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Death Ratio and your status at your local LAN, then you should read on!
=========================================================================
*** 6.1 - Gameplay Styles ***
The various stages of a round in CS are roughly those of any story:
Beginning, Middle and End. The length of these stages is irrelevant, what is important is how you play during each one. Keep in mind that some rounds aren't as straightforward as this; sometimes very few of the enemy die and your team gets it between the eyes! But this is simply an overview of how the round would progress when two evenly matched teams face off.
So here's a breakdown of each stage and the various gameplay styles. In most cases where numbers are concerned, I'm dealing with matches with more than 8 players per team. In smaller games, such as clan matches, the breakdown categories might not necessarily apply, but that's offset by a clan's ability to co-ordinate game plans much better than Net/LAN players, right?
>
Head-on Assaulting:
Player will rush quickly to a point he has decided to go to where he can engage the enemy assaulters. Usually one side or the other is outnumbered and will be eliminated. That's the disadvantage of this style; few players are prepared to risk their lives in an assault. On certain maps, such as de_dust, most players usually lay back, waiting for the occasionally brave player to "volunteer" to foray into enemy territory. (See Gameplay Dynamics).
Pack-Follower:
Player follows the main pack of teammates in hope of safety in numbers.
The pack routes are actually quite predictable - it is whereever the lead man feels like going to!
For instance, as a T on Dust2, I've noticed many players go down the spawn ramp and decide between rushing right past the double doors or turn left. Most players like safety in numbers, so they go wherever the leading point-man is going. Players further back decide they'd go wherever there are more buddies, and in this cycle, a large pack forms.
This is (generally) a foolish option; chances are the player will get killed in a massive melee, and score yet another death on their not-so- pretty KD ratio. The difference between the the pack-follower and true rushing is that the pack is too scared to advance past certain points - like the CT's past Bombsite A double doors in dust2. Pack mentality and fear of the "enemy pack" on the other side fuel this reaction.
Head-on Camping or "Rush Camping":
Player rushes to a chokepoint to camp; waits for enemies to pass through, nabbing a few easy kills. Out of these three, this is probably the best choice. Players should relocate when certain criteria are met: - too few enemies pass through the chokepoint (indicates that enemies have finally evolved! They are either camping, or have chosen another route) - too many teammates also rush to this chokepoint (say, more than 4 or 5) indicates that a new pack is forming; you will not get many kills if there are too many teammates around) - player has been flanked/backstabbed by a smart enemy who finally learnt his lesson and turned the tables around!!
>
This stage usually begins once roughly half the enemy team is dead.
Camping:
Player is camping (usually with his AWP). The most common on Dust2 seems to be the "bunker" at Bombsite A, where a sniper can easily kill anyone at the bombsite and anyone who passes through the double doors.
Camping during this stage is actually quite difficult, because the enemy will probably not pass by the camping position - they will all be grouped together at some other position, and shooting them if they did pass by would probably only garner a few kills at most. Unless you have several "buddy" campers, this leads either to boredom, or death!
Pack-Follower:
If the team is fortunate and not many died in the pack-fights, then the pack will continue intact and roam around as a unit. Occasionally it breaks up into smaller units. Joining the pack at this time is a good idea if you're low on health and want safety/protection etc.
Rover:
Player runs around the map searching for enemies to pick off. In this stage, it is by far the most satisfying style. If the player is reasonably good (in terms of aiming), he can take out most of the enemies in easy one on ones.
Note: Sometimes the Rover runs into a small enemy sub-pack that is tending its wounds. Usually he attacks on sight, but sometimes he discovers that he is outgunned and should retreat immediately - remember, you should know when to press the attack and when not to.
Self-preservation is more important than most people would like to think ... the best analogy is real life - you do want to live, right?
The mid-game can also be a *dangerous* time for the rover-style of gameplay; he can easily run into the second pack of enemies. Especially in Dust2, the CT's can't really cover each chokepoint effectively, and the T's can sometimes break through to either bombsite. If this happens during the mid-game, then it is difficult for the rover to assault the enemy position. The best approach is to gather together into two small groups and assault the T's from different angles. Example: 5 or 6
Terrorists have planted the bomb, and are camping at Bombsite A
(Dust2), and there are about 8 Counter-Terrorists. In this case, the
CT's should break up into 2 groups of 4, and one will rush from the
"Short A" route (up the steps), and the other take the long run from the
Bombsite A doors - though both are very dangerous due to possible
Terrorist AWPers. That is why the group rush is vital - don't hesitate to attack, and your teammates won't either.
