Team Liquid Community Nights - Page 35
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The easiest way to participate is to hang out in Teamspeak. (Server is: teamliquid.typefrag.com:5310) North America servers connection info Dallas: New York:European server connection info connect teamliquideu.game.nfoservers.com:27015; password tl Next NA Community Night- Every Saturday at 02:00 GMT (+00:00) | ||
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TheEmulator
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Wala.Revolution
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+retake mod if you can | ||
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Jer99
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porkRaven
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Nagisama
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Jer99
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Camail
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amazingxkcd
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Jer99
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tofucake
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drgnak
27 Posts
On September 12 2015 17:48 Camail wrote: We create the beefs, so we can eat them later at the feast, the extravaganza, the no holds barred free for all 1v1 bo3 aim map shoot out masterpiece! Just script it all like WWE. Dat first pick on Inferno doe, LOL. | ||
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yamato77
11589 Posts
Drunk me under-performed -_- | ||
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Jer99
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porkRaven
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Nagisama
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kdallas
5 Posts
(post) Thank you for your selflessness nagi Also bo3 might be fun but what's to be gained besides a little more continuity between games? Could be a double edged sword like if someone decides to push every CT round the rest of the night. /notme | ||
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yamato77
11589 Posts
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kdallas
5 Posts
Points taken, thanks for the feedback. This was my first time instructing and I learned a lot. I was definitely trying to cover a lot and I may not have been able to get my point across clearly. I definitely wasn't advocating all-aim no-brain playstyle. Instead, what I was saying is: as you figure out what maximizes (or minimizes, whatever) your time to kill versus your enemy's time to kill ratio, you get a much clearer picture of what to do in any given situation. It just happens that at beginning to intermediate CS, what leads to winning a battle is usually not positioning or the right nades or smokes. Yes, it is important to understand why positions are stronger or weaker. As you get used to thinking about them, they become second nature, and consciously choosing a position (making use of cover, vertical angle, off angle, using a chokepoint, using nades, and down the road using your teammates) and a type of movement (static, intermittent peeking, strafe-crouch commitment, shoulder peek to pre-aim, wait for footsteps and pre-aim their position etc...) become much more natural. These are things that ideally give you a fraction of a second advantage at most. That's all that should be necessary. But. if it takes you an average of 5 seconds to get the kill... What I am trying to get across is to not think of aim and positioning/strategy as separate entities. They're both two ways to affect time to kill. It's just a simple way of unifying all the things you can do to win an engagement. Even teamwork contributes to winning by affecting TTK. When pushing sites, reduces angles to pre-aim (reduce TTK). Peeking together so they have to choose a target (increase TTK.. this is why you don't go in one by one; this is the direct counter to CT defensive advantage). Map control- WHY? reduce angles and possible positions (pre-aim, reduce TTK). Allow rotations to increase man advantage attacking/defending a site (why does this help you win? again forcing to choose target, reduce angles, more flashes and smokes--- further reducing angles...). Allows information gathering to... you guessed it, reduce angles and possible positions. However, how much advantage do these things really offer? Fraction of a second. In my opinion, learning the following skills in the following order, loosely, gives you the biggest bang for your buck (emphasize loosely): aim, positioning/movement as above, (next 3 order is murky) using your teammates, anticipating enemy position/strategy, learning to use the map/game settings to your advantage, and then meta strategies. However, I agree with you and other posters, focusing solely on one alone is missing out on a lot of deep counter-strike. What I chose to focus on since I only had 20 minutes to talk, was to try to expose you guys to that perspective, and then give two specific, easy-to-understand examples that can greatly impact TTK: narrow on wide angle peeks, and using flashbangs. The first can literally increase your TTK to infinity since if you're a static target, your opponent can see you before you see them and they have the rest of the round to walk up to you and then spray you down. Your chance of winning the engagement is almost 0. I specifically touched on this topic because I see it all the time in community nights. I could expand on using defilades for hours but that's the easiest and most straight forward example. The second point was to encourage good use of flashbangs. I explained that the way to think about flashbangs is that you want to get good at putting it exactly where your opponent is looking. You have to be in the mind of your opponent and anticipate that. Once you get good at that, you get an easy, reliable 3 second TTK advantage. I also alluded to using anticipation to reduce your physical reaction time, and help you to pre-aim positions, but those are complicated topics for another time... In any case, I do think it was difficult to get all this across, and very broad to just lecture about it and make it accessible. In the future, I might provide some kind of written breakdown of all the things that affect time to kill for newbies to mull over. Or if I do another lecture it would be on much more focused topics like "how to lurk". But I definitely wanted to at least try to explain the concept of time to kill first, because I feel that everything else is some application of that. Happy fragging | ||
kdallas
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