why I use FFA DM. The best way to get used to real peeking angles and situations is... MM. And the best way to practice is very debatable but it certainly is not DM on classic maps.
Luckily we don't have to agree. I prefer some of the other maps. And I feel sharper afterwards.
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I DM on community D2 FFA maps with precise rulesets like no respawn protection, free reload on kill, good spawn points, limited awps on each team etc... And for that D2 is by far the best map in my opinion.
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My mic has some static.
I've been trying to get it better using this:
https://support.steampowered.com/kb_article.php?ref=7363-ADHL-9648
I'm supposed to test sounds at rate: 2500, 3500, 4500 up to 9999.
But when I enter rate into console it says my rate is 80000. I have no clue what this number is, or why mine is so high, but the guide says most servers have a max and it's well below my number.
Can someone explain what this number is? And why mine is set so high? I've never changed this number before.
I also tested 2500 and up to 9999 in 1000-intervals. They were all worse than the 80000 setting. What to do?
I am using Cloud 1 so it should be good enough to not get that static bs.
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I just changed from CD to DVD quality in windows. And all the static is gone. But the mic is very low now. Even though windows is 100%, boost is 10% and all ingame is set to max.
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This is strange. Every time I open re-enter a game (even offline vs bots) I get the static again. There must be some sound setting the the executes that exists when the game launches, that are making it go back to static mode. I'm not sure what they are.
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France9034 Posts
If you want to do some peeking practice, going on aim_redline dm maps can be an option.
Classic DM has many issues: sometimes you don't run into people (only teammates), you wait a long time before respawning, you don't necessarily take aim duels you mostly shoot in the back, and last but not least, people aren't that good in these, and so you're not really practicing against good people, which doesn't help.
If you need to "warmup" as in "get your mouse movement sharp and fluid", get on csgo_train_map and shoot 200 targets with 0.25 delay and 0.50 timer for targets.
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About mid on Mirage:
I'm MG1 and I play around 50% solo queue and 50% with a team of mostly Polish guys. It's usually the same two and two of a pool of 6-7 other players. From Warowl videos I know that if you play mid on Cache, you don't actually have to challenge, if T has a big presence. You can give up mid control, as long as you have control of highway and some awareness of them going into vents, CT or highway. So if I play mid and I only can afford a scout or famas, I shouldn't take the fight every time. I can try to kill one sure, but I can wait. I can hold from highway, and maybe peek every 15 seconds.
On Mirage: If I usually awp in window, but we don't have money for AWP, should I go connector with M4/famas or scout from window. This is what I usually do. So we play more like 3A 2B, rather than what we normally do: 2A, 2B, 1Mid. This is the standard setup at my level on maps with a mid that is seperate from sites: Dust2, Cache, Mirage. Dust2 is usually 2 long, and one goes back to cover short if mid calls for it. Both on long go A, if they seem to be pushing all short.
Real question: Should I play connector-jungle-window area without actually challenging the snipers at top MID if I have scout/famas/M4 as mid player?
In generel: On Inferno we play 2B, 3A (usually two in appartments after the first few rounds) Overpass we play one A long, one around bathroom to fountain, one connector and two on B. Cobble we play one drop, 2-3 on B and 1-2 on A. Depending on how T's play. At times we put two in drop against teams who favour going drop.
This is just what is done at my level on EU server. And this is what we do as a team. But is it okay? Are there any other viable options? I heard some guys talking about it being fairly normal to put 3 on B on Overpass, but I have no clue if this is true or BS. I could see two push the monster tunnel if one holds outside connector. That would be a thing.
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Canada4481 Posts
On February 24 2016 03:05 Mozdk wrote: About mid on Mirage:
I'm MG1 and I play around 50% solo queue and 50% with a team of mostly Polish guys. It's usually the same two and two of a pool of 6-7 other players. From Warowl videos I know that if you play mid on Cache, you don't actually have to challenge, if T has a big presence. You can give up mid control, as long as you have control of highway and some awareness of them going into vents, CT or highway. So if I play mid and I only can afford a scout or famas, I shouldn't take the fight every time. I can try to kill one sure, but I can wait. I can hold from highway, and maybe peek every 15 seconds.
On Mirage: If I usually awp in window, but we don't have money for AWP, should I go connector with M4/famas or scout from window. This is what I usually do. So we play more like 3A 2B, rather than what we normally do: 2A, 2B, 1Mid. This is the standard setup at my level on maps with a mid that is seperate from sites: Dust2, Cache, Mirage. Dust2 is usually 2 long, and one goes back to cover short if mid calls for it. Both on long go A, if they seem to be pushing all short.
Real question: Should I play connector-jungle-window area without actually challenging the snipers at top MID if I have scout/famas/M4 as mid player?
