[b]Smarts[/b] come from experience, and analyzing. Always consider why something happened, how it could have been better and if there was a more beneficial alternative. Don't be content with what works. Watch demos for valuable side-line experience. Don't accept what you see as correct, always consider why things happened, and if the person made a mistake. You can spend a lot of time watching situations over and over, figuring out better ways for individual players to approach them. It can also be good to pause a demo in a critical situation, run through your mind what you would do personally, and play the demo to see what would have happened.
[b]Aiming[/b] is a secret for another day.
[b]Improvement[/b] in aiming goes back to being a secret for another day. And we already went over how to improve smarts. As a team, come up with clear focus points for practice. Baka had the right idea with this prime article (http://www.gotfrag.com/cs/story/35142/) but continue to look for what's important and not mentioned. Also, the idea of scrimming isn't about winning. Your team will continue to get better if you make a clear point every practice to address problems, and improve upon rotations and execution. The idea is, that every day you can go into practice thinking to yourself "regardless of what happens, we're a better team today than we were yesterday." It doesn't have to be a drastic leap, it just has to be in the right direction. Keep doing that, and eventually you're golden.
[b]Success[/b] on a larger scale comes from a positive attitude and willingness to [i]practice[/i] CS, not just enjoy it. If you enjoy the process, then great. But practice isn't about enjoyment, it's about conditioning you to play better (which in effect should bring you more joy). On a situational scale, positive attitude and attention to detail are the keys to overcoming. Whether it's a 1v1 , or your team is down 13-3... the right mindset can assure that every round is a new round. Thinking logically, since it's hard to get really fatigued in one CS game, you should be improving every round as you gain more and more information about your opponent. (http://www.gotfrag.com/cs/story/33032/) should help with thinking the right way. Never break down mentally. Even if things are going poorly, make the other team earn their rounds. No gimmies.
#12
Actually, that's kind of funny. I used to get flack from people on ESEA for having a "1" in my name. I don't actually play with it like that (not that I ever play under my alias, but if I did, there would be no "1"). It started because GotFrag already has a user named "delight" - same for ESEA. deL[b]1[/b]GHT was the most logical second-choice.
How come people always see me before i see them, in scrims i constantly get prefired, are my eyes just slower or whats the deal. I don't get dealt that easily in CAL matches however :(
#16 The aggressor almost always has the reactionary advantage in linear situations. If someone knows "about" the area you're at, don't wait for him to peek you. Walk your way into an obscure, wide angle on the way to peeking the same corner he's about to peek you on. Some of the best positions on defense are those that allow you to peek the enemy (awping excluded). Your best bet is to safe-peek your opponent before he peeks you (safe-peeking is peeking a peeking opponent, not necessarily peeking an uncontrolled area), or set yourself up in a wide, obscure angle to counter his commitment to the angle he's about to peek (example: guy wants to walk in a room and peek the right corner... standing off of the right corner, at an angle where you can almost see him turn the corner, will allow you to shoot him in the side).
Try not to play in positions that give your opponent an opportunity to prefire you. You don't always have to watch an entrance or angle directly as expected... it's often good to set off a bit, and then peek that angle once the opponent thinks it's clear (such as window on dust2).
#23 Aim maps are easier because usually there's no kevlar and helmet. Because of this you may unconsciously feel like every head shot should be a kill in a scrim, but in reality helmets and distance factor in greatly. Try http://www.ggf-gaming.de/weapons/dc_versi.. for kicks...
You may also shoot a player for what you think is a good bit of damage (and it would be if they had no kevlar), and perhaps you approach the situation differently. You treat a low-hp opponent differently than you one that you think has full hp, and it might surprise you when you approach someone and he's in a position that he wouldn't be in if he had 30-40hp.
That's just a small piece of it though. A lot of the times on defense you may put yourself in positions that require you to kill the opponent more quickly than your current skill level will allow you. You feel confident in it because on aim maps, you can tear it up. But because aim maps don't have armor usually, it messes up your calculations on safe positions.
Also, it's a different style of game - aim maps and scrims. It's going to be very uncomfortable aiming in an environment with a lot of downtime if you're used to popping off headshots every 3 seconds. Not to say that aim maps cannot benefit you, but there's drawbacks as well. It has to be more balanced. Also, enemies are in more unexpected (and untrained) angles than on aim maps, which can factor in to how well you're aiming at them.
Example: Practicing aiming left and right, left and right, left and right on aim maps like aim_map, which have very small inclines (with the exception of the rarely used top-ramp), and aim_ak-colt do not condition you to aim at the many other angles.
In scrims, not every opponent is at a certain height on your crosshair at all times. In aim maps, they generally are (practicing horizontal movement much much more than vertical).
Nice article on #14 .. It's true I feel like I get better every day. I also do watch and analyze pro players way of attack and strategies. I also do watch lots of demos and movies. It realy does help.
deL1GHT, would you like to possibly create a blog that analyzes eSports, focusing more on CS as well as current events with me? The blog would incorporate a more personal opinion on topics instead of a "corporate" reading style. You seem well-cultured in the eSports world and I've always wanted to write about things I enjoy.
