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Masse tips for å bli bedre


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Her er en del tips (alt er på engelsk).

Ser det er en annen som har lagt inn noen tips også men det er standard ting som nesten alle vet. Det er en del som vet dette også men ikke alt :)

 

Mitt tips for å få bedre refleks å aim er å spille på

Deathmatch server.

 

Hvis dere lurer på noe kan dere skrive det her så skal jeg prøve å svare på det så godt jeg kan :)

 

Tips:

 

Finding Your Spot:

 

Many teams and players receive loss after loss for one simple reason: they do not play up to their true potential. Players are not playing in the spots that best suit their style of play or their capabilities. To simplify further, there are only two types of play styles that are commonly used as CT. First, there are players who hold their position rigidly, rarely moving far from their spot until contact has been made with the offensive team. This style of play was generally used more often in the earlier days of competitive Counter-Strike. The second approach involves much more mobility, rolling between sites and flanking – this has recently become the more dominant play style in competitive Counter-Strike, and seems to be gaining popularity.

 

An example of this more mobile play style is Danny “fRoD” Montaner’s positioning on Inferno. Many rounds, he plays from the CT spawn side of Middle, while at other times he may roll back and forth between Middle and Bombsite B. And in other times, he will spot Middle with his AWP and immediately fall back to Library and spot through the door, never sitting still.

 

Team compLexity’s CT positions on Dust2 also show this highly mobile approach. Their setup used to place Matt “Warden” Dickens in B, fRoD in Middle, and Corey “tr1p” Dodd, Tyler “storm” Wood and Justin “sunman” Summy in different combinations of Long A and Catwalk defenses, depending on their spawns. Recently, as seen in the CAL Invite SXIV Upper Bracket Finals match, coL switched things up. Long A is now covered by fRod, with tr1p and Warden on Catwalk, sunman in Middle, and storm in B. When asked about this switch, Jason “Alchemist” Baker had this to say: "Storm is a beast and can get the opening kill and delay rushes in B. Sunman is more disciplined than fRoD and is better with a rifle, which is needed to stop the common middle rushes nowadays. This leaves fRoD's strong AWP at Long A where it can be better utilized".

 

Another important factor when considering your own CT position is rotation: are you good at rolling fast and taking the best route? Do you have that sixth sense for knowing where to be and when you need to be there? Rolling is an important factor when playing defense, which could very well be another reason for the changes made by compLexity to their Dust2 setup, as observed by Alchemist when he stated that, “Then there is the rotation factor. If the Terrorists take B, fRoD is moving with three teammates, while before if they take A, it was him with just one teammate. With an AWP even as good as his, that can be hard.” It is possible to muse forever as to why these changes were made, but at this point you probably already understand the point behind these examples.

 

To continue, let us examine two spots on Nuke that have conflicting styles of play. There are generally two positions used to guard Ramp Room. One player will generally stay in Ramp Room to guard the Ramp itself, while another will initially play Ramp Room to stop a hard rush and then roll to another spot – usually guarding Outside from the Window or Ladder area. Whoever is playing Ramp is going to be staying there until something goes down, meaning that they will have to be comfortable with that spot. They will also need to be disciplined enough to hold their position, as the Terrorists will often try to pick a peeking CT.

 

The player rolling between Ramp and the Window or Ladder has much more freedom. This person can peek Outside, go to Rafters to throw grenades, or spam the Hut or wall to hit Radio Room. However, they still need to be careful that they do not get too caught up in or committed to another area so that they can get back to Ramp Room when the player holding his spot in Ramp Room needs them, which may require a different sort of discipline from that exercised by the less mobile player.

 

The Ramp player needs to be a handy rifleman, as an AWP cannot usually stop a full-blown rush, unless the Terrorists get scared or the CT hits some great shots quickly. The more mobile player can use either an AWP or a rifle, however, as this player can AWP the Ramp Room from the doorway, or AWP Outside from anywhere under or above Ladder. On the flip side, this player can also use a rifle to spam areas and move faster. What this all boils down to is that the roller can use whichever gun he or she feels most comfortable with, while the Ramp player is restricted to playing with rifles.

 

There are several ways to go about finding your spot. First, if you have been practicing a spot on a map for a while and just cannot seem to make it work, take that as a sign and try playing somewhere else. Do not waste your time in a spot that will only hurt your team. If the players on the CT side are not comfortable in the spots that they are playing, a good Terrorist team will be able to find where the weak player is and exploit that weakness. Being confident in the spot you are playing already puts you at an advantage.

 

When scrimming with your team, try different spots in maps on which you do poorly, and also try pairing up with different teammates. You may play better with a particular teammate, perhaps because you have been playing with them longer than others and can communicate better with them, or maybe you know how they will think or react in certain situations, adding to the chemistry that is needed for a team to do well.

 

Different combinations of players may also work better in certain areas than in others. One way to find out which pairings work best is to get your whole team in a server and practice rushing against each other: for example, your team could rush the Inner Bombsite on Train while you and another teammate defend against these rushes. This allows for easy practice of communication and lets you practice new crossfires and new setups. This may even prove to be a better warm up or practice than scrimming can be.

 

Also, it helps to know how each and every one of your teammates plays their spot. While it is important for you to find a spot that works for you, many times there will be another two or three spots on a map that you are capable of playing well. It is possible that you, or a teammate, may struggle while playing your designated position in some matches. By knowing how your teammates play their spots, you can switch positions with them during the match and you will already know how they are being overpowered in that spot, by thinking over how they usually play that position, and including what they have been communicating to you thus far. With this knowledge, you can play the spot in a fresh way, and hopefully win more rounds as a team.

 

The Radar

 

The first tip, and probably the biggest help in this article, is PAY ATTENTION TO YOUR RADAR. Your radar is like the mirrors on your car; you always need to be checking it and be aware of what's going on around you. Also, communicate. Know exactly what your team is watching and know where they are exactly. This way as soon as they die, you have a very good idea of where the opponents came from and where your teammate died. The reason for this is that as soon as they die, or begin a gun fight, you can already be planning your counter-attack while still in your spot.

 

Teamwork

 

When you are in a situation while being alive with one other teammate, it is important to have teamwork. Now on pistol rounds you are going to handle your situation a little different than a gun round. On pistol rounds if you are the last two alive, you ALWAYS need to stick together. If you do this, I guarantee you will win the round. If you split up on a pistol round, your opponent(s) have a way better chance of picking you off, where as being together, it will be much harder to kill both of you with one pistol.

 

During gun rounds I suggest the exact opposite. You should split up, but have good timing together so that you can both be attacking from different angles and create a pickle sort of situation. If you two stay together on a gun round, there is a very good chance that the enemy will be able to random you and spray you down with one clip.

 

Using The Map

 

Pretty much everyone reading this article probably has a pretty good idea about the timing on all of the maps. If you don't, I suggest you start paying a lot more attention. When you are in a 1 on 1 or even a 2 on 1, this is going to be extremely beneficial for you. I'll give you a situation.

 

Let's say you are on dust2 on the Catwalk, your opponent is on the Long A ramp, and you are in a gun fight with him. Now, you should always have flash bangs, just for the reason that they will be your best friend in a clutch round. So you are in this gun fight and you throw your flash bang at him to temporarily blind him. Now you IMMEDIATELY fall back and go around to Long A. If you don't believe me, try it out. I guarantee you will catch the guy with his side turned to you still looking at the Catwalk if you hauled ass and ran non-stop to the Long A pit.

 

De_Nuke

 

All I have to say about nuke is no matter if you are offense or defense in a clutch situation, never go to the freaking rafters. There are so many reasons why this is stupid I could go on all day. Basically the biggest reason you don't want to go there is because if you are in a gunfight in the rafters and you get knocked down to low health, you're screwed, especially as a CT. The other reason is that there is no possible way to get off of the rafters onto the floor without making noise. Even if you slip into the middle part of the bars and drop to the hut, you're making noise. The other team will know exactly where you are and you just blew your chances of getting the drop on them.

 

One other tip I have for nuke is the use of smoke grenades as CT. I remember at ESWC when we (3D) played the Brazilian team Revoltz. These guys had at least three smokes every round for the lower bombsite and it really messed us up. 99% of teams hide in the doors when they plant the lower bombsite. So when you have multiple smokes for the doors, the offense will have to come after you.

 

Delaying The Bomb

 

As terrorist, you really need to practice this. There are a few different ways to do this that are very effective. The first way is by planting the bomb in an open spot. Some examples are: far out in the A bombsite so you can hide on the catwalk, to the left of the boxes in the B bombsite on inferno so you can hide in the side hall, or in front of the boxes in the upper bombsite in front of the boxes on nuke so you can hide outside. What you should notice about all the examples I've given is the fact that there is a wall you can hide behind that will let you strafe out back and forth to make the CT not be able to defuse without chasing you down. If he actually does this, he probably won't even have enough time to defuse if you did your job right.

 

The other way, is a lot more fun and usually gets a lot of laughs. Pretty much you just use the advantage of EAX sound. Any map that has boxes on it in the bombsite, you'll be able to pull this off. Just float around the bombsite boxes and don't even try to kill the last CT alive. Just keep moving around and he will have to chase you, but if you're good enough, he won't be able to find you even though you are right behind the box.

 

The Do's and Dont's of Guns

 

I'm going to start off by saying unless you're KSharp reading this article, never ever ever use an AWP in a 1 on 1 or whatever the situation is. You have no idea where your enemy is hiding and when he pops out at you, it's going to be very hard to to flick shot him like a badass. If anything, gun run the AWP while you have an automatic rifle. What's gun running? Having two guns and keep dropping them as you're running and keep picking them up, so after you win the round you'll still have an AWP for the next round.

 

The #1 gun I suggest you look for during a clutch situation is a colt with a silencer on it. You'll be able to pull off some pretty ninja moves if the other team has no idea where you are.

 

Well everyone, I have a million more tips, but frankly this article is getting pretty long and I just plain don't feel like talking to you anymore! If anything just practice practice practice. Get more experience, get in more clutch situations. The more you do this and the more you learn people's tendencies this will just come to you naturally and just be automatic. So keep on truckin' everyone. I'm outta here.

 

Flashbangs

 

The defense has the spawn placement advantage 99% of the time. They are supposed to be defending a site, so it is only right to let them have a little more time to get set up before the offense can penetrate. Flashes will be your best friend. I can not think of more than a couple positions on any map where the position should not be started off with a flashbang, especially in the B bombsite where the timing is a little bit better for the offense than to the A bombsite.

 

You really won't really know the situation until mid-half though. Depending on how often the offense actually rushes and with how many people, affects how many flashes you should be throwing. There are certain situations where there should be no less than three flashes thrown into an offensive area before getting set up in the bombsite.

 

HE Grenades

 

This is more of a scare tactic. Even if a team isn't rushing to an area extremely fast, there are certain spots where the offense will like to get to very quickly to get a pick on a defensive player just to give them the four on five situation early in the round. When a team is doing this, an HE is just as good as a flashbang. If an offensive team is good at getting these quick picks, they won't care once you are knocking half of their health off before the first attack happens.

 

Spam Spots

 

I really don't suggest using these without a flashbang first. Sometimes with a lot of gun fire going on around you, an offensive player may be able to slip by you while you have your face buried in a wall or box spamming. This works much like an HE grenade, but if you are good enough, you just may even be able to get a frag early on, especially if there was an HE tossed in at the right time.

 

Angels

 

The best way to play at an angle is going to be up close and in an unexpected position. My number one word of advice is you should find a spot that will allow you to play from the corner of a wall where there is also a box or another obstruction (possibly a wall) to line up perfectly with where you are standing. (You will see what I mean later in some screen shots down below). When you are aligned like this, the offensive player will more than likely be either checking the first corner that you are not behind, or a position wider out. In either situation, their focus will not be on you, and you will have an angle where you will see them just as they are checking either spot.

 

I did skip a few maps in this article, but the best advice I can give you is to put yourself into the mind of someone playing on the offense. You want to get yourself into a close up position where your opponent would not suspect you to be, a corner where they will have to check two spots on two different height levels, or a position in which they will have to check a much more trendy spot and overlook the spot you are at, giving you an easy frag.

 

Playing Smart

 

Almost 99% of the players who ask professionals for help say, “How do I make my aim better??” That is the wrong question to ask. Aiming is not a hard thing to do, you are just moving a cursor to someone. You’ve been moving cursors all your life, whenever you are on a computer. Aiming is the easy part. Fragging is the hard part. Most articles I’ve read usually say something like your skill is 50% aim and 50% smarts. Wrong - more like 90% smarts and 10% aim

 

Don’t Play Scared

 

I see so many teams, some of my teams included, who totally shut down when they play a team that is supposed to be better than them. They play scared. When you play scared, you bait. Baiting is what beats teams on the offensive side. If you allow an opposing player to pick, reset, pick, reset, pick reset, you are going to lose the round every time. Like I said above, they have position on you. Most likely they are going to get the first pick; your teammates need to capitalize this and frag the player. YOU CANNOT AFFORD TO NOT TRADE FRAGS. If a defender frags someone, he must be fragged in turn as soon as possible. You cannot stand there and watch your teammate get shot at. Do something - at least spam, but you should be running out and trying your hardest to kill the defensive player. Think of it as fragstealing. I bet back when you were a newbie you used to cry about getting your frags stolen. Frag stealing is teamplay. At every opportunity you have to “steal” a frag, do it. You cannot let a defender who has exposed himself get away alive, especially if he has taken out a teammate. DON’T BAIT! After that player is fragged, this should open up an entire new lane to attack from, because obviously that player was guarding it for a reason. For example, a player is AWPing middle from the defending team's spawn on inferno. You are doing a 3/2 split on A or something, and he picks one of your players middle. What do you do? You don’t just stop because you are scared, you run out there with him and try to frag the guy. He should be fragged nine times out of ten, or at least be so low that he has to fall back and then you can nade him. Now you have all of left mid to attack the site from, which counters what I wrote above regarding counter-flashing, because there are more openings than the defensive team has time or enough flashes for. Winning on the offensive side is totally dependent on your team’s ability to trade frags, or even better, getting the initial pick and capitalizing. Always remember to treat scrims like matches, and matches like scrims. The only difference is there should be no criticizing in matches, just “nice try.”

 

Communication

 

Communication on both sides is key. On the defensive side you must tell your team EVERY time you spot someone, hear a flash, hear a nade, or whatever. If you are alert enough, you can eventually figure out the location of every opponent on the map, or at least the majority of them. This is when you flank. If five attackers nade hut, and the defending inner players call it, the outside player can flank and probably take out the majority of the team. It also obviously helps tell your team when to rotate. On your opponent’s save rounds, make sure to not over-rotate, ALWAYS leave one player guarding the other bombsite. A sneak plant can give the other team an opportunity to buy on a round that they otherwise would not have; controlling the other team’s money is essential to controlling the game.

 

Pushes

 

Pushes on the defensive side are extremely useful. Although above I pretty much said the opposite, they are good for catching your opponents offguard. This works especially well against lesser experienced teams, because at best all they have done is dry runs of their strats, and as soon as you pick one player off the rest of them will fall apart. If your team has a very organized push that frequently works, I strongly recommend using it on your first gun round. It makes the other team scared; the next round they will probably waste flashes to counter your push, giving them less flashes as a whole, which I explained the importance of above. When attempting a solo push, your main goal is to catch one or two enemies sleeping, fragging them easily hopefully without using any nades and losing much health. A very common mistake made by players is to keep pushing after getting that initial frag. This is wrong. As a defensive player, you do NOT want to trade frags if you don’t have to, as it is too risky to keep pushing. When pushing, you should be falling back after that first set of frags, as if you had never decided to push at all. This way you are ensured that you do not trade frags, and it is just as though you had started the round 5v4 or 5v3, which will disrupt the other team's strategies drastically and give them almost no chance to win. If you trade frags, it opens a hole in the map, and your team loses a player. Don’t be selfish when you push, get what you came for and get out.

 

Training your opponents

 

Much like in poker, you can train your opponents to do something. If you play passively 5 rounds in a row, chances are your opponents will take note of that and try to do something to counter that. This is when you do something totally different, and play extremely aggressive. Keeping your opponents guessing is extremely advantageous. It makes them scared, which causes people to make mistakes, change their strats, and bait.

 

Risk assessment

 

Just like in everything, there are risks that you have to know when to take and when not to take. Pertaining to CS, it mainly focuses on peeking. You have to know when you should peek and when you should not peek. If there is a low risk of being fragged and a high probability of you getting a frag, then you should peek. This sounds easier than it really is, because your judgment could be off or tweaked by something the other team does. You need to be able to collect enough information via sounds, communication, and what you personally see to know if it is safe to peek or not. Obviously it is much riskier to peek from a place like the A site than it is the pit on inferno. The more opponents facing you, the less you should think about peeking. That is why communication is so important; with proper communication everyone should be able to correctly analyze on their own when to peek and when not to peek, leading to successful site holds. Just like in poker, it is more effective to bet into one opponent than into multiple opponents, because an increase in opponents increases their chances to hold something (which corresponds to the flop). Sort of like an increase in your opponents in counter-strike means an increase for you to be spotted, headshot, or whatever.

 

Attitude

 

There needs to be a serious attitude adjustment in many players. Whining on mm1 or mm2 during scrims does not help anyone, not even yourself. It pretty much makes everyone hate you. If I think the other team is cheating, I will never say a word to them, no matter how blatant it is. I pretty much tell myself that they are not cheating. I can’t see their point of view when they frag me - maybe they had a better angle than me? When someone I am playing with cries and cries about how the other team is cheating or how BS they are, all it does is make me hate them. It also puts the idea into your teammates’ heads, and then every time that player hits a nice shot, the guy HAS to be cheating. Everyone stops trying, everyone starts worrying about the player they think is cheating, and you start losing real bad real fast. It also boosts the other team’s confidence. I know when some idiot says I cheat it makes me think I’m good, and momentum is a powerful thing in CS. There is nothing you can do about cheating. Whining about it makes your team look immature, which leads to trash talk by other teams, which in turn frustrates your team, and causes all types of disaster. All complaining needs to be erased from your head; if that is all you do no one will want you on their team no matter how good you are. This is the number one reason teams die.

 

Knowing Smoke Grenades

 

Everyone knows how to use smokes on the offensive side, but they can be extremely useful in defending as well. Smokes should be placed in small areas where the smoke has little room to go so it is very thick. Alley on train is an excellent place for this, you can always see the offensive players seconds before they can see you. When they are in the middle of the smoke, they can see nothing but gray, and you can easily distinguish their models through the smoke.

 

Following Simple Instructions

 

During the freezetime at the beginning of every round, all talking on the mic should stop, and nothing should be said on mm2 except for your money every round. I don’t care how badly you got bs’d or if you are up 50-0, TYPE YOUR MONEY. Do not buy until it is established that everyone has enough, and if not who is dropping who a gun; there is more than enough time for this. Misbuys can cost your team several rounds and put you at a severe money disadvantage for the entire half. If you have 4.5k and one player it has 16k, it makes absolutely no sense for you to buy your own gun. Keeping money evenly distributed among players increases your buy rounds dramatically. On your save rounds, stop buying deagles unless you are instructed to do so. You will probably get enough frags to win the round 1% of the time, it’s not worth it. During freezetime, please listen for your strat caller to call something. If he calls nothing, do whatever you consider the default setup. Don’t just rush B because he didn’t call anything.

 

Aim Process

 

I believe it was bootman who said that the best way to improve your aim is by playing deathmatch with an AWP and a deagle. I honestly think this is the worst thing to do to improve your aim, unless you are strictly an awper. I do advise, however, playing deathmatch. You need to find your style, I found mine by playing TONS of deathmatch. I know when to tap, I know when to burst, I know when to spray. I never have to think twice about it. It all comes from experience, but like I said in the beginning, I think it's more about the process of fragging than it is about your actual “aim,” which I consider the process of moving your crosshair to the enemy. Most people can do this pretty easily. I’m pretty much always tapping my AK from mid to long range, sometimes even close range, and on my colt I usually spray close to mid range, and burst long range. When an opponent is crouching or in an area where it is hard for them to move (hut door of nuke), I always strafe and burst to counter their increased accuracy while crouching. When I am in a situation like I just mentioned, I always tap. The two best ways of improving your aim process is deathmatching and watching point of view demos of top players. Always note their shooting METHOD, not how good their aim is. Their aim is usually not what nets them the frag.

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Skrevet

Fint dere skriver hva dere mener.

 

Lord^: Hva var det som var så uinteressant me denne da?

 

Prøver jo bare å hjelpe da men dere trenger jo ikke å skrive noe her hvis dere synes den er så veldig uinteressang

.

Skrevet

Du blir ikke bedre av å lese slike guider. Det eneste du blir bedre av er å spille cs! Så ikke kast bort tiden på å lese deg til skills i cs, gå heller og spill!

Skrevet

Jeg er heller uenig, folk som ikke har spillt cs "over lengre tid" vil jeg faktisk tro at kan dra ganske god nytte av å lese det som står ovenfor, da får de jaffal en liten innføring...Men som og er sagt, finn din egen stil, og spill til keybordet og musa er utslitt :yes:

Skrevet

jeg tror nok dette kan hjelpe for nybegynere.

De kan ikke bare lese og gjøre akkurat som det står her, men ta det som tips, prøve de ut og utvikle seg vidre på det.

 

Som jeet kune do. Gi rettningslinjer råd tips innføring, ikke bastante regler for hva man skal og ikke skal gjøre.

 

Må si det er fryktelig mange usakelige innelgg her.

Skrevet
Attitude

 

There needs to be a serious attitude adjustment in many players. Whining on mm1 or mm2 during scrims does not help anyone, not even yourself. It pretty much makes everyone hate you. If I think the other team is cheating, I will never say a word to them, no matter how blatant it is. I pretty much tell myself that they are not cheating. I can’t see their point of view when they frag me - maybe they had a better angle than me? When someone I am playing with cries and cries about how the other team is cheating or how BS they are, all it does is make me hate them. It also puts the idea into your teammates’ heads, and then every time that player hits a nice shot, the guy HAS to be cheating. Everyone stops trying, everyone starts worrying about the player they think is cheating, and you start losing real bad real fast. It also boosts the other team’s confidence. I know when some idiot says I cheat it makes me think I’m good, and momentum is a powerful thing in CS. There is nothing you can do about cheating. Whining about it makes your team look immature, which leads to trash talk by other teams, which in turn frustrates your team, and causes all types of disaster. All complaining needs to be erased from your head; if that is all you do no one will want you on their team no matter how good you are. This is the number one reason teams die.

 

Tror det er en del av dere som trenger å lese dette avsnittet, om dere har gjort det bra på skolen så dere kan engelsk da. Jevnt over så syns jeg det var en rimelig god guide, og mange ville kunne lære noe av den om de gidder å lese den.

Kudos til Bloodmoney som faktisk gidder å bruke tid på å prøve å gi tips til andre..

 

Til dem som kommer inn i tråden kun for å si at "dette suger" og "jeg gidder ikke lese" vil jeg si: Dere bruker opp oksygenet mitt, vennligst slutt med det. ;)

Skrevet

Seriøst, har du lyst til å bli god, spill deg god. Ingen i hele verden kan lese seg god på cs. Mye av cs handler om Ingame-iq og aim, begge disse tingene går du av erfaring og ikke av tutorials..

Skrevet
Kudos til Bloodmoney som faktisk gidder å bruke tid på å prøve å gi tips til andre.. 

5863970[/snapback]

Ja for all del, han har vært flink til å copy/paste.

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