In generel: On Inferno we play 2B, 3A (usually two in appartments after the first few rounds) Overpass we play one A long, one around bathroom to fountain, one connector and two on B. Cobble we play one drop, 2-3 on B and 1-2 on A. Depending on how T's play. At times we put two in drop against teams who favour going drop.
This is just what is done at my level on EU server. And this is what we do as a team. But is it okay? Are there any other viable options? I heard some guys talking about it being fairly normal to put 3 on B on Overpass, but I have no clue if this is true or BS. I could see two push the monster tunnel if one holds outside connector. That would be a thing. Yes.
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On February 24 2016 03:05 Mozdk wrote: About mid on Mirage:
I'm MG1 and I play around 50% solo queue and 50% with a team of mostly Polish guys. It's usually the same two and two of a pool of 6-7 other players. From Warowl videos I know that if you play mid on Cache, you don't actually have to challenge, if T has a big presence. You can give up mid control, as long as you have control of highway and some awareness of them going into vents, CT or highway. So if I play mid and I only can afford a scout or famas, I shouldn't take the fight every time. I can try to kill one sure, but I can wait. I can hold from highway, and maybe peek every 15 seconds.
On Mirage: If I usually awp in window, but we don't have money for AWP, should I go connector with M4/famas or scout from window. This is what I usually do. So we play more like 3A 2B, rather than what we normally do: 2A, 2B, 1Mid. This is the standard setup at my level on maps with a mid that is seperate from sites: Dust2, Cache, Mirage. Dust2 is usually 2 long, and one goes back to cover short if mid calls for it. Both on long go A, if they seem to be pushing all short.
Real question: Should I play connector-jungle-window area without actually challenging the snipers at top MID if I have scout/famas/M4 as mid player?
In generel: On Inferno we play 2B, 3A (usually two in appartments after the first few rounds) Overpass we play one A long, one around bathroom to fountain, one connector and two on B. Cobble we play one drop, 2-3 on B and 1-2 on A. Depending on how T's play. At times we put two in drop against teams who favour going drop.
This is just what is done at my level on EU server. And this is what we do as a team. But is it okay? Are there any other viable options? I heard some guys talking about it being fairly normal to put 3 on B on Overpass, but I have no clue if this is true or BS. I could see two push the monster tunnel if one holds outside connector. That would be a thing.
If you are also feeling alot of pressure on top mid, its not a terrible idea to take control. It requires a bit more experience and better understanding but as CT if you control Mid you take a large chunk of the map away from the T side. So if you feel heavy presense top mid you can always have your a and b player rotate and try to challenge for it. Its not something you may be ready to pull off but its worth exploring. Especially for example if an awp is walking up mid by himself he can be exposed quite easily. And at that level I imagine it happens alot.
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Hi again.
How do I find pistol DM servers?
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Canada4481 Posts
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I still have the same question... I don't know how to get to the servers. I've only used in game buttons.
I don't know how to use IP to get to a server.
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Canada4481 Posts
On February 25 2016 21:46 Mozdk wrote:I still have the same question... I don't know how to get to the servers. I've only used in game buttons. I don't know how to use IP to get to a server. You can find the server IP's from the google search, pick one out that you like, and then in the console (default is " ` " tilda key), and then type "connect ipaddress". Alternatively, you can go to "view community servers", it'll pop out a window, go to "favourites" tab and then click on the bottom right, "add server ip", and then paste the ip into that, and it'll be saved into your favourites server list.
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On February 24 2016 03:05 Mozdk wrote: About mid on Mirage:
I'm MG1 and I play around 50% solo queue and 50% with a team of mostly Polish guys. It's usually the same two and two of a pool of 6-7 other players. From Warowl videos I know that if you play mid on Cache, you don't actually have to challenge, if T has a big presence. You can give up mid control, as long as you have control of highway and some awareness of them going into vents, CT or highway. So if I play mid and I only can afford a scout or famas, I shouldn't take the fight every time. I can try to kill one sure, but I can wait. I can hold from highway, and maybe peek every 15 seconds.
On Mirage: If I usually awp in window, but we don't have money for AWP, should I go connector with M4/famas or scout from window. This is what I usually do. So we play more like 3A 2B, rather than what we normally do: 2A, 2B, 1Mid. This is the standard setup at my level on maps with a mid that is seperate from sites: Dust2, Cache, Mirage. Dust2 is usually 2 long, and one goes back to cover short if mid calls for it. Both on long go A, if they seem to be pushing all short.
Real question: Should I play connector-jungle-window area without actually challenging the snipers at top MID if I have scout/famas/M4 as mid player?
