CS:GO - PGL Major Kraków 2017 - Information, Schedule & Discussion


PGL Major Kraków 2017 - Information, Schedule & Discussion

Posted: 14 Jul 2017 03:29 PM PDT

Discuss Matches live on the Discord Channel


Tournament Information

Date July 16th - 23rd, 2017
Organizer PGL
Location Kraków, Poland
Venue Tauron Arena Kraków
Prize Pool $1,000,000
Teams 16 teams

 


Coverage

Streams

Language Stream Link
English PGL
Russian StarLadder TV
Polish IzakOOO
German 99Damage
French O'Gaming TV
Czech Hitpoint

If we find more streams, this section will be updated. Please PM us if you find additional streams.

VODs

Format

  • First Stage

    • Swiss System
    • 5 rounds - Best-of-one matches
      • Round 1
        • Seeding Pool 1: Place 1-4 at ELEAGUE Major 2017
        • Seeding Pool 2: Place 5-8 at ELEAGUE Major 2017
        • Seeding Pool 3: Place 1-4 at PGL Major Kraków 2017: Main Qualifier
        • Seeding Pool 4: Place 5-8 at PGL Major Kraków 2017: Main Qualifier
        • Each team from Seeding Pool 1 versus a team from Seeding Pool 4
        • Each team from Seeding Pool 2 versus a team from Seeding Pool 3
      • Round 2
        • Division into 2 groups
        • Group 1: Round 1 Winners - 8 teams
        • Group 2: Round 1 Losers - 8 teams
        • Each team faces a team they have not played yet from their group
      • Round 3
        • Division into 3 groups
        • Group 1: Teams with a 2-0 score - 4 teams
        • Group 2: Teams with a 1-1 score - 8 teams
        • Group 3: Teams with a 0-2 score - 4 teams
        • Each team faces a team they have not played yet from their group
        • Winners of Group 1 are qualified for the playoffs (Cumulated score: 3-0) - 2 teams
        • Losers of Group 3 are eliminated (Cumulated score: 0-3) - 2 teams
      • Round 4
        • Group 1: Teams with a 2-1 score - 6 teams
        • Group 2: Teams with a 1-2 score - 6 teams
        • Each team faces a team they have not played yet from their group
        • Winners of Group 1 are qualified for the playoffs (Cumulated score: 3-1) - 3 teams
        • Losers of Group 2 are eliminated (Cumulated score: 1-3) - 3 teams
      • Round 5
        • Teams with a 2-2 score - 6 teams
        • Each team faces a team they have not played yet
        • Winners are qualified for the playoffs (Cumulated score: 3-2) - 3 teams
        • Losers are eliminated (Cumulated score: 2-3) - 3 teams
  • Playoffs

    • Single-elimination bracket
    • Best-of-three matches

Map Pool

 


Talent Lineup

Desk Host

Interviewer

Fluff

Analysts

Casters

Observers

 


Teams

Legends

Astralis: dev1ce, dupreeh, gla1ve, Kjaerbye, Xyp9x, Coach: zonic

FaZe Clan3: allu, karrigan, kioShiMa, NiKo, rain, Coach: RobbaN

Fnatic1: dennis, flusha, JW, KRiMZ, olofmeister, Coach: Jumpy

Gambit Esports: AdreN, Dosia, HObbit, mou, Zeus, Coach: kane

Natus Vincere: Edward, flamie, GuardiaN, s1mple, seized, Coach: Andi

North4: aizy, cajunb, k0nfig, Magisk, MSL, Coach: ruggah

SK Gaming2: coldzera, FalleN, felps, fer, TACO, Coach: dead

Virtus.pro: byali, NEO, pashaBiceps, Snax, TaZ, Coach: kuben

 

Challengers

BIG: gob b, keev, LEGIJA, nex, tabseN, Coach: kakafu

Cloud9: autimatic, n0thing, shroud, Skadoodle, Stewie2k, Coach: valens

FlipSid3 Tactics: B1ad3, electronic, markeloff, wayLander, WorldEdit, Coach: toyo_dj

