Wednesday 24 August 2011

The unwritten laws of warring

The unwritten laws of warring.

1. At the beginning of every round do not buy! Instead, type how much money you have (assuming the war mod does not do it for you). Then buy what the caller wants, if it’s an eco don’t buy it does not matter how much money you have unless you can buy for the rest of the team you will have some people with guns others without. Same goes for buys like deco and nade’s only

2. Always listen to the caller. It’s better to have a team working together then an unorganised rabble. Do not talk at the beginning of the round everyone needs to understand what the caller is saying. Also whatever happened previously does not matter now. Don’t yell at people in a war you need to be focused and Being negative will only harm the team. The next training is the time for bringing up improvements that can be made and practiced and even then be positive and don’t play the blame game.
 

3. Gun>Defuse>nades>Armor. If you have a choice between a defuse kit or armor, get the kit.

4. When CT often the caller will not be in a position to see what is happening at each site so it is useful to have someone calling at each site. Also have a variety of different strategies at each site you don’t want the opponent to catch on to what you do. Note that these holds should be practiced beforehand. 

5. most important on CT side but also important with set strats on T side. Do not randomly push. Let people know first. While pushing at the right time can give your team a big advantage whether from killing a couple of opponents or from the information you can obtain (e.g. if mid CT pushed up mid on D2 and did not see a T behind long halls and someone holding long knows they are not at long already the team can be pretty sure they are in dark or backyard and can react accordingly.) Pushing is often risky and can open a gap that opponents can slip through. This means if your team mates are not prepared they could get shot from behind.

6. Call what you see, if they are rushing your site, call it, how many opponents you know are there (sound and sight), and most importantly if you see the bomb. If you rotate to help someone, say you are rotating just like pushing. Also be careful of rotating when the bomb has not been seen they may be playing a goblin. Conversely if the bomb is down or bomber has dedicated to a push everyone should rotate, if they take the other site it does not matter if they can’t plant and if the bomb is on the ground it forces them to take on your whole team or lose the round (note. If the t’s lose a round and don’t die they don’t get any money). Lastly Call before you are dead, not after.

7. When retaking a site, unless there is no time to group up wait for everyone to be ready to enter the site. Throw flash bangs and smoke, and then take the site together. If you start defusing, make sure someone is ready to cover you and if possible pop a smoke on the bomb with the latest updates it makes it a lot harder for the T’s to pick off the defuser. And as the defuser do not assume that others are covering you unless they say they are.

8. When throwing a flashbang near others on your team say you are throwing one. It means they can be prepared whether they were just about to peek and stop for that one second or you threw a bad flash.

9. As T, follow the strategy exactly as it was practiced. For example a 2-3 split on A if you need to go one way because you have the bomb or an awp let people know also be smart if you are heading towards short and 2 people are already there go back to long. In other words do not do whatever you want this is just like pushing and rule 2, let the caller know what you are doing, if they don’t like it don’t do it. If you are doing whatever you want it will lead to an unorganised team and most likely a lost round.

10. Once the bomb is planted, cover a specific spot. Call where you are covering, and listen to where others are covering. (Note: in a 1v1 do not peek wait for the defuse, and then you peek and kill them, or get them to stop defusing. This will be explained further in the how to clutch guide.)

11. Except for the very beginning of the round before the opponent can be in a position to hear you or where a strategy calls for it you should never run. It makes noise same goes for other noise making actions like switching weapons or jumping. Any opponent with half a clue will notice it. So always walk. Common exceptions are rushes, hitting a site and decoys.

12. When picking, pick as a group. Flash then peek as a team. Don't do it stupidly (i.e. leaving a flank exposed, line up), do something like have one jump out and the other strafe out.

13. DO NOT BAIT YOUR TEAMMATES.

14. The most common failing point of a rush when this is violated. When a rush is called RUSH do not stop, keep running. It does not matter if you are flashed or get binked. A) if you are flashed the other behind or infront of you probably are not stopping will block them. B) the strength of a rush is the overwhelming force and speed which it brings. Having 5 players in the site means 5 targets for the CT’s to shoot, if they kill you when you were blind it means one of your team mates who is not blind is still shooting accurately back/ killing the opponent. If it was done the other way with 2 rushing in 2 coming in after because they were flashed and 1 hiding back not only are they are just going to pick you off one by one but they will call it and now instead of something like a 5v2 for the site you end up with a 2v5 to try and get the bomb back. 

15. Very simple rule that I would hope would not be new to anyone. At the end of the round, do not shoot your teammates. If they need to buy armor because you damaged them they won’t be happy and your team is down $1000. If this kills them, they are going to be pissed. And your team is down $4500 – $7500.

16. Most probably your team does not care if you are lagging or if your dad was talking to you. They don't want to hear excuses. Either you made the shot or you didn't. If you made it excellent keep it up. If you didn't don’t worry about it and your team mates should not either. Just get it out of your mind and focus on getting that amazing shot next round. 

17. following on from 16 if someone on your team does something great, wins a 1v2 – 1v5, makes some great shots etc. even if the round was lost congratulate them. Positive thinking can go a long way.

17. Once you are dead, you do not talk on vent. Others need to hear what’s happening in game. And unless you’re the caller don’t go telling people what they should be doing, if they stuff up because they made a mistake it will stick in their head better and they won’t make the mistake again. If you still think you should say something take a note of it and bring it up at the next training.

18. Do not message mode one unless you are the team captain. It does not matter if they are E-thugs. Let them be they can lose by default in their next ladder war. (note: in most competitions anyone but captain using mm1 without a legitimate cause is a reason for dispute with penalties ranging from rounds over turned to match overturned and suspension. Its unsportsmanlike conduct.)

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