In generel: On Inferno we play 2B, 3A (usually two in appartments after the first few rounds) Overpass we play one A long, one around bathroom to fountain, one connector and two on B. Cobble we play one drop, 2-3 on B and 1-2 on A. Depending on how T's play. At times we put two in drop against teams who favour going drop.
This is just what is done at my level on EU server. And this is what we do as a team. But is it okay? Are there any other viable options? I heard some guys talking about it being fairly normal to put 3 on B on Overpass, but I have no clue if this is true or BS. I could see two push the monster tunnel if one holds outside connector. That would be a thing.
Honestly there are a lot of options you can do so I'll break it down issue by issue.
Mirage mid: You can play mid with a rifle if you're confident enough to hit your shots. Ideally if you guys are playing mid control on mirage, which I would recommend, you'd flash top mid and two teammates or so would push up mid to take control of the mid area. The number one thing to remember in doing this is to not be afraid to die and get the trades. If you guys end up 4v3 or 3v2 or 5v4 as CT's you have the advantage. It's gonna take a lot of team play though to execute properly. An example would be Virtus Pro vs. Fnatic on Mirage during ESL One Cologne semi finals map 1, round 18. However, as you said, it's also possible you guys aren't focusing on mid that much and in that case, it's entirely fine to play 3A 2B, but if you choose this route just know that rotates are going to be horrible and the T's can fake out the CTs quite easily.
Inferno: 2B, 3A is pretty normal but it's also possible to play 3B in the beginning of the round, take control of bottom banana, and then rotate 2 back to A to then transform from 3B, 2A into a 4A, 1B setup. It's also possible to smoke in front of mexican mid and push down to take battles in alt mid similar to how you would fight for mid control on CT side mirage. In the case of a 3B setup on inferno, your 2A players would want to play far back in positions such as balcony pit, two pit, truck pit etc.
Overpass: Generally on Overpass CT side you want to choose a site to have 3 players on; either A site or B site. In your case, you're sending 3A to keep control of bathrooms and force the T side to go B, because it's near impossible to execute onto A on Overpass without bathroom control. When you put 3 players on B on Overpass, you're operating a similar setup except on the other side of the map. You're taking control of water/construction to force the T side to execute onto the A site. You're also stopping rotates depending on which site you choose to stack 3 players on because you will have control over the entrance to connector on whichever site you have 3 players on ie bathrooms exit of connector or water exit of connector.
Cobble: Your setup on cobble is pretty standard so nothing really noteworthy to talk about. To be successful on CT side of that map you will have to be able to hold the rush on B plat using your two players on B site using your nades. A team that favors drop down really shouldn't be able to break your man drop easily if he is using his grenade correctly. Ideally, one of your B guys should be rotating between helping your player watching b long and your drop room player. Keeping control of A apts/danger is important because without that area it's impossible for T side to go A and allows you to rotate a man early so that you can stack 4B with no worry. The map is T sided still though because of the fact the Ts can 4v1 your man holding A at any time and then rotate back to B very quickly, tricking your CT side into over rotating towards A.
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On February 25 2016 21:58 Nagisama wrote:Show nested quote +On February 25 2016 21:46 Mozdk wrote:I still have the same question... I don't know how to get to the servers. I've only used in game buttons. I don't know how to use IP to get to a server. You can find the server IP's from the google search, pick one out that you like, and then in the console (default is " ` " tilda key), and then type "connect ipaddress". Alternatively, you can go to "view community servers", it'll pop out a window, go to "favourites" tab and then click on the bottom right, "add server ip", and then paste the ip into that, and it'll be saved into your favourites server list.
You're making it more complicated than needed You can do all that from the in game menu:
Click on "Browse community servers", and filter with "pistol". You could get a bunch of "pistol" only servers up, and you can look through the server name whether they are DM or not. Then simply double click the one you want to join
Edit: if you want to use console you also need to activate it either through the game's launch command line or through one of the options menus
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GRAND OLD AMERICA16375 Posts
you might as well get acclimated to the console. It's quite a useful tool to have
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On February 25 2016 21:58 Nagisama wrote:Show nested quote +On February 25 2016 21:46 Mozdk wrote:I still have the same question... I don't know how to get to the servers. I've only used in game buttons. I don't know how to use IP to get to a server. You can find the server IP's from the google search, pick one out that you like, and then in the console (default is " ` " tilda key), and then type "connect ipaddress". Alternatively, you can go to "view community servers", it'll pop out a window, go to "favourites" tab and then click on the bottom right, "add server ip", and then paste the ip into that, and it'll be saved into your favourites server list.
Thanks. I didn't even know you could start console from lobby.
I think the command is just connect. That's what I got working anyway.