G2 Esports: apEX, bodyy, kennyS, NBK-, shox, Coach: SmithZz

Immortals: boltz, HEN1, kNg, LUCAS1, steel, Coach: zakk

mousesports: chrisJ, denis, loWel, oskar, ropz, Coach: lmbt

PENTA Sports: HS, innocent, kRYSTAL, suNny, zehN, Coach: naSu

Vega Squadron: chopper, hutji, jR, Keshandr, Mir, Coach: Lk-

 

1: Fnatic replaced twist and disco doplan with JW and flusha
2: SK Gaming replaced fnx with felps
3: FaZe Clan replaced aizy with NiKo
4: North replaced RUBINO with aizy

 


First Stage

Place Team Name W&L Round 1 Round 2 Round 3 Round 4 Round 5
- Astralis 0-0
- BIG 0-0
- Cloud9 0-0
- FaZe Clan 0-0
- FlipSid3 Tactics 0-0
- Fnatic 0-0
- G2 Esports 0-0
- Gambit Esports 0-0
- Immortals 0-0
- mousesports 0-0
- Natus Vincere 0-0
- North 0-0
- PENTA Sports 0-0
- SK Gaming 0-0
- Vega Squadron 0-0
- Virtus.pro 0-0

 


Playoffs

Quarterfinals Semifinals Finals Winner
TBD 0
vs - TBD 0
TBD 0
vs - TBD 0
TBD 0
vs - TBD 0
TBD 0
vs - TBD
TBD 0
vs - TBD 0
TBD 0
vs - TBD 0
TBD 0
vs - TBD 0
TBD 0

 


Schedule

PDT EDT BRT BST CEST CST AEST
Los Angeles Atlanta São Paulo London Kraków Beijing Canberra
UTC-7 UTC-4 UTC-3 UTC+1 UTC+2 UTC+8 UTC+10

 

 

Day 1 – Sunday, July 16th – Round 1 (BO1)

ID Team 1 vs Team 2 Result PDT EDT BRT BST CEST CST AEST
A1 GMB vs mouz TBD 02:00 05:00 06:00 10:00 11:00 17:00 19:00
A2 FNC vs F3 TBD 03:30 06:30 07:30 11:30 12:30 18:30 20:30
A3 VP vs Vega TBD 05:00 08:00 09:00 13:00 14:00 20:00 22:00
A4 SK vs PENTA TBD 06:30 09:30 10:30 14:30 15:30 21:30 23:30
A5 FaZe vs BIG TBD 08:00 11:00 12:00 16:00 17:00 23:00 01:00
A6 North vs C9 TBD 09:30 12:30 13:30 17:30 18:30 00:30 02:30
A7 Na'Vi vs G2 TBD 11:00 14:00 15:00 19:00 20:00 02:00 04:00
A8 Ast vs IMT TBD 12:30 15:30 16:30 20:30 21:30 03:30 05:30

 

Day 2 – Monday, July 17th – Round 2 (BO1)

ID Team 1 vs Team 2 Result PDT EDT BRT BST CEST CST AEST
B1 TBD vs TBD TBD 02:00 05:00 06:00 10:00 11:00 17:00 19:00
B2 TBD vs TBD TBD 03:30 06:30 07:30 11:30 12:30 18:30 20:30
B3 TBD vs TBD TBD 05:00 08:00 09:00 13:00 14:00 20:00 22:00
B4 TBD vs TBD TBD 06:30 09:30 10:30 14:30 15:30 21:30 23:30
B5 TBD vs TBD TBD 08:00 11:00 12:00 16:00 17:00 23:00 01:00
B6 TBD vs TBD TBD 09:30 12:30 13:30 17:30 18:30 00:30 02:30
B7 TBD vs TBD TBD 11:00 14:00 15:00 19:00 20:00 02:00 04:00
B8 TBD vs TBD TBD 12:30 15:30 16:30 20:30 21:30 03:30 05:30

 

Day 3 – Tuesday, July 18th – Round 3 (BO1)

