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The CS:GO Like a Pro guide shows you how to play better Counter-Strike: Global Offensive. You’ll learn lots of amazing tricks to get on the top of your game. And best of all: It’s entirely free.
We are focused on giving you the raw content rather than all the bells and whistles of a design.
We know the practices in this guide work because we use them every day. If we didn't believe they would help you and your team, we wouldn't be offering them.
- 1 Settings
- 1.1 Mouse
- 1.2 Mousepad
- 1.3 Mouse Bungee and cable management
- 1.4 Monitor
- 1.5 Keyboard
- 1.6 Headset
- 1.7 Furniture and others
- 1.8 Internet connection
- 1.9 In-game
- 1.10 config.cfg
- 1.11 autoexec.cfg
- 1.12 m_rawinput
- 1.13 binds
- 2 Reaction Time
- 3 Progression and learning curve
- 4 Warm-up and break
- 5 Slumps
- 6 Positive Thinking ,fairplay and sportsmanship
- 7 Map advantage "ctsided or tsided"
- 8 Sound
- 9 Radar
- 10 Movement
- 11 Weapons
- 12 Nades
- 13 Call-out/choke-points and communication
- 14 Strategy
- 15 Training/bootcamp
- 16 Dictionary
- 17 Interviews and AMA
- 18 Console commands
- 19 Team
- 20 Tournament
- 21 Jokes
- 22 Special thanks
If you want to compete on an even playing field, the last thing you want is a dated rig or sloppy internet connection holding you back. In a game whose combat is as finely balanced as that of Counter-Strike, just a slight frame-rate drop can be catastrophic. If you're stuck with a terrible computer, you don't really have much of a chance online against someone with a top-end machine. Also, a good computer and connection will be the same conditions you'll be playing on when you turn up to a tournament, so you won't have to adapt to different conditions when you set up on the day.
A big part of choosing the mouse that is right for you is finding one that comfortably fits your hand size and grip style. Comfort matters, and personal opinion is always an important part of picking out the right mouse. But even more important is knowing what to look for in a gaming mouse — button placement, click distance, weight, material grip and sweat resistance, driver software options and the mouse sensor itself are important parts to look at. Switching to a new mouse can take some adjusting, but it can also pay off with better control and response time. Being left-handed is not a problem since there are mice that can be used with both hands (ambidextrous) as well as mice designed for left-handed use.
Here is a selection of mice that would do well:
- Microsoft IntelliMouse Explorer 3.0
- ZOWIE EC2
- Zowie FK
- Zowie AM
- SteelSeries Kana
- Logitech G400
- Razer Deathadder
- SteelSeries Ikari Optical
- SteelSeries Rival
- Roccat Savu
A mouse with an Avago ADNS-3090 (or updated and custom version) sensor is recommended, as this sensor tends to be ideal for FPS games due to its near 1:1 acceleration, high malfunction speed, and generally good tracking. Zowie mice do have a lower max tracking speed than most mice with this sensor, due to the custom lens used by Zowie. The Deathadder 3.5G sensor is a S3888, which is a custom 3090 variant.
The Avago ADNS-9500/9800 has an acceleration bug, which is shown below. This bug makes the sensor non-ideal for Counter-Strike players.
The Avago ADNS-6010 sensor is the same as the ADNS-3090 sensor except with LASER illumination instead of LED illumination. It tends to have a low max tracking speed, so it's recommended to those not at a low sensitivity. The Cypruss ovation sensor also has a low max tracking speed.
The Phillips Twin Eye-sensor has no major bugs other than some slight jitters when you pick the mouse up, but the reported reliability of this sensor has been fairly poor, so it's not recommended.
The 9000 FPS sensor used in the Microsoft mice is an excellent sensor in terms of tracking, but it has a very low max tracking speed.
Mouse grip style
How you grip your mouse is entirely up to you. It is both dependent on the size of your hands as well as the size of your mouse. For example, if you're using a small office mouse, which you never should, chances are you'll be using the fingertip grip. The most important part about this is to choose one grip style, get used to it and then stick with it.
Disable mouse acceleration
Mouse acceleration is a feature that increases inconsistencies in your mouse, or rather cursor, movement. It accelerates the cursor depending on the current speed of it. If you're moving your mouse faster, more acceleration will be applied than at lower speed.
It is absolutely vital to disable all mouse acceleration when playing Counter-Strike or other FPS-titles. Using a mouse fix program can simplify that process. Below you can find a VBS script program which creates a registry (.reg) file that removes Windows mouse acceleration for Windows from XP up to 8.1.
Adjust Windows mouse properties
Ideally you want to use a 6/11-setting, which is shown in the picture below, and do most of the further adjustments either in your mouse software or in-game.
What if I don't use the 6/11 windows sensitivity setting?
If you use a setting lower or higher than the default windows setting, you will not get 1 to 1 windows mouse movement.
For example, say you are using 3/11. Your windows multiplier is 0.25. If you move the mouse by one pixel constantly for 3 counts, 3 * 0.25 = 0.75, and the pointer will not be moved at all. You then move another 2 counts, and 2 * 0.25 = 0.5 + the 0.75 from last time = 1.25. Now the pointer moves by 1. This happens because when Windows applies the scaling factor, it can only pass through to the game a whole (integer) number of mouse movement and it holds back or delays a remainder which is added into the next movement.
Real sensitivity (cm/360)
This is an universal measurement applicable to every first-person-shooter. The true sensitivity of the mouse is best expressed with cm/degrees. For example, having a 50/360 sensitivity means that your in-game view would do a 360 degree turn by moving the mouse 50cm to either side.
Below is a converter to determine your real sensitivity (in cm/360):
Basically, the polling rate determines how often per second the USB port polls/asks the mouse for an update on its position.
A 1000Hz polling-rate will update the mouse position 1000 times per second, which means that an update happens every 1ms. Using a 500Hz polling-rate will decrease the amount of updates per second an therefore increase the update intervall to 2ms.
For example, say you are using a polling rate of 500hz (which equals 2ms update-intervalls).
Over a period of 8ms, you move your mouse 40 pixels with constant movement and no acceleration enabled. Every 2ms your mouse sends a count of 10 pixels. Now you increase your polling rate to 1000hz (1ms) and make the same movement. Instead of 10px every 2ms, your mouse now sends 5px every 1ms. Either way, 10px*4=40px, and 5px*8=40px. Therefore, you the cursor will move the exact same distance, one is just polled more frequently.
Using a higher polling frequency increases the accuracy of the mouse. Since any FPS-player likes accuracy and hates inconsistencies the natural choice would be to use a higher polling-rate. The issue with 1000Hz polling-rates is the bigger amount of needed CPU-power. Plus, sometimes using a 1000Hz polling rate can be unstable with some mice, in which case you should use a 500Hz polling frequency.