The help thread!
CS related questions, go! I've got the answers! Don't be afraid to be the first to ask!
Edit: Hardware/fps questions put on hold! I'll get to those once I'm caught up, or when I find solutions.
[b]Update:[/b] I figured out why I am bad at DotA, and the thread is no longer maintained by myself.
[b]Update #2[/b] Condensed in Help Thread 2 http://www.gotfrag.com/cs/forums/thread/3..
got a link to zet's config?
How?
#3 non-cs related... pm me though.
#4 zet with an m4 in the library (hrm... they should make a CS Clue).
#6 YOU'RE ALIVE!?!
----
alias rainbow "alias m_pitch adjust_crosshair"
alias +rainbow "+attack;rainbow"
alias -rainbow "-attack;alias m_pitch"
bind mouse1 "+rainbow"
---
and no, it shouldn't have a noticeable impact on FPS.
#8 Which part of cs? aiming, smarts? improvement, success?
question: why does your name have a "1" like my name?
[b]Smarts[/b] come from experience, and analyzing. Always consider why something happened, how it could have been better and if there was a more beneficial alternative. Don't be content with what works. Watch demos for valuable side-line experience. Don't accept what you see as correct, always consider why things happened, and if the person made a mistake. You can spend a lot of time watching situations over and over, figuring out better ways for individual players to approach them. It can also be good to pause a demo in a critical situation, run through your mind what you would do personally, and play the demo to see what would have happened.
[b]Aiming[/b] is a secret for another day.
[b]Improvement[/b] in aiming goes back to being a secret for another day. And we already went over how to improve smarts. As a team, come up with clear focus points for practice. Baka had the right idea with this prime article (http://www.gotfrag.com/cs/story/35142/) but continue to look for what's important and not mentioned. Also, the idea of scrimming isn't about winning. Your team will continue to get better if you make a clear point every practice to address problems, and improve upon rotations and execution. The idea is, that every day you can go into practice thinking to yourself "regardless of what happens, we're a better team today than we were yesterday." It doesn't have to be a drastic leap, it just has to be in the right direction. Keep doing that, and eventually you're golden.
[b]Success[/b] on a larger scale comes from a positive attitude and willingness to [i]practice[/i] CS, not just enjoy it. If you enjoy the process, then great. But practice isn't about enjoyment, it's about conditioning you to play better (which in effect should bring you more joy). On a situational scale, positive attitude and attention to detail are the keys to overcoming. Whether it's a 1v1 , or your team is down 13-3... the right mindset can assure that every round is a new round. Thinking logically, since it's hard to get really fatigued in one CS game, you should be improving every round as you gain more and more information about your opponent. (http://www.gotfrag.com/cs/story/33032/) should help with thinking the right way. Never break down mentally. Even if things are going poorly, make the other team earn their rounds. No gimmies.
#12
Actually, that's kind of funny. I used to get flack from people on ESEA for having a "1" in my name. I don't actually play with it like that (not that I ever play under my alias, but if I did, there would be no "1"). It started because GotFrag already has a user named "delight" - same for ESEA. deL[b]1[/b]GHT was the most logical second-choice.
#13
Depends on who you're playing!
Try not to play in positions that give your opponent an opportunity to prefire you. You don't always have to watch an entrance or angle directly as expected... it's often good to set off a bit, and then peek that angle once the opponent thinks it's clear (such as window on dust2).
Most importantly... aim maps don't usually have kevlar and helmet. This can lead to calculating situations wrong.
#20 http://www.gotfrag.com/portal/apply/ (positions currently closed)
You may also shoot a player for what you think is a good bit of damage (and it would be if they had no kevlar), and perhaps you approach the situation differently. You treat a low-hp opponent differently than you one that you think has full hp, and it might surprise you when you approach someone and he's in a position that he wouldn't be in if he had 30-40hp.
That's just a small piece of it though. A lot of the times on defense you may put yourself in positions that require you to kill the opponent more quickly than your current skill level will allow you. You feel confident in it because on aim maps, you can tear it up. But because aim maps don't have armor usually, it messes up your calculations on safe positions.
Also, it's a different style of game - aim maps and scrims. It's going to be very uncomfortable aiming in an environment with a lot of downtime if you're used to popping off headshots every 3 seconds. Not to say that aim maps cannot benefit you, but there's drawbacks as well. It has to be more balanced. Also, enemies are in more unexpected (and untrained) angles than on aim maps, which can factor in to how well you're aiming at them.
Example: Practicing aiming left and right, left and right, left and right on aim maps like aim_map, which have very small inclines (with the exception of the rarely used top-ramp), and aim_ak-colt do not condition you to aim at the many other angles.
In scrims, not every opponent is at a certain height on your crosshair at all times. In aim maps, they generally are (practicing horizontal movement much much more than vertical).