ID Team 1 vs Team 2 Result PDT EDT BRT BST CEST CST AEST
C1 TBD vs TBD TBD 02:00 05:00 06:00 10:00 11:00 17:00 19:00
C2 TBD vs TBD TBD 03:30 06:30 07:30 11:30 12:30 18:30 20:30
C3 TBD vs TBD TBD 05:00 08:00 09:00 13:00 14:00 20:00 22:00
C4 TBD vs TBD TBD 06:30 09:30 10:30 14:30 15:30 21:30 23:30
C5 TBD vs TBD TBD 08:00 11:00 12:00 16:00 17:00 23:00 01:00
C6 TBD vs TBD TBD 09:30 12:30 13:30 17:30 18:30 00:30 02:30
C7 TBD vs TBD TBD 11:00 14:00 15:00 19:00 20:00 02:00 04:00
C8 TBD vs TBD TBD 12:30 15:30 16:30 20:30 21:30 03:30 05:30

 

Day 4 – Wednesday, July 19th – Rounds 4 & 5 (BO1)

ID Team 1 vs Team 2 Result PDT EDT BRT BST CEST CST AEST
D1 TBD vs TBD TBD 01:00 04:00 05:00 09:00 10:00 16:00 18:00
D2 TBD vs TBD TBD 02:30 05:30 06:30 10:30 11:30 17:30 19:30
D3 TBD vs TBD TBD 04:00 07:00 08:00 12:00 13:00 19:00 21:00
D4 TBD vs TBD TBD 05:30 08:30 09:30 13:30 14:30 20:30 22:30
D5 TBD vs TBD TBD 07:00 10:00 11:00 15:00 16:00 22:00 00:00
D6 TBD vs TBD TBD 08:30 11:30 12:30 16:30 17:30 23:30 01:30
E1 TBD vs TBD TBD 10:00 13:00 14:00 18:00 19:00 01:00 03:00
E2 TBD vs TBD TBD 11:30 14:30 15:30 19:30 20:30 02:30 04:30
E3 TBD vs TBD TBD 13:00 16:00 17:00 21:00 22:00 04:00 06:00

 

Day 5 – Friday, July 21st – Playoffs (BO3)

ID Team 1 vs Team 2 Result PDT EDT BRT BST CEST CST AEST
QF1 TBD vs TBD TBD 04:00 07:00 08:00 12:00 13:00 19:00 21:00
QF2 TBD vs TBD TBD 07:30 10:30 11:30 15:30 16:30 22:30 00:30
QF3 TBD vs TBD TBD 11:00 14:00 15:00 19:00 20:00 02:00 04:00

 

Day 6 – Saturday, July 22nd – Playoffs (BO3)

ID Team 1 vs Team 2 Result PDT EDT BRT BST CEST CST AEST
QF4 TBD vs TBD TBD 04:00 07:00 08:00 12:00 13:00 19:00 21:00
SF1 TBD vs TBD TBD 07:30 10:30 11:30 15:30 16:30 22:30 00:30
SF2 TBD vs TBD TBD 11:00 14:00 15:00 19:00 20:00 02:00 04:00

 

Day 7 – Sunday, July 23rd – Playoffs (BO3)

ID Team 1 vs Team 2 Result PDT EDT BRT BST CEST CST AEST
GF Winner SF1 vs Winner SF2 TBD 08:30 11:30 12:30 16:30 17:30 23:30 01:30

 


Prize Pool

# Prize Seed Team
1st $500,000 "Legend" Status
2nd $150,000 "Legend" Status
3rd - 4th $70,000 "Legend" Status
3rd - 4th $70,000 "Legend" Status
5th - 8th $35,000 "Legend" Status
5th - 8th $35,000 "Legend" Status
5th - 8th $35,000 "Legend" Status
5th - 8th $35,000 "Legend" Status
9th - 11th $8,750 Next Valve Major Main Qualifier
9th - 11th $8,750 Next Valve Major Main Qualifier
9th - 11th $8,750 Next Valve Major Main Qualifier
12th - 14th $8,750 Next Valve Major Main Qualifier
12th - 14th $8,750 Next Valve Major Main Qualifier
12th - 14th $8,750 Next Valve Major Main Qualifier
15th - 16th $8,750 Next Valve Major Main Qualifier
15th - 16th $8,750 Next Valve Major Main Qualifier