To check if it would be better for you to use 1000hz or 500hz, you can use the app linked below.
Again, choosing the right setting is entirely up to you. There is no perfect value applicable to every player and game, which means that you have to find your perfect value with trial-and-error. It is recommended to stick with native dpi of your mouse since any other dpi-rates might be interpolated, which can increase inconsistencies. Often times, there is no need to use the maximum capacity of your mouse, which can be up to 6000dpi. You can find a video of a Logitech engineer talking about this topic below.
Some mice offer a dpi-switcher, which allows you to change the dpi on the fly. When using this technique, you might set your in-game sensivity to 1 and use your switcher to adjust accordingly.
Note: Any setting other than the 2300 DPI setting on the Zowie EC Evo, AM or FK will be interpolated.
Below, you can find a table listing the sensitivity, dpi and Hz values used by (pro-)players.
|Player||Mouse model||Mouse dpi||Mouse Hz||Windows Sensitivity||Enhanced Pointer Precision||Noforcem commands||windows Raw input||In-game-sensitivity|
|Taz||Microsoft IntelliMouse Explorer 3.0||400||500||6/11||Off||Yes||Yes||2|
|Loord||SteelSeries Kinzu v1||400||500||6/11||Off||Yes||Yes||2.4|
|pasha||SteelSeries Kinzu v2 Pro||400||500||6/11||Off||Yes||Yes||2.15|
|Edward||SteelSeries Kinzu v1||400||500||6/11||Off||Yes||Yes||3.5|
|f0rest||SteelSeries Kinzu v1||400||500||6/11||Off||Yes||Yes||3.5|
|GeT_RiGhT||SteelSeries Kinzu v1||400||500||6/11||Off||Yes||Yes||2.9|
|RobbaN||SteelSeries Kinzu v1||400||500||6/11||Off||Yes||Yes||2.1|
|MODDII||SteelSeries Ikari Optical||400||500||6/11||Off||Yes||Yes||n/a|
|Xizt||SteelSeries Ikari Optical||400||500||6/11||Off||Yes||Yes||3|
At first thought, a mousepad seems to be a simple mat you place your mouse on, but there is a bit more than that. Often times, mousepads designed for gaming purposes have a specific texture, bigger dimensions or other numerous features. Again, choosing the right mousepad is up to you. You need to be comfortable with the size, which is dependent on the sensitivity you use, as well as the texture. The latter can also influence your sensitivity. A cloth pad usually offers a bit more resistance to movement than a mousepad made out of nano-material or polymers does.
- Razer Golathius
- SteelSeries QcK+
- PureTrak Talent
- ZOWIE G-TF
Mouse Bungee and cable management
For a monitor you really want any 120hz. The lower ms response time the better. Along with your mouse and mousepad your monitor is crucial to being able to compete with the rest of the world. A monitor with an input lag (not the same as response time) which is less than one frame is recommended (16ms for 60hz, 8ms for 120hz and 6.9ms for 144hz). Response time refers to the time needed to change the color of a pixel, usually from grey to grey, so it's not a measurement of lag, but ghosting. Having a 120hz monitor is a massive advantage. If a monitor is 120hz, that means it refreshes the screen 120 times/second. A normal, 60hz monitor will only refresh it 60 times per second. 120hz is instantly noticeable even in normal browsing, as it makes your experience incredibly smooth. Many players also like to change the Digital Vibrance option (nvidia control) or Dispay Color (AMD catalyst control center)
There are also monitors capable of getting 144 hz on the market, such as the BenQ xl2420te. the difference between 120 and 144 hertz is very difficult to notice for me. If you do not believe that 120hz is that good, try going to a local electronic store and see if they have one on display. I am sure you will be astounded. The difference between 120Hz and 144Hz is somewhat noticeable if you are sensitive to any lag, but it's not very significant.
Keep in mind these monitors are by no means cheap. They can run upwards of $300 Another downside to the monitors is their colour is generally fairly poor because 120Hz monitor, apart from the Eizo FG2421 (VA panel), are TN panel monitors, for which the color quality is worse than an IPS or VA panel. This will be extremely obvious in older monitors.
Before you get your 120hz monitor, here are some things to be warned of: Do NOT use an HDMI cable UNLESS it is hdmi 1.4 or newer. Older HDMI cables simply cannot transmit enough data for 120hz and 1080p. When you plug it in, remember to set the refresh rate to 120/144hz in monitor settings (Right click desktop>Screen resolution>Advanced Settings>Monitor Tab>Screen Refresh Rate)
Examples: benq xl2420te, asus VG248QE, and many others
Mechanical Keyboards are desired by many professional players for their old-school feel, as well as tactical response. There are a wide array of keyboards on the market. If you are short on cash, this is one hardware upgrade that will not benefit as much.
Examples: cm storm quickfire rapid, Rosewill RK9000, many others.
Invest in a good set of headphones and pay attention to sound. Enemy reload noises will let you know when it’s safe to rush in, as will panicked running. Plus, you’ll be more aware of your own noise, encouraging stealthier, safer approaches. Many gaming headsets provide Microphones, which are incredibly essential for team communication. You can often tell when you are going to win an MM game by how many people have a microphone. Even if you are completely outmatched, just relaying info to your team will help tremendously.
Examples : SteelSeries Siberia v2 Razer Kraken Audio-technica ATH-AD700 or the cheap alternative superlux HD668b
(note that the audio technica's and superlux's do not include a mic, so you will need to separately purchase one. note that both are also open designed and work best in quiet environment)
Furniture and others
Those are really optional piece of equipment to own
You should check your internet connection for Packet loss and jitters
Pingtest.net give a grade this grade should be A this means o% packet loss and very little jitters .
If you don't have a grade A you should complain to your Internet provider, this should not happens nowadays, you are put at a disadvantage. Before complaining to your Ips run an hmc test for 24h hmc test .This will allow you to now which hops is ruining your connection and fight back at your Ips who always denied and blame on your installation ...
It is always wise to play with a net graph because it gives you real time information on the client and the server. It is usually very useful to glance at it from time to time to see how much lag you have or how the client and server are communicating to each other. Although the position can be a nuisance, it is best to look at the commands below to find out what is best suitable and comfortable for you. This graph will be displayed on the screen and can be toggled on or off, but I feel it is best to keep it on.
Many pro players use a 4:3 resolution. There is no other reason for that than them being used to it from the older Counter-Strike games. Lower resolutions are also beneficial on LANs with low end computers. Some are switching to 16:9 lately to get a 106.3 FOV. If your machine is capable of running the game on a stable framerate of 120+FPS on your native resolution, then there is no reason to not use it. This possibly will be the future standard of pro gaming for probably the next 5 years.
Some people feel that when they use a 4:3 aspect ratio, the targets on screen look bigger. Many compare it to hitting a car (16:9) to hitting a van (4:3). Try out both for a match of death-match, and see which you prefer.
At 16:9 your horizontal FOV in CSGO is 106.3 degrees – a FOV many gamers will be familiar with. On a 16:10 monitor your horizontal FOV becomes 100.4 degrees, seeing less to the left and right than your 16:9 Resolution. Running 4:3, your FOV is cut to merely 90 degrees.
Smaller FOVs tend to exaggerate camera movement, whilst larger FOVs tend to minimize its effect on the image. Thus setting a wider FOV can sometimes help to reduce motion sickness during game-play. Wider FOVs introduce more perspective distortion into a image, whereas small FOVs tend to flatten perspective. The distortion is caused by projecting (spherical) optical geometry onto a flat screen - that's why IMAX Dome screens are curved. Like all optical artifacts, perspective distortion is much more noticeable in still images than in the moving images of FPS game-play.
Below, you can find a table listing the resolution, aspect ratio used by (pro-)players.
|Player||Resolution||detail lvl||aspect ratio|
|xizt||1024×768||Low||4:3 with black bars|
Launch options are commands, that will force the game to perform an action use a specific setting at launch. To get to the launch options, open your Steam library and search for the 'Counter-Strike: Global Offensive' entry. Right click, and select properties. Ensure you are under that tab 'General' and select "Set Launch Options".
There are lots of launch options for CS:GO, but a lot of the commands you might find on other websites are either incomplete and aren't used by the game anymore. This is mostly the case for parameters that were used in older Counter-Strike games such as CS 1.6 and CS:Source.
In the table below the most commonly used commands are listed alphabetically together with their function.
|-console||Start the game with the developer console enabled|
|-freq <rate> or -refresh <rate> or -refreshrate <rate>||Force a specific refresh rate|
|-high||Set the game's priority to high|
|-novid||Prevent intro videos from running at startup|
|-noforcemaccel||Use the Windows mouse acceleration settings; only works if -useforcedmparms is set|
|-noforcemspd||Use the Windows mouse speed settings; only works if -useforcedmparms is set|
|-useforcedmparms||Allow the use of -noforcemspd and -noforcemaccel|
If you are interested in further reading about this topic, you can find a comprehensive collection of launch parameters in the Valve Developer Wiki.
Below is an example of CS:GO's Launch Options window.
Understanding how the netcode of the Source Engine, on which CS:GO is based on, works is not an easy task. However, there are only five main settings that will influence your performance on the server. An example of a net configuration that is usable on both 64-tick as well as 128-tick servers plus an explanation of the various commands and terms can be found below. If you are not interested in a lot of tech talk, you might want to skip to the config.
This term will be used a lot and it is the probably most controversary topic of CS:GO right now. It's not as difficult to understand as it might seem at first.
The server you are playing on simulates the happenings in individual time steps, which are called ticks. The length of a tick is by default 15ms but is dependent on the tick rate of the server. During each tick, the server refreshes player and object positions, processes incoming user information such as hits and misses, checks rules and does much more. After a tick has been simulated, the server checks if any of the connected clients needs an update. If so, the server will send a snapshot of the current game state to the user whose client will then display this state. This happens between 64 and 128 times per second.
A higher tickrate will increase the precision of the simulation at cost of higher CPU usage and bandwidth, meaning that servers with higher tickrates are more expensive to run than servers with lower tickrates. Although the official explanation for using 64-tick servers for matchmaking purposes is a bit different than that, the cost factor is most likely the reason why Valve still uses inferior servers.
"Rate" determines the size of the packages sent every tick. "128000" is the value that will make CS:GO choose the biggest value allowed and, if possible, will send and receive packages 128,000 bytes big. To be able to use this setting, you will need a internet connection that can actually transfer packages this big up to 128 times per second. If not, choose a lower rate.
cl_cmdrate & cl_updaterate
"cl_cmdrate" and "cl_updaterate" determine how often per second the client communicates (sends and receives packages) with the server. "128" is optimal, since you will be able to use 128-tick servers at their full potential and 64-tick servers will lower your value to their own rate (which is 64).
"cl_interp" sets the minimum value for your client-side linear interpolation (called LERP). Setting it to 0 disables the minimum, allowing cl_interp_ratio to manage your LERP value.
"cl_interp_ratio" determines how many packages (often called snapshots) are kept in your client to make up for potential packet loss. If you set this value to 1, one snapshot (which is about 15.625ms on 64-tick servers) will be stored. (This will result in a cl_interp-value of "0.015625")
Since most people don't have loss (and if you have loss, you should probably be getting a better connection anyway), most people will have the best experience with cl_interp_ratio 1. This means you only have 1 snapshot to work with in the case 1 is lost.
Since 2 snapshots are required to interpolate between in cases, this means that your client will have no interpolation delay at the expense of not being resilient in the case your connection does actually get loss.If you set your cl_interp_ratio to 2 (with cl_interp 0), you'll always have 2 extra snapshots (15.625ms LERP at 128 update rate) to work with. But remember: Interpolating and having packet loss is something that puts you at a big disadvantage since you're not seeing what is really happening.
Example net config for 64-/128-tick servers
rate "128000" cl_interp "0" cl_interp_ratio "1" cl_cmdrate "128" cl_updaterate "128"
The easiest way to set your cross-hair settings is to use : http://www.krisskarbo.com/csgocrosshair
Here is a example of my small green crosshair:
|cl_crosshair_drawoutline"1"||Draw an outline|
|cl_crosshair_outlinethickness "1"||Define the thickness of the outline|
|cl_crosshairalpha "200"||Transparency of the cross-hair|
|cl_crosshaircolor "5"||Define the color of the cross-hair|
|cl_crosshaircolor_b "0"||Define the amount of blue in the color|
|cl_crosshaircolor_g "250"||Define the amount of green in the cross-hair color|
|cl_crosshaircolor_r "0"||Define the amount of red in the cross-hair color|
|cl_crosshairdot "0"||Set to 1 for a dot in the middle 0 for nothing|
|cl_crosshairgap "-3"||Size of the gap|
|cl_crosshairstyle "4"||Style this is classic|
|cl_crosshairthickness "0.75"||Thickness of the line|
|cl_crosshairusealpha "150"||Transparency of the cross-hair|
The config.cfg file is the file where all your settings are collected. Every parameter and every command can be found here. Using an autoexec.cfg makes modifying this file unnecessary.