Is there any way to tell by the number sequence if a server is EU or NA?
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On February 25 2016 22:19 No0n wrote:Show nested quote +On February 24 2016 03:05 Mozdk wrote: About mid on Mirage:
I'm MG1 and I play around 50% solo queue and 50% with a team of mostly Polish guys. It's usually the same two and two of a pool of 6-7 other players. From Warowl videos I know that if you play mid on Cache, you don't actually have to challenge, if T has a big presence. You can give up mid control, as long as you have control of highway and some awareness of them going into vents, CT or highway. So if I play mid and I only can afford a scout or famas, I shouldn't take the fight every time. I can try to kill one sure, but I can wait. I can hold from highway, and maybe peek every 15 seconds.
On Mirage: If I usually awp in window, but we don't have money for AWP, should I go connector with M4/famas or scout from window. This is what I usually do. So we play more like 3A 2B, rather than what we normally do: 2A, 2B, 1Mid. This is the standard setup at my level on maps with a mid that is seperate from sites: Dust2, Cache, Mirage. Dust2 is usually 2 long, and one goes back to cover short if mid calls for it. Both on long go A, if they seem to be pushing all short.
Real question: Should I play connector-jungle-window area without actually challenging the snipers at top MID if I have scout/famas/M4 as mid player?
In generel: On Inferno we play 2B, 3A (usually two in appartments after the first few rounds) Overpass we play one A long, one around bathroom to fountain, one connector and two on B. Cobble we play one drop, 2-3 on B and 1-2 on A. Depending on how T's play. At times we put two in drop against teams who favour going drop.
This is just what is done at my level on EU server. And this is what we do as a team. But is it okay? Are there any other viable options? I heard some guys talking about it being fairly normal to put 3 on B on Overpass, but I have no clue if this is true or BS. I could see two push the monster tunnel if one holds outside connector. That would be a thing. Honestly there are a lot of options you can do so I'll break it down issue by issue. Mirage mid: You can play mid with a rifle if you're confident enough to hit your shots. Ideally if you guys are playing mid control on mirage, which I would recommend, you'd flash top mid and two teammates or so would push up mid to take control of the mid area. The number one thing to remember in doing this is to not be afraid to die and get the trades. If you guys end up 4v3 or 3v2 or 5v4 as CT's you have the advantage. It's gonna take a lot of team play though to execute properly. An example would be Virtus Pro vs. Fnatic on Mirage during ESL One Cologne semi finals map 1, round 18. However, as you said, it's also possible you guys aren't focusing on mid that much and in that case, it's entirely fine to play 3A 2B, but if you choose this route just know that rotates are going to be horrible and the T's can fake out the CTs quite easily. Inferno: 2B, 3A is pretty normal but it's also possible to play 3B in the beginning of the round, take control of bottom banana, and then rotate 2 back to A to then transform from 3B, 2A into a 4A, 1B setup. It's also possible to smoke in front of mexican mid and push down to take battles in alt mid similar to how you would fight for mid control on CT side mirage. In the case of a 3B setup on inferno, your 2A players would want to play far back in positions such as balcony pit, two pit, truck pit etc. Overpass: Generally on Overpass CT side you want to choose a site to have 3 players on; either A site or B site. In your case, you're sending 3A to keep control of bathrooms and force the T side to go B, because it's near impossible to execute onto A on Overpass without bathroom control. When you put 3 players on B on Overpass, you're operating a similar setup except on the other side of the map. You're taking control of water/construction to force the T side to execute onto the A site. You're also stopping rotates depending on which site you choose to stack 3 players on because you will have control over the entrance to connector on whichever site you have 3 players on ie bathrooms exit of connector or water exit of connector. Cobble: Your setup on cobble is pretty standard so nothing really noteworthy to talk about. To be successful on CT side of that map you will have to be able to hold the rush on B plat using your two players on B site using your nades. A team that favors drop down really shouldn't be able to break your man drop easily if he is using his grenade correctly. Ideally, one of your B guys should be rotating between helping your player watching b long and your drop room player. Keeping control of A apts/danger is important because without that area it's impossible for T side to go A and allows you to rotate a man early so that you can stack 4B with no worry. The map is T sided still though because of the fact the Ts can 4v1 your man holding A at any time and then rotate back to B very quickly, tricking your CT side into over rotating towards A.
A lot of good info to improve the way I think of the game. Thank you for taking your time to write it.
In generel I'm getting a tiny bit better every day. And I definately have some areas of my play that are lagging behind that I need to grind out. Some of those will help me to achieve what you are writing.
I don't like play AK/M4 vs AWP'ers from window to top mid on Mirage. They will in generel get 2-3 chances to hit their shot before I kill them.
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