 

Teams with "Legend" status are automatically invited to the next Valve major

submitted by /u/CSGOMatchThreads
[link] [comments]

Megaman to stop casting

Posted: 15 Jul 2017 02:47 PM PDT

Faceit level 7 ACE starring Bot Connor

Posted: 15 Jul 2017 04:10 PM PDT

I explained to a girl i met what are "Esports" and which is my favorite team. After 2 days she gifted me this. Amazing

Posted: 15 Jul 2017 04:10 AM PDT

PGL updated pcs to i7

Posted: 15 Jul 2017 01:04 PM PDT

Maikelele "thank you koosta"

Posted: 15 Jul 2017 10:14 AM PDT

Ninjas in Pyjamas vs Red Reserve / DreamHack Open Valencia 2017 - Grand-Final / Post-Match Discussion

Posted: 15 Jul 2017 01:09 PM PDT

Ninjas in Pyjamas 2-0 Red Reserve

Mirage: 16-10
Cache: 16-2
Overpass:

 

Congratulations to Ninjas in Pyjamas on winning DreamHack Open Valencia 2017!

 


Ninjas in Pyjamas | Liquipedia | Official Site | Twitter | Facebook | Youtube
Red Reserve | Liquipedia | Official Site | Twitter | Facebook | Youtube


DreamHack Open Valencia 2017 - Information, Schedule & Discussion
For VoDs of this game check out DreamHack Youtube channel
Subreddit Discord for /r/globaloffensive
Who was the MVP for this series? (POLL)


 

MAP
X
X
X
X

 


 

MAP 1/3: Mirage

 

Team T CT Total
NiP 6 10 16
CT T
Red 9 1 10

 

NiP K A D
draken 25 3 14
f0rest 22 3 11
REZ 19 7 14
GeT_RiGhT 16 1 18
Xizt 15 6 16
Red
Maikelele 17 5 19
hampus 17 3 22
FREDDyFROG 13 4 17
Relaxa 13 2 19
RuStY 13 0 21

Map 1 Detailed Stats

 


 

MAP 2/3: Cache

 

Team CT T Total
NiP 13 3 16
T CT
Red 2 0 2

 

NiP K A D
REZ 21 5 8
f0rest 20 2 9
draken 18 1 6
GeT_RiGhT 17 4 7
Xizt 11 4 7
Red
Maikelele 10 1 16
FREDDyFROG 8 1 18
hampus 7 2 18
Relaxa 7 1 18
RuStY 4 0 17

Map 2 Detailed Stats

 


This thread was created using lightbinding

submitted by /u/Chuckys2
[link] [comments]

Shroud: I5 was sitting barely at 200, once your near a smoke you get under 150 instantly. The i7 maintains 300+ near a smoke 250ish soo 100+

Posted: 15 Jul 2017 02:36 PM PDT

Maikelele and Get_right spazz out together

Posted: 15 Jul 2017 11:13 AM PDT

Maikelele forgot the bomb

Posted: 15 Jul 2017 07:41 AM PDT

GeT_RiGhT: "I wouldn't be surprised if REZ becomes our best player"

Posted: 15 Jul 2017 08:56 AM PDT

NiP Wins a Tournament after 238 Days - Last Win was at Intel Extreme Masters Oakland

Posted: 15 Jul 2017 01:08 PM PDT

Fun fact: fnx is the only player to have won 100% of the Majors he attended

Posted: 15 Jul 2017 11:29 AM PDT

Wonder how long for someone to show up and get similar stats.

submitted by /u/Aztiel
[link] [comments]

Come check out our weird but fun community gamemode to help stop cheating in CS:GO!

Posted: 15 Jul 2017 04:36 PM PDT

Hello CS:GO redditors. As part of a university research project myself and a team of Computer Science students are collecting data using sourcemod to measure the difference between cheaters and regular players.

Basically, we set up a 24/7 retake server that gives everyone a 1/5 chance (per round) to have aimbot and wallhacks. The server constantly collects data, so all we need is players to play on it.

Server IP: reu.game.nfoservers.com:27015 - Dallas

Server 2 IP: reu2.game.nfoservers.com:27015 - Frankfurt

It's actually really fun and it's a cool gamemode to try out. Also, you cannot be banned because the cheats are server side, just like any other community server's scripts. So don't worry about being VAC banned (unless you bring your own cheats, which you should not do).

Edit: Server is based in Dallas, Texas.

Edit2: To use the aimbot simply aim in the general area of an enemy and it should autolock to their head. There's no special aimkey or anything.

Edit3: EU server is up: reu2.game.nfoservers.com:27015

Aimbot plugin is being dumb so we took it out. For now everyone has a 1/5 chance of getting walls.

submitted by /u/mcdok
[link] [comments]

Heroic vs Red Reserve / DreamHack Open Valencia 2017 - Semi-Final / Post-Match Discussion

Posted: 15 Jul 2017 10:11 AM PDT

Heroic 1-2 Red Reserve

Train: 16-13
Overpass: 14-16
Mirage: 17-19

 

Red Reserve have advanced to the finals.
Heroic have been eliminated.

 


Heroic | Liquipedia | Official Site | Twitter | Facebook | Youtube
Red Reserve | Liquipedia | Official Site | Twitter | Facebook | Youtube


DreamHack Open Valencia 2017 - Information, Schedule & Discussion
For VoDs of this game check out DreamHack Youtube channel
Subreddit Discord for /r/globaloffensive
Who was the MVP for this series? (POLL)


 

MAP
X
X
X
X
CT

 


 

MAP 1/3: Train

 

Team T CT Total
Heroic 10 6 16
CT T
Red 5 8 13

 

Heroic K A D
niko 27 3 17
MODDII 23 4 17
Snappi 17 4 18
JUGi 17 1 14
es3tag 15 5 19
Red
Relaxa 24 5 17
hampus 19 1 22
RuStY 16 7 24
Maikelele 15 0 17
FREDDyFROG 10 3 19

Map 1 Detailed Stats

 


 

MAP 2/3: Overpass

 

Team T CT Total
Heroic 4 10 14
CT T
Red 11 5 16

 

Heroic K A D
MODDII 26 7 23
Snappi 23 3 21
es3tag 18 6 19
niko 15 5 20
JUGi 15 4 21
Red
hampus 31 5 19
Relaxa 24 5 19
FREDDyFROG 20 9 18
Maikelele 18 3 20
RuStY 11 3 21

Map 2 Detailed Stats

 


 

MAP 3/3: Mirage

 

Team CT T OT1T:CT Total
Heroic 12 3 1:1 17
T CT OT1CT:T
Red 3 12 2:2 19

 

Heroic K A D
JUGi 33 4 23
es3tag 32 5 29
niko 22 4 27
Snappi 20 7 27
MODDII 20 3 24
Red
Maikelele 33 5 25
hampus 32 5 26
FREDDyFROG 23 6 26
RuStY 22 6 27
Relaxa 20 6 23

Map 3 Detailed Stats

 


This thread was created using lightbinding

submitted by /u/Chuckys2
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Useful GOTV commands to improve major viewing experience

Posted: 15 Jul 2017 10:11 AM PDT

Here are some useful GOTV commands that will improve your experience if you opt to watch the major through the CSGO client.


Console Commands

Console Command What it does Explanation/Example
sv_cheats 1 Unlocks Console Gives you the ability to use commands previously locked behind the cheat wall, many of these improve FPS and visuals
tv_nochat 1 Disables spectator chat Removes the in game chat of spectators, keeps the Pro Player chat enabled
mat_disable_bloom 1 Disables Bloom Improves visibility and FPS on maps by removing the blur effect in CSGO, in other games bloom improves visuals, in CS its the opposite
mat_colorcorrection 0 Disables colour correction Improves FPS by disabling this post processing effect
mat_postprocess_enable 0 Disables post processing Improves FPS and disables post processing. You don't need to disable bloom and color correction separately if you just use this 1 command
sv_skyname vertigoblue_hdr Changes the sky box to Vertigo This will change the map sky to Vertigo which is clear blue sky, you can also change it to the sky box of any other map, I.E : Have Nuke's sky on Inferno if you want. Full sky box list with pictures : https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Sky_List
spec_show_xray 1 Enables X-ray This is a console command bind if you want it enabled via copy paste
spec_hide_players 1 Hides the player list Hides the player's list from the left and right of the screen if you want, 0 enables it again
sv_showimpacts 1 Shows bullet hits Shows the bullet hit markers in pink and blue dots to show exactly where bullets are impacting
sv_showimpacts_time 4 Set time of show impacts Hide bullet markers from the previous command after "4" seconds
cl_draw_only_deathnotices 1 Shows only the kill feed This command hides everything to turn your game into a frag movie showing only kill feed when a kill occurs
sv_grenade_trajectory 1 Show grenade trajectory Shows the smoke, grenade and thrown molly trajectory via an arc so you can see it travel
sv_grenade_trajectory_time 10 Time of trajectory Change "10" the number of seconds you want to see the thrown grenade trajectory for
fov_cs_debug 110 Long arms Gives your character long arms and improves fov like in a frag movie
snd_setmixer dialog vol 0 Disable model speech Disables the player model saying shit like "incendiary out"
fogui Open Fog GUI Opens a control panel with sliders to adjust fog, brightness and colour tint of map via sliders to make it as bright/dark/frag movie as you want
weapon_debug_spread_show 1 Shows weapon inaccuracy If you want to see pro's counter strafing and weapon inaccuracy while live in game this command will help you see how they keep it so low while moving so fast and how accurate their weapon is when they start firing
bind <KEY> "spec_mode 6; spec_goto X Y Z PITCH YAW" Create custom camera angle Do you like seeing a site getting executed from particular angle? Just enter the positions into this and bind it to a key, then just press it to go to that camera angle
cl_crossair xx Crossair styling All the usual crossair styling commands will work like cl_crossairstyle xx

Keyboard Controls

Keyboard Button What it does
Key 1,2,3,4 etc Switch between players
X Enable disable X-ray
V Observer camera control
Z Show current player profile
Q Show Stats
Hold Tab Show scoreboard and also options to enable disable X-ray, caster audio, observer UI control, Observer camera control,

Note: Once you select the commands you most like you can create a string and copy paste them every time you watch a match so it takes 1 copy paste to activate them all I.E :

sv_cheats 1; tv_nochat 1; next_command_goes_here ; next_command_here 

You can also use this tool to create an exec file for GOTV with any commands you want : http://tools.dathost.net/csgo-commands

and then just execute it via console when you start watching.

submitted by /u/GivePLZ-DoritosChip
[link] [comments]

The perfect gif

Posted: 15 Jul 2017 09:06 AM PDT

PGL Major 2017 Hype Montage (Legends & Challengers)

Posted: 15 Jul 2017 05:51 AM PDT

Actual footage of Maikelele warming up for a lan final

Posted: 15 Jul 2017 11:46 AM PDT

Offline placings in the last three months - SK, FaZe and Astralis

Posted: 15 Jul 2017 05:39 AM PDT

Xizt with a ump

Posted: 15 Jul 2017 04:55 AM PDT

REZ USP 4k

Posted: 15 Jul 2017 12:39 PM PDT

Complexity CSGO Roster Changes

Posted: 15 Jul 2017 10:50 AM PDT

Ninjas in Pyjamas vs Team EnVyUs / DreamHack Open Valencia 2017 - Semi-Final / Post-Match Discussion

Posted: 15 Jul 2017 06:06 AM PDT

Ninjas in Pyjamas 2-1 Team EnVyUs

Inferno: 8-16
Cache: 16-10
Train: 16-9

 

Ninjas in Pyjamas have advanced to the finals.
Team EnVyUs have been eliