Friday, January 29, 2016

[META] UnderstandingCSGO has moved!

I've migrated the site to a different, less restrictive web host. The url is still www.understandingcsgo.com, so if you end up here you probably used the .blogspot extension in the browser.

Thanks for understanding,
-KennyGaming

Tuesday, January 26, 2016

Two Man Matchmaking: Overpass B Site (T/CT)

 If you're new to Two Man Matchmaking, you can read the introduction to the series here.
Link to other parts of the series here.

Unlike the previous installment of Two Man Matchmaking, we'll be focusing on just one bombsite in this post. To compensate, I'll also look into the mechanics of holding the site as well.

B Site on Overpass only has two viable entries: Monster and Construction. Yet, the predictable and limited CT defensive positions help curb any potential imbalance.

Let's quickly review the callouts I'll be using, just to clear up any potential confusion.
B Site Callouts (apologies for forgetting to remove viewmodel)

T Side

Due to the limited access to B Site, you'll need to use a full array of utilities to effectively push site. Like mentioned earlier, there are only a few positions that the CTs will probably play:
  • Toxic/Barrels
  • Headshot/Default
  • Safe
  • Heaven/Sniper's Nest
As such, we are going to want to use our two smokes to cut off as many of these positions as possible.

Partnership with Tacticool Knives

I am pleased to announce Tacticool Knives as UnderstandingCSGO.com's first sponsor. I'm immensely grateful to Tacticool Knives for putting their support behind such a new project.

Friday, January 22, 2016

Kenny's Quick Tips: Stop Running with Your Knife Out

Stop running with your knife out. 

Yes, even though your Doppler Phase 3 Fac New Bayo may be the coolest thing that's ever happened to you, it will not get you kills. In fact, one of the most common mistakes I see at the intermediate level is an obsession with pulling out a knife to go relatively short distances, especially when the route is not guaranteed safe.

I think people sometimes forget how small CSGO maps are. Most full rotates can be completed in under twenty-five seconds. In rounds that last almost two minutes, there's often room to slow down your gameplay.

Your character runs 250 units/second with a knife out. This is the max possible ground speed (i.e. not bhopping or air strafing). This is 11% faster than running with an M4A4/M4A1-s at 225 units/second and 16% faster than the movement speed of an AK-47 at 215 units/second.

Tuesday, January 19, 2016

How'd He Do That: olofmeister 1v3 Retake on Inferno

Where:  SL i-League StarSeries XIV Finals
Map: Inferno
Teams: Fnatic v. Team QuestionMark
Player: olofmeister


[0:00 - 0:04]
"He can't be thinking of going for this." With a clean bomb plant and three terrorists still alive, getting a defuse is likely impossible.

The only situation that would warrant a push onto site would be if he peeks the corner and sees just one Terrorist. If there are two - say one in Pit and one in Graveyard, I doubt he would even try and spray one down. Even if he sees zero, and receives no new information, he likely would not push site.

As we see, he does kill cajunB out of position and decides to continue.


Friday, January 15, 2016

Setting Up Autoexec: How to Create Jump Throw Binds for CSGO

It's difficult for even the best players to be completely consistent in throwing jump smokes. A fraction of a second can destroy an entire execute. Luckily, the Source engine provides an answer for this inconsistency: autoexec.

Autoexec is a text file in your CSGO file that automatically launches console commands so you don't need to reenter them every game. You can also create compounded commands that can be bound to a key to perform a non-basic task. In the case of smoke grenades, we want to be able to bind jump and throw to one key.

There are plenty of guides out there for this topic, so my goal is to present a step by step guide in the most simplified way as possible. I will only cover this for Windows 10, but it should be similar if not identical for Windows 7 and 8.

So without further ado:

Thursday, January 14, 2016

Two Man Matchmaking - Cache


If you're new to Two Man Matchmaking, you can read the introduction to the series here.
Link to other parts of the series here.


Cache lends itself particularly well to the goals of this series as both bomb sites can be reasonably well covered with just two smokes. Usually, two smokes cannot cover an entire site, so the idea is to limit the positions of the CTs, so you can focus on the common default spots that were not smoked.

This is not supposed to be a guide on how to actually perform these smokes, but instead how to combine them into the most advantageous execution possible. See link at end of article for a guide to all the smokes I use.

(Some readers have left excellent feedback on improving these strategies. I'll be heavily revising B take and potentially making some small changes for A as well. Check back later for the updates.)


B Site (revised)


The narrow entrances to B Site make it a tough site to push. However, the CT's default positioning is quite predictable, so we're going to use our smokes to block any rotates, creating a much fairer fight for you, your buddy and any other teammates.

This will be a timing-heavy execute, as everything should be done within the burn time of a molotov. As such, I'll break this site take down chronologically:

To start things off, Player A throws mollies Headshot from Sun Room, hopefully pushing the CT's farther back into Generator or onto Site. With any molotov, the goal is really to make them change position at a vulnerable time. After this molotov is throw, Player A needs to hurry out of Sun Room.

As Player A leaves Sun Room, Player B first throw the CT/Tree smoke. Then he throws his molotov into deep Checkers.

Just throw from B Main - try and cover as much of back Checkers as possible.
This molotov should cover all of the back of Checkers if throw correctly. Player A will throw a flashbang off the door-frame onto site to cover Player B flashing and entering into Checkers.

Headshot Molotov - note: this is not in Jamiew's video.


Heaven smoke (run throw) - throw it when crosshair clears the door frame. Throw lower to smoke CT.

Player A will throw his Heaven Smoke, wait a second for it to pop, then enter onto site as Player B peeks out of Checkers. Player B should be preaiming generator while Player A covers the rest of Site.

This requires some of the more advanced timing you will see in this guide. Hopefully though, you're smokes will make it a 2+x vs. 2 fight as all the rotates besides vents and B Main are covered.

Player A can also use his flashbang to protect him crossing into Sun Room or instead save it to help enter Site.

Final product (ground level)

Final Product (birds eye)