>
If the teams are relatively evenly matched, then only a few members of each team are alive by this stage.
Camping:
It's a good choice to camp (or roam very cautiously) during this stage, because it is easy to pick off single enemies with an AWP covering a large, open area - such as the CT spawn in Dust2. It's better still to plant the bomb if you're T.
Rover:
The enemies are few and far between; the enemy will usually be inclined to camp at this stage, especially if they are on low health. So the rover must be exceptionally careful and cautious. It is safer to move in a pack.
(Small) Pack:
Try to meet up with your teammates and roam around covering each other's backs. This way, the isolated and scattered enemies will have difficulty killing you.
Generally, it is better to go roving/camping during the start and middle game, and join up as a pack if you survive until the end game.
"Never attack a prepared opponent ... unless you can overpower him."
=========================================================================
*** 6.2 - Team Camping ***
This is related to Gameplay Dynamics. Like the de_dust example I outlined, an entire team of quite skilled players can be overcome by fear and simply camp. Not just a select few individuals, this is the whole *&^%$$@ team camping!
How then, you might ask, do I "adapt" or "not be scared"? If I myself venture out into the wild, past my fellow campers, it's likely I'll get killed.
Well firstly, you didn't realise soon enough in the preceding rounds that your team strategy was wrong! If you don't counter the opposing side's strategy with your own, you're just playing into their strategy, playing how they would like you to play.
In most games there is a fundamental flaw, which is a lack of communication and co-ordination between players. This is VITAL - you're not Rambo, you're on a team, just like a basketball team or any other team sport. By scoring kills, you're upping your own stats, yet at the same time helping the team by eliminating enemies. But if you can't co- ordinate properly, and organise a team plan and communicate, then even if you outnumber the enemy 2 to 1, you're still going to suffer heaps of casualties.
A truly victorious CS team would be one that could: - work out a plan for the round; where certain players should go with what weapons, camp/assaulting - have good morale and know each other well; you would feel more confident with a team member whom you've played alongside alot - be able to communicate so that you can tell each other what's going on! ie. where the enemy is, requests for help etc
=========================================================================
*** 6.3 - Anti Team Camping ***
Yesterday I participated in one of the most one-sided matches I've ever seen.
Playing as a Terrorist on de_aztec, our team managed to scare the CT's into "spawn-camping" (what I call Team camping); a truly magnificent display of bravery and sheer force by us.
In Counter-Strike, many real life war strategies hold true. There is always a countermeasure possible for anything the enemy does. If he camps, you rush. But not piecemeal! You have to get the whole team to deluge their defended position. Like a siege, almost. By sheer force and bravery, of not fearing death, but of welcoming the challenge and relishing the chance to kill, you can overpower your camping opponents.
Heck, I can't stop thinking about that particular game. We were a massive ** 36 to 1 ** on the scoreboard! In a massive rush, all
16 of us took separate routes to the CT spawn site, where they were cowardly camping, too scared to leave.
I could perhaps draw a conclusion from this experience, one that holds true for all types of Counter-Strike matches, be it Net,
LAN or even clan matches:
"CHARGE and FORCE back the enemy, and you will truly SURPRISE,
FRIGHTEN, and DISILLUSION them. Attack is the best form of Defense!"
That match virtually changed my outlook on CS gameplay. If you want to be successful, you must make the team work as ONE. You can't let some of the team go attacking, whilst some lay back to "defend" an area. Either the whole team attacks, or the whole team camps. There is no in-between.
=========================================================================
*** 6.4 - Summary ***
Don't always go the same routes, or do the same things. You have to be dynamic, be ever-changing and unpredictable. Try to flank or sneak up on the enemy. If you feel you're outgunned and you're marching into enemy territory, then rove around in small packs. Vary your strategy during each stage of the round; sometimes try to rush, other times camp. Once you have found something works, don't rely on it too much - the enemy isn't stupid. That's the key to the "dynamic" style. You can't stay in the same position too long; you can't do the same thing for too long; you can't always roam around or always camp in the same spot; you should continually adapt to changing conditions.
Didn't get all that? The crux of it is this:
"Whomever has adapted will surprise his enemy, and win. Survival of the fittest."
=========================================================================
Section 7: Miscellaneous
*** 7.1 - Anti-AWPer ***
Definitely not good if you're up against a good AWPer; you gotta give
=========================================================================
*** 6.1 - Gameplay Styles ***
The various stages of a round in CS are roughly those of any story:
Beginning, Middle and End. The length of these stages is irrelevant, what is important is how you play during each one. Keep in mind that some rounds aren't as straightforward as this; sometimes very few of the enemy die and your team gets it between the eyes! But this is simply an overview of how the round would progress when two evenly matched teams face off.
So here's a breakdown of each stage and the various gameplay styles. In most cases where numbers are concerned, I'm dealing with matches with more than 8 players per team. In smaller games, such as clan matches, the breakdown categories might not necessarily apply, but that's offset by a clan's ability to co-ordinate game plans much better than Net/LAN players, right?
>
Head-on Assaulting:
Player will rush quickly to a point he has decided to go to where he can engage the enemy assaulters. Usually one side or the other is outnumbered and will be eliminated. That's the disadvantage of this style; few players are prepared to risk their lives in an assault. On certain maps, such as de_dust, most players usually lay back, waiting for the occasionally brave player to "volunteer" to foray into enemy territory. (See Gameplay Dynamics).
Pack-Follower:
Player follows the main pack of teammates in hope of safety in numbers.
The pack routes are actually quite predictable - it is whereever the lead man feels like going to!
For instance, as a T on Dust2, I've noticed many players go down the spawn ramp and decide between rushing right past the double doors or turn left. Most players like safety in numbers, so they go wherever the leading point-man is going. Players further back decide they'd go wherever there are more buddies, and in this cycle, a large pack forms.
This is (generally) a foolish option; chances are the player will get killed in a massive melee, and score yet another death on their not-so- pretty KD ratio. The difference between the the pack-follower and true rushing is that the pack is too scared to advance past certain points - like the CT's past Bombsite A double doors in dust2. Pack mentality and fear of the "enemy pack" on the other side fuel this reaction.
Head-on Camping or "Rush Camping":
Player rushes to a chokepoint to camp; waits for enemies to pass through, nabbing a few easy kills. Out of these three, this is probably the best choice. Players should relocate when certain criteria are met: - too few enemies pass through the chokepoint (indicates that enemies have finally evolved! They are either camping, or have chosen another route) - too many teammates also rush to this chokepoint (say, more than 4 or 5) indicates that a new pack is forming; you will not get many kills if there are too many teammates around) - player has been flanked/backstabbed by a smart enemy who finally learnt his lesson and turned the tables around!!
>
This stage usually begins once roughly half the enemy team is dead.
Camping:
Player is camping (usually with his AWP). The most common on Dust2 seems to be the "bunker" at Bombsite A, where a sniper can easily kill anyone at the bombsite and anyone who passes through the double doors.
Camping during this stage is actually quite difficult, because the enemy will probably not pass by the camping position - they will all be grouped together at some other position, and shooting them if they did pass by would probably only garner a few kills at most. Unless you have several "buddy" campers, this leads either to boredom, or death!
Pack-Follower:
If the team is fortunate and not many died in the pack-fights, then the pack will continue intact and roam around as a unit. Occasionally it breaks up into smaller units. Joining the pack at this time is a good idea if you're low on health and want safety/protection etc.
Rover:
Player runs around the map searching for enemies to pick off. In this stage, it is by far the most satisfying style. If the player is reasonably good (in terms of aiming), he can take out most of the enemies in easy one on ones.
Note: Sometimes the Rover runs into a small enemy sub-pack that is tending its wounds. Usually he attacks on sight, but sometimes he discovers that he is outgunned and should retreat immediately - remember, you should know when to press the attack and when not to.
Self-preservation is more important than most people would like to think ... the best analogy is real life - you do want to live, right?
The mid-game can also be a *dangerous* time for the rover-style of gameplay; he can easily run into the second pack of enemies. Especially in Dust2, the CT's can't really cover each chokepoint effectively, and the T's can sometimes break through to either bombsite. If this happens during the mid-game, then it is difficult for the rover to assault the enemy position. The best approach is to gather together into two small groups and assault the T's from different angles. Example: 5 or 6
Terrorists have planted the bomb, and are camping at Bombsite A
(Dust2), and there are about 8 Counter-Terrorists. In this case, the
CT's should break up into 2 groups of 4, and one will rush from the
"Short A" route (up the steps), and the other take the long run from the
Bombsite A doors - though both are very dangerous due to possible
Terrorist AWPers. That is why the group rush is vital - don't hesitate to attack, and your teammates won't either.
>
If the teams are relatively evenly matched, then only a few members of each team are alive by this stage.
Camping:
It's a good choice to camp (or roam very cautiously) during this stage, because it is easy to pick off single enemies with an AWP covering a large, open area - such as the CT spawn in Dust2. It's better still to plant the bomb if you're T.
Rover:
The enemies are few and far between; the enemy will usually be inclined to camp at this stage, especially if they are on low health. So the rover must be exceptionally careful and cautious. It is safer to move in a pack.
(Small) Pack:
Try to meet up with your teammates and roam around covering each other's backs. This way, the isolated and scattered enemies will have difficulty killing you.
Generally, it is better to go roving/camping during the start and middle game, and join up as a pack if you survive until the end game.
"Never attack a prepared opponent ... unless you can overpower him."
=========================================================================
*** 6.2 - Team Camping ***
This is related to Gameplay Dynamics. Like the de_dust example I outlined, an entire team of quite skilled players can be overcome by fear and simply camp. Not just a select few individuals, this is the whole *&^%$$@ team camping!
How then, you might ask, do I "adapt" or "not be scared"? If I myself venture out into the wild, past my fellow campers, it's likely I'll get killed.
Well firstly, you didn't realise soon enough in the preceding rounds that your team strategy was wrong! If you don't counter the opposing side's strategy with your own, you're just playing into their strategy, playing how they would like you to play.
In most games there is a fundamental flaw, which is a lack of communication and co-ordination between players. This is VITAL - you're not Rambo, you're on a team, just like a basketball team or any other team sport. By scoring kills, you're upping your own stats, yet at the same time helping the team by eliminating enemies. But if you can't co- ordinate properly, and organise a team plan and communicate, then even if you outnumber the enemy 2 to 1, you're still going to suffer heaps of casualties.
A truly victorious CS team would be one that could: - work out a plan for the round; where certain players should go with what weapons, camp/assaulting - have good morale and know each other well; you would feel more confident with a team member whom you've played alongside alot - be able to communicate so that you can tell each other what's going on! ie. where the enemy is, requests for help etc
=========================================================================
*** 6.3 - Anti Team Camping ***
Yesterday I participated in one of the most one-sided matches I've ever seen.
Playing as a Terrorist on de_aztec, our team managed to scare the CT's into "spawn-camping" (what I call Team camping); a truly magnificent display of bravery and sheer force by us.
In Counter-Strike, many real life war strategies hold true. There is always a countermeasure possible for anything the enemy does. If he camps, you rush. But not piecemeal! You have to get the whole team to deluge their defended position. Like a siege, almost. By sheer force and bravery, of not fearing death, but of welcoming the challenge and relishing the chance to kill, you can overpower your camping opponents.
Heck, I can't stop thinking about that particular game. We were a massive ** 36 to 1 ** on the scoreboard! In a massive rush, all
16 of us took separate routes to the CT spawn site, where they were cowardly camping, too scared to leave.
I could perhaps draw a conclusion from this experience, one that holds true for all types of Counter-Strike matches, be it Net,
LAN or even clan matches:
"CHARGE and FORCE back the enemy, and you will truly SURPRISE,
FRIGHTEN, and DISILLUSION them. Attack is the best form of Defense!"
That match virtually changed my outlook on CS gameplay. If you want to be successful, you must make the team work as ONE. You can't let some of the team go attacking, whilst some lay back to "defend" an area. Either the whole team attacks, or the whole team camps. There is no in-between.
=========================================================================
*** 6.4 - Summary ***
Don't always go the same routes, or do the same things. You have to be dynamic, be ever-changing and unpredictable. Try to flank or sneak up on the enemy. If you feel you're outgunned and you're marching into enemy territory, then rove around in small packs. Vary your strategy during each stage of the round; sometimes try to rush, other times camp. Once you have found something works, don't rely on it too much - the enemy isn't stupid. That's the key to the "dynamic" style. You can't stay in the same position too long; you can't do the same thing for too long; you can't always roam around or always camp in the same spot; you should continually adapt to changing conditions.
Didn't get all that? The crux of it is this:
"Whomever has adapted will surprise his enemy, and win. Survival of the fittest."
=========================================================================
Section 7: Miscellaneous
*** 7.1 - Anti-AWPer ***
Definitely not good if you're up against a good AWPer; you gotta give
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