If you have found your optimal settings, you might want to backup this file, as well as the autoexec.cfg, in order to be able to restore it at a later point.
Having an autoexec.cfg file set up is really helpful. It keeps the extra user commands like your buy binds ,crosshair, separate from your config file which is crowded with all the default settings. It makes it easier to share your settings with other users and helps keep everything organised. A must to have for tournament having this .cfg on a usb key or web-server so you can have it at anytime if you don't play on your own computer
How to do a autoexec.cfg
Open a new document in note pad and type whatever scripting code you want to include. I put in my buy binds that I wanted to use.
Once you are done, save the file exactly as you see below:
Make sure you save it to the following directory:
/Steam/steamapps/common/Counter-Strike Global Offensive/csgo/cfg
Navigate back to the same directory:
/Steam/steamapps/common/Counter-Strike Global Offensive/csgo/cfg
Find the following file:
Open it up using notepad and add this line:
Once done, save the file and close it.
this last step is just a security measure since cs go automatically execute autoexec.cfg
Here is my autoexec.cfg:
|clear||Clear all console output|
|Setup your mouse sensitivity and raw input|
|Set my rate|
|fps_max "999"||Set your fps max to 999|
cl_crosshair_outlinethickness "1" cl_crosshairalpha "200" cl_crosshaircolor "5"
cl_crosshaircolor_b "0" cl_crosshaircolor_g "250" cl_crosshaircolor_r "0"
cl_crosshairdot "0" cl_crosshairgap "-3"
cl_crosshairscale "1" cl_crosshairsize "2"
cl_crosshairstyle "4" cl_crosshairthickness "0.75"
|Setups all my cross-hair settings|
cl_bobcycle "1" cl_bob_lower_amt "0" cl_bobamt_lat "0" cl_bobamt_vert "0"
|Remove the movement of your weapon while running|
|snd_mixahead "0.05"||reduce sound delay|
bind "0" "slot10" bind "1" "slot1"
bind "2" "slot2" bind "3" "slot3" bind "4" "slot4"
bind "5" "slot5" bind "6" "slot6" bind "7" "slot7"
bind "8" "slot8" bind "9" "slot9" bind "a" "+moveleft" bind "c" "radio3" bind "d" "+moveright"
bind "e" "+use" bind "f" "+lookatweapon" bind "g" "drop"
bind "i" "show_loadout_toggle" bind "m" "teammenu" bind "q" "+voicerecord" bind "r" "+reload"
bind "s" "+back" bind "u" "messagemode2" bind "w" "+forward"
bind "x" "radio2" bind "y" "messagemode" bind "z" "radio1" bind "]" "lastinv"
bind "`" "toggleconsole" bind "," "buyammo1" bind "." "buyammo2"
bind "SPACE" "+jump" bind "TAB" "+showscores" bind "CAPSLOCK" "+speed"
bind "ESCAPE" "cancelselect" bind "DEL" "mute" bind "PAUSE" "pause"
bind "SHIFT" "+duck" bind "F1" "buymenu" bind "F2" "autobuy" bind "F3" "rebuy" bind "F4" "bug" bind "F5" "jpeg"
bind "F6" "save quick" bind "F7" "load quick" bind "F10" "quit prompt" bind "MOUSE1" "+attack"
bind "MOUSE2" "+attack2" bind "MWHEELUP" "invprev" bind "MWHEELDOWN" "invnext"
|setup my binds|
echo ">>>>>>>>>>>chiwarwar- CS:GO config loaded"
|Send the message ">>>>>>>>>>>chiwarwar- CS:GO config loaded" in the console so i can see that my autoexec.cfg was loaded for sure|
Many people asked us lots of question on m_rawinput ,especially why would we want to not have it on .Of course almost everybody wants raw input but at the begin of csgo that command was faulty and since our windows setup was already perfect we didn't have the need to use this command i personally don't even know if this command is still faulty but few players use it .We believe it's better to have your mouse performing always the same way no matter what you do either surfing the web or playing cs go , muscle memory is your friend ...
A lots of pro-players use binds ,this is very personal preferences. A bind is a command who allow you to assign a command to a key on keyboard or mouse Write in the console or autoexec.cfg :
bind "key name" "action name" keep the quotes.
the action could be, buy , use weapon, voice ,say ,kill,exec,ect ... while the key name could be any key name reconnized by the game.
Exemple to bind buy : bind "f1" "buy ak47"
if you want more then one action then you could do it this way :
bind “key” “action1;action2;action3”
exemple to bind buy : bind f1 "buy ak47;buy deagle;buy p250;buy hegrenade; buy vesthelm"
You could had a +or- in front of some function to make the action happen only when the button is pressed down or released
Exemple :bind w +forward // make the w key move you forward as long as you hold it down
also you could use some alias, Alias is used for grouping actions in one
Exemple :alias go_slot4 "weapon_hegrenade; weapon_flashbang; weapon_smokegrenade"
The wait command is very helpful when you have a long line of command, it is wise to put "wait" sometime , to avoid lags or crash od the full bind
here is a exemple of what pro player use:
|F0rest||bind "kp_pgdn" "buy m4a1;buy ak47"||buy an m4a1 or ak47|
|Fifflaren||bind "MWHEELUP" "use weapon_hegrenade"||use grenade when using mouse wheel up|
|Friberg||bind "HOME" "Say_Team DROP / ECO"||tell the team drop eco|
could not find any use of alias in nip .cfg only simple binds
Reaction time or mental chronometry is the use of response time in perceptual-motor tasks to interfere the content, duration, and temporal sequencing of cognitive operations
In an other word applied to the CS:GO the time it will take you to fire your weapon when a foe appear on your screen assuming your cross-hair was placed on him.
Response time is the sum reaction time plus movement time. that's where cross-hair placement make all its sense.
The mean reaction times for sprinters at the Beijing Olympics were 166 ms for males and 189 ms for females, but in one out of 1,000 starts they can achieve 109 ms and 121 ms, respectively.
Another good example is Friberg from NIP which is the entry fragger scored an Average of 205 on humanbenchmark which is around average and Devilwalk 207 shown here
if you guys are around 200 to 300 i would not worry too much about it
the best way to improve your reaction time is to Aim map Deathmatch and exercise to stay Fit
You can also improve your reaction time by training yourself to react to things that move faster than the needs of your game.
Buy a Reaction Ball: Reaction balls are balls that have little lumps all over them causing them to bounce in random directions. Not only can using a reaction ball help increase reaction time, but they can also provide a pretty decent workout once you become more accustomed to them.
Get proper sleep , I can’t stress this point enough. If you don’t get at least 8 hours sleep a night, you won’t react as fast as someone that did. Don’t let your opponent get more sleep than you.
Progression and learning curve
This graph is representational of an average Dude (chiwarwar) of rank gained over time. As different people have different backgrounds or aptitudes, numbers of hours played , some may learn considerably faster or slower than others.
rank 1 being "Silver 1" to Rank 18 being "The Global elite"
As you can see the road to the global elite is very very bumpy, getting through a lots of slumps, one after another.
Warm-up and break
A study has been done to test the theory of the effect of temperature on reaction time. The body temperatures of a person were taken six times throughout the day. Immediately after the body temperatures were taken, the person played a game that measures a person’s reaction time.
This was done for three days straight and the average temperature and reaction time of each hour was recorded.
Results showed that with the varying body temperatures throughout the day, the reaction times varied as well. The range of body temperatures was from 96 degrees to about 98.4 degrees Fahrenheit. At the lowest temperature which was taken at 4 A.M. (96 degrees) the reaction time was .3314 seconds. At 12 P.M. the average body temperature was the highest at 98.4 degrees.
At that time, the reaction time was the quickest at .23 seconds. Results showed that the quickest reaction times were from 12 P.M. and 4 P.M. which was when body temperatures were high. The slowest reaction times were between 8 P.M. and 4 A.M. that was when body temperatures were low.
So you might want to warm up your body a bit before the big game.
Here is a funny video of a SC2 player warming up
some extra documentation on the effect of temperature on our reaction time :
Now a word on taking a break In order for us to develop any new skill, we have to get new information into our brains. We accumulate this new information through reading instruction books (csgolikeapro), coaching, practicing, and introspection about our performance. These processes are mostly conscious and effortful. Information first coming into our system is “raw” and needs to be processed.
Believe it or not, a lot of this processing is unconscious and happens without our direct effort. It occurs when we are sleeping, and when we are not thinking consciously about our game. There is scientific evidence showing that students who take a nap right after studying remember the information better than those who remain awake!
Although you are sound asleep, your brain is still working hard at processing all of that information. Our brains have limited capacity for this raw information. the information already in the system needs to be processed before more information can be added.
Anyone who has tried to cram for a test in school can relate. After a certain period of studying without a break, it seems like your brain is full and no more can get in. The same is true for learning Game skills. If you feel that you are putting in more than enough training and practice time but seem to be stuck, it may be time for a break.
Athletes may experience this as a prolonged slump, or as a plateau that they just can’t overcome.(check Slump section and learning curve section)
As for the amount of time you should take off, it will differ for everyone, and will even differ within a person depending on the type of plateau or slump you are in.
As a dedicated gamer, you may fear that taking time off from CS entirely will result in losing skills and being even further behind. If you are truly in a position where your mind is sludged up with too much information, thoughts about mechanics, and frustration, I can assure you that the time off will be more valuable than adding more to the pile.
So TAKE BREAKS
It happens to everyone at some point. Slumps in counter-strike are basically a session or a period of time where you under-perform. whenever a player is in a slump their first reaction is to change their settings or sensitivity. THIS IS WRONG, NEVER EVER CHANGE YOUR SETTINGS . Every good player knows that slumps are part of being a gamer. No one on this earth is able to play a perfect game forever. The best way to pull out of slumps are to prevent them in the first place. It’s much easier to quit when you’re playing bad than to try and figure out why you are playing bad. The truly great players are able to recover from slumps quickly because they recognize why they are playing bad without putting too much pressure on themselves for playing bad.
Also DR. E. Paul Zehr, Ph.D. had a study on Slumps in sports named "Black Belt Brain Musings on movement and the mind." link here what he said is basically you are thinking too much ... so go for a walk refresh you mind and come back with a killer mind .
Positive Thinking ,fairplay and sportsmanship
Focusing on the things we can control Staying positive is the best way to control how you will be playing in the future. Positive thinking can play a huge part in the consistency of your play and even directly in your stats.
Why do you think someone in a slump stays there for so long? It's because they are lacking positive thoughts. Most of the time when you are in a slump you're thinking "oh god, please just let me get a hit here" or "oh god, please just let me get the frag ", both negative thoughts. If a player were to switch these thoughts to positive ones such as "you can do it" or "you have prepared yourself for this", then the chances of you getting out of that slump quicker are much better.
Sometimes there are things we can't control however. Things such as whether or not we are being played, the score, if you made the team or not. You cannot control any of these things, so thinking about them would not be a positive action. Instead a player should focus on what he can control and prepare himself accordingly with a positive attitude and positive thinking.
Preparation is one thing we can control, so prepare yourself with a positive mind to succeed, and you will! Think positive and focus only on what you can control. This is especially true in MM if you start being negative to your team mate there is very little chance you will win the game .Instead try positive reinforcement as "he got this guys" , "Nice try" ,ect ...
Another good exemple of positive thinking is Fnatic at the dreamhack winter 2013 . Against all odds even the shoutcaster: semmler , anders and others didnt believe in them for a second here i quote them:
"one of the reason i didn't think of fnatic to highly in this tournament,it's simple the fact they make a change so close to this tournament when you switch to a new IGL and give the team days to practice you really can't expect big things but big things is what we seing right now"
"nip gonna crush this 2-0, i'll be surprise if fnatic will get 10 rounds on both of this maps"
You can see what happened in a beautiful video here at no point in this you can hear negative thought from them ,that's the only reason they won this tournament.
Devilwalk and carn knows best positive thinking and positive reinforcement is the key for Success
A little about fairplay and sportsmanship ,Counter-strike inspires people all around the world and that passion comes from the game being played in the right way, with the right atmosphere. Everyone plays to win, but how we react in every situation is very important.
We all share the same passion for the game, and we have to respect each other at all times. It is important to remember that younger people watch Live coverage, and we are role models to the next generation.
Fnatic learned it the hard way being booed and loosing fans after what happened at the DreamHack Bucharest 2013 here (in this video you can see the face of Carn(manager)and nip team ,completly shocked by the Behavior of fnatic players),Fnatic apologised a trendemous amount of times. More article on fair-play and match fixing
Map advantage "ctsided or tsided"
You will hear this conversation all the time in game. If a map is CT sided it means the CT's have an advantage on that specific map. Say Nuke, the CT's can rotate extremely quickly and can also hold the sites easily, this makes Nuke a CT sided map. If a map is T sided it means the terrorists have an advantage on that map. Often this will mean terrorist control the smokes, and will also have an easier time getting some map control compared to CT sided maps. There are barely any T sided maps in the professional map pool as of right now, but one of them is Dust2.
Here is the official stats from valves
Sound is very important in this game because it gives you information. The directional sound is very important and will need to always be accurate because calls are always going to be made when you’re playing competitively.
this are some command that could help you :
|snd_mixahead "0.05"||Lower the sound buffer delay to 5ms (default is 10ms)|
|voice_scale "between 0 and 1"||This lower in-game voice chat , very useful when teammates are too loud.|
|snd_musicvolume "0"||Disable music|
As you progress you will be looking more at your radar because it displays the location of your teammates, bomb, and enemies. One of the key things to understand about the radar is depth perception. Although the radar is 2D, there will be a ‘T’ like line that will tell you if your ally is below or above you. This will definitely help you when you play maps with multiple elevations . Knowing how to use your radar can prevent you from shooting your teammates after a gunfight. Gunfights can leave you startled and confused, and it is easy to get lost in the heat of a battle. The radar can ease your stress because you will know if your teammates are nearby.
Being radar-aware is an important part of becoming a pro. On older versions of proper cs games like 1.6, 1.5, 1.3, 1.1, etc, you couldn't see the map on the radar, and on CS:GO you can't see the entire map by default. The maps have different sizes, so there ain't a perfect cl_radar_scale value, but I use 0.4, which is the mininum. I've seen people using 0.6. When you decrease the scale, the icon for teammates and decoys and enemies becomes too big for the map size, so you want to lower your cl_radar_icon_scale_min to 0.6. The majority of player will use 1 as value for both cl_radar_always_centered and cl_radar_rotate.
Movement is more important in Counter-Strike than your ability to aim or react. All the rifles have a huge movement penalty. You need be completely still when you fire to be fully accurate.
The quality of your aim often depends on your daily form. On a good day, you will hit those flick shots and have great reactions - on a bad day, you won't. If you manage to have constantly good crosshair placement, you can eliminate inconsistencies and perfom well even on bad days. The reason for that is simple. By having good crosshair placement you will reduce the amount of correction needed in order to place your crosshair on your opponent's head. You reduce both your reaction time as well as any impact of your daily form.
An example: Both Player A and Player B have an average reaction time to visual stimuli of 250ms, Player A has significantly better crosshair placement. Player A and B are peeking at the very same time and face each other directly. Who will win? Player A - Because he can react quicker. Even though they have the same reaction speed, Player A is able to shoot quicker and more accurately than Player B, because his crosshair is already on B's head and no correction is needed.
One of the most vital things about crosshair placement is to keep your crosshair at head level at all times. Aiming at the floor will significantly increase the time you need to place your crosshair on your opponent and will, on a higher skill level, get you killed almost instantly. Another important part is snapping your crosshair to the wall you are peeking around. Instead of explaining this technique verbally, we will refer to the video tutorials below. Especially the one created by AdreN explains this technique really well.
I’m pretty sure many players wonder when they should be bursting, shooting singles, or spraying. There are certain areas of maps that are great for both, but this is all determined by the distance between you and the enemy. Most enemies that are long range should be dealt with by single bullet shooting because it will be more accurate overall. In the event you are having a long range battle you can shoot two bullets, but the problem is that the person who has the most mobility long range will win. This is because when you stop to shoot two bullets, the person who shoots 1 bullet will have more mobility – the person who shoots two bullets will have to adjust their aim often to try to hit the enemies head. If you and your opponent are mid-range then bursting is fine. Mid-range will allow you to shoot your two bullets and get the most damage out of them because they are up-close and easier to hit. I’m not saying to automatically switch your play – I’m just stating the theory behind my actions. In long to mid-range battles tagging is not as effective, but you still can be slowed down; therefore, you should always be on the move. If they are close up and in front of you, then you can spray point blank
Means to begin shooting into a location before you've peeked the corner. It’s basically moving and shooting in a single action. If someone’s location is known, they cannot out-react a prefire, and they will perish. Do not be afraid to prefire known hiding spots, for example, if you're pushing down secret on Nuke, you can 'Pre-Fire' the vent exit as you're pushing down to B.
Learn the encounter points. They’re obviously specific to each map. Once you figure it out learn how to flash push into encounter points so you can take extra ground and set yourself up for a play.
Never forget that you can walk in Counter-Strike, so that when you're clutching in a 1vX, you can hold your walk key (default SHIFT) and the enemies will find it very difficult to find you unless they see you. Walking makes your footsteps silent but makes you move slower, so make sure you use it in the right situation.
The stutter step, is a technique that pro players use to own everyone. Basically, when you are strafing to peek a corner, you tap the opposite directional movement key to completely halt your momentum. Think of it as cancelling out you momentum. This is a very quick tap. If you hold the key down too long you’ll start momentum in the opposite direction instead of coming to a complete halt. If you do it fast enough it looks like you're not even stopping. Go into a server by yourself and practice stop shooting at walls. Shoot a square into a wall, and focus on getting your stutter step shots into that square. When you master the technique you will be able to juke back and forth with ease while firing perfectly accurate shots.
Never, ever, walk around a corner, unless you are sure nobody will shoot you (sometimes ct will rush long, and consistently use walk to get to mid and kill tr's). If you walk around a corner your opponent will see you infinitely sooner than you will see him. The only exception to this rule is when you are AWPing. Always use full speed to check a corner. CS won’t play a foot step sound until you reach a certain speed. When you do this technique properly you can peek at full speed without making a sound.
There are "safer" lanes in every single Counter-Strike map. There's a way to move where you only expose yourself to one angle at any given time, while at the same time playing the inside lane. When I say play the inside lane, I mean always be on the inside of the threatening corner.
An example of an inside corner is hugging the left wall as a T pushing A long on Dust2. The reason you always hug the inside corner is that a peeker has to fully expose his body to peek you. This gives you more time to make the frag. A lot of newbies run up the outside lane thinking they can see a defender first, but they're just going to get shot by a peeker’s left eye ball.
In cs:go bhop is much less effective than previous version of the game A skilled jump technique that enables the player who uses it to : - move about 150% of their normal running speed - achieve greater jumping distances (about 150%) - be more unpredictable in his/her movement Bunny Hopping is totally legitimate. list of all the tutorial on bhop
Crouching in cs go can be punitive don't use it unless of very close combat, in every other occasion just forget about it , step stuttering is so much more rewarding crouching boost slightly your accuracy but not enough to make it viable against step stuttering
Planting and successfully defending the bomb until the timer ends and the bomb explodes will win terrorists the round. The bomb takes just under 4 seconds to plant, and cannot be planted while moving or jumping. The bomb timer is 45 seconds in competitive matchmaking.
If the player planting the bomb is standing while planting, his player model will crouch during bomb plant and then stand back up. Planting the bomb while crouching is more discreet, however, because the player model does not stand up after the bomb is finished planting.
Bomb plant spots
For Full buying round you should stick with M4/Ak47 or awp if you are the sniper of your team if you are little too tight on money get galil/famas . P250 is probably your best choice for full saving round for only $300, efficient against armor.
As you can see below Andreas "Xyp9x" Højsleth from the team Copenhagen Wolves is what is called (AK whore) A few interesting stats came out of his performance this year, and the main one is that he had the best KPR (kills per round) with the AK47 of 0.37, making him the most lethal wielder of that weapon, just ahead of VeryGames' duo of Adil "ScreaM" Benrlitom and Richard "shox" Papillon. Seeing as no other player used the AK so much (51%), since he tends to pick it up even on the CT side (24% of his AK kills were as CT), it should be no surprise that he holds the first place. But interestingly, he is also one of the best rated players on the Terrorist side for the whole year
As you notice this player never get kills with smg or heavy ...
|Weapon name||Price||Ammo capacity||Damage head&neck||Damage chest&arm||Damage stomach||Damage leg||Speed||Zoomed|
|Glock||200||20 120||130 61||32 15||40 19||24||240|
|P2000||200||13 52||138 70||34 17||43 21||26||240|
|USP-S||200||12/24||138 70||34 17||43 21||26||240|
|P250||300||13/52||138 107||34 26||43 33||25||240|
|CZ75-Auto||300||12/12||138 107||34 26||43 33||25||240|
|Five-seveN||500||20 100||125 114||31 28||39 35||23||240|
|Desert Eagle||800||7/35||247 230||61 57||77 71||46||230|
|Dual Berettas||700||30 120||148 77||37 19||46 24||27||240|
|Tec-9||500||32/120||130 117||32 29||40 24||24||240|
|Nova||1200||8 35||101 100||100 108||124 105||108||220|
|XM1014||2200||7 32||154 124||114 90||120 114||84||215|
|Sawed-Off||1200||7/32||113* 170||112105||102* 104||105||210|
|MAG-7||1800||5/32||104 156||104 114||128 120||114||225|
|M249||5200||100/200||127 102||31 25||39 31||23||195|
|Negev||5700||150/200||139 104||34 26||43 32||26||195|
|MAC-10||1050||30/100||114 54||28 13||35 16||21||240|
|MP9||1250||30/120||102 51||25 12||31 15||19||240|
|MP7||1700||30/120||114 60||28 15||35 18||21||220|
|UMP-45||1200||25/100||138 75||34 18||43 23||25||230|
|P90||2350||50/100||102 66||25 16||32 20||19||230|
|PP-Bizon||1400||64/120||106 50||26 12||33 15||19||240|
|Galil AR||2000||35/90||119 92||29 23||37 29||22||215|
|FAMAS||2250||25/90||119 83||29 20||37 26||22||220|
|AK-47||2700||30/90||143 111||35 27||44 34||26||215|
|M4A4||3100||30/90||131 92||32 23||41 28||24||225|
|M4A1-S||2900||20/40||131 92||32 23||41 28||24||225|
|SG 553||3000||30/90||119 119||29 29||37 37||22||210|
|AUG||3300||30/90||111 100||27 25||34 31||20||220||(150)|
|SSG 08||2000||10/90||351 298||87 74||109 93||65||230|
|G3SG1||5000||20/90||319 263||79 65||99 82||59||215||(150)|
|SCAR-20||5000||20/90||319 263||79 65||99 82||59||215||(150)|
|AWP||4750||10/30||459 448||114 112||143 140||86||200||(150)|
Weapon Recoil & Inaccuracy
When you fire a gun in CS:GO, there are two essential factors that affect where your bullets end up hitting: recoil and inaccuracy. Learning to control both of these things is absolutely necessary to master the game.
In cs go the recoil pattern (or Spray pattern)for each gun is perfectly repeatable, and advanced players will also compensate for side-to-side motion in order to land more shots on their target. Controlling recoil is very important and needs to be studied and applied in game
here is some command with which you can train your spray control :
sv_cheats 1, sv_infinite_ammo 1 > sv_showimpacts 1. Try shooting all of your bullets in a wall by holding down ‘mouse1’ and keeping your bullets in a small circle.
Each weapon has a different amount of inaccuracy, which increases greatly as you move, jump, climb ladders, fire shots in rapid succession. Inaccuracy causes bullets to hit in a random radius around their position in the underlying recoil pattern. Higher inaccuracy means a larger radius. If you are standing still or crouching, the effect of recoil dominates inaccuracy, which is why it is greatly beneficial to learn the spray pattern for each weapon and make your best effort to compensate for it.
Call-out/choke-points and communication
These call-out are used to communicate with your team where you are, where the enemy is, where the bomb is planted, and other communication of that nature.
As with all team-based games, but perhaps even more so with Counter-Strike, it's important to be in good contact with your team mates throughout a match. A lack of communication can be the difference between a decisive victory and an embarrassing, crushing defeat, so talking to each other is tremendously important. But simply maintaining contact isn't enough: it's imperative to be efficient with your communications. It's best to keep your calls about what's happening short and quick, and explain everything you know, such as how many enemies you see, if you see the bomb carrier, and what weapons they have.
The economy is huge part of this game it will either set you up for a win or a loss.
An 'eco' round is a round where your team buys nothing, or very little in the way of guns or equipment. This is usually because one or more members of the team cannot afford to do a full buy and can't have a gun dropped for them by someone else, so the whole team ecos and tries to save up some money. A team may eco for a few rounds until the entire team can each afford their preferred buy. It is always sensible to eco even when only one or two people can't afford to buy because otherwise everyone else is spending a lot of money when they are likely to end up in a situation where they lose a person and end up outnumbered. Better to eco early and not waste a round where you'll end up losing anyway because of this.
Teams that try to retake the second round often use a p250+armor buy but don't feel inclined to buy SMGs. If you come up against rifles then they'll be useless.
An anti-eco round is a round where you know the other team is going to eco. For example, if you win the pistol round then the other team will have to eco. You could buy SMGs on an anti-eco round as they will do good damage against unarmoured enemies and if you should happen to get killed, the enemy doesn't have a gun as powerful as a rifle.
In the first round of each half the teams have the pistol round. How you spend the money in this round is up to you, although many people recommend that you spend money in order to maximise your chances of winning the pistol round which will force the other team to eco in the 2nd round. Each team starts with $800 on the first round of each half so make sure you spend that money wisely.
Depending on the team set up and player's personal pistol preference, some players might want to buy armour and some buy grenades. Some might buy a grenade and a different weapon, such as the P250 which is quite popular. Or some might just buy the new weapon on its own, although the starter pistols are not bad against enemies without a helmet anyway.
On the CT side you will probably want to have at least 1 player buying a defuse kit in case the Ts get the bomb down.
If the game is getting close to a loss and one team has a substantial lead over the other, then the losing team might be forced into a cheaper buy in the next round in order to try and stem the tide which is known as a 'force buy'. This is risky and should only be done if absolutely necessary as if they lose the 'cheap' buy round then they might end up ecoing for too long and lose the game. We see pros try it and it doesn't always work out so always judge the game carefully.
When everyone on your team has enough money, you should all do a full buy. This means armour + helmet which will cost you $1000, rifle of choice (m4 for CT, ak for T) which will cost you $2700-3100 or sniper rifle if the team uses a sniper rifle ($4750 for AWP, $5000 for auto-sniper). You will also want some grenades too and as a CT it won't hurt to have your own defuse kit if you have the money for one. In an organised team only one person at each bombsite members might carry a defuse kit.
A full buy for the CTs will cost more money than the Ts as the CT weapons are more expensive and they will also need those defuse kits too. On the CT side one person at each bombsite might want to use a smoke to put off a T rush.
So a full buy for an average T might go like this: armor + helmet, ak, some grenades (2 flash-bangs for $400 as an example here) for a total of $4100. Obviously depending on your role you might not need 2 flashbangs, you might need a smoke grenade instead ($300) or if you personally don't have the extra money spare you might have no grenades at all. If this is the case make sure someone else on the team is carrying some grenades.
A full buy as an average CT might look like this: armour + helmet, m4a4, some grenades (again 2 flashbangs for $400 as an example) for a total of $4500. Again, you might need different grenades depending on what you're doing. You might need a defuse kit too, which is an extra $400.
If you're sniping you will roughly need an extra $2000 depending on how much money you had before you bought anything else. I would also recommend that you buy your favorite pistol if you're sniping, as even the best snipers are caught out sometimes and you want a decent pistol to back you up.
If you had a full buy and survived the round, you only need to restock on grenades. Do not rebuy armor + helmet unless your armor is below 50 otherwise you're wasting your money. If you've won lots of rounds in a row don't always be tempted to spend all the money on extra grenades and a better pistol. If you do and you die, you have gifted the other team with an arsenal and have also spend a lot of money in the process. You want to avoid ecoing as much as possible.
Juke or Fake-out
Muscle Memory is a form of procedural memory that involves consolidating a specific motor task into memory through repetition. When a movement is repeated over time, a long-term muscle memory is created for that task, eventually allowing it to be performed without conscious effort.
Death-match ,aim map and Brush
Aim Maps are maps which help you improve your aim, hence the name. The concept with an aim map is that you are thrown into a small map with a few weapons and are instantly in combat to hone your skills, avoiding down time by not having to go through the run of the mill gameplay before combat in normal maps. Much like aim maps the purpose of deathmatch is to refine your reaction times, aim and abilities with different weapons. In most deathmatch servers spawns are completely random and you can choose the two guns (pistol and main) you want to spawn with.
You will need to practice a lot of this. This will improve your aim, cross-hair placement, reflexes and spray control.
Interviews and AMA
AMA (Ask Me Anything): In an AMA post, a person will answer questions about literally anything from Reddit users. here is some Pro-player AMA or interview
Each player has a different task to achieve. If one player misses their task, the round will most likely be lost. The most notable impact on the round has the in-game-leader since he calls the strat for the following round. However, the most common player roles are listed below.
|In-Game-Leader (IGL)||Calls the strategies for the upcoming round, reads the enemy team, leads their own|
|Entry fragger (EF)||Tries to get a pick early in the round to give their team a number advantage|
|Playmaker||Gets trade kills, especially when the EF goes down; often teams up with the EF|
|Support Player||Assists the team with grenades, usually at the bottom of the scoreboard|
|AWPer||Main user of the AWP, can be entry fragger at the same time|
|Lurker||Stays on unpredictable positions, often far away from his team, distracting or back-stabbing the enemy|
|Coach / Manager||Not an active player, supports morally on LAN, organizes matches and event participations|
Following is an example of how a team can be built up. This was Ninjas in Pyjamas' line-up in 2013, some positions are dependent on the played map. In 2014, Xizt will no longer be the IGL of NiP since Fifflaren will take his spot.
|Patrik "f0rest" Lindberg||Playmaker||High|
|Robin "Fifflaren" Johansson||Support||Low||here|
|Adam "friberg" Friberg||Entry fragger||Ultra||here|
|Christopher "GeT_RiGhT" Alesund||Lurker, Backup||Medium||here|
|Richard "Xizt" Landström||In game Leader||Low|
DreamHack Winter and Summer
DreamHack Winter is the world's largest computer festival, a local area network gathering with live concerts and competitions in digital art and gaming. It is arranged twice per year at the Elmia Exhibition and Convention Centre in Jönköping, Sweden. It holds the world record (as recognized by the Guinness Book of Records and Twin Galaxies) for the world's largest LAN party and computer festival, and has held the record for the world's fastest Internet connection, and the record in most generated traffic.
In 2013, the first major Counter-Strike: Global Offensive event with a prizepool of $250.000 was held at the DreamHack Winter.
The Electronic Sports World Cup is an international professional gaming championship. Every year winners of national qualifier event around the world earn the right to represent their country in the ESWC Finals. The event has won a lot of praise for its organisation and ability to put on a good show for spectators.
MSI beat it
The ESL Major Series One is a new premier gaming competition, sponsored by RaidCall, for Europe's best in cs:go. The best teams from Europe will compete for an overall prize fund of $250,000 community-funded prize pool for the 2014 EMS One Katowice CS:GO Championship sponsored by Intel and Asus.
Fragbite Masters is an online tournament organized by Fragbite with the help of the sponsors McDonalds, Com Hem and PokerStars.
Gamers Assembly (GA) is an annual event that brings together electronic sports some of the best teams in the world of computer video games designed or adapted confrontations between players. The rally is organized by the Association Futurolan since 2000
ESEA League is an Electronic sports competitive video gaming community founded by E-Sports Entertainment Association (ESEA). ESEA features a system that allows players of all levels to play matches with others.
Cyberathlete Professional League
Launched in Dallas, Texas, the CPL is considered the pioneer in professional video game tournaments, which have been held worldwide.
[CyberGamer] is the leading website/organization in Australian Comptive Gaming. It has an open 5v5 ladder and a tournument with a prize pool of _____. The site also alows servers to be rented out for free, pugs and scrims however, these features are rarely used.
To whom contributed to this beautiful guide directly or indirectly :
|7174N||Editing, Content, Admin, German translation|
|Chiwarwar||Creator, Content, Videos, French translation|
|Team NiP||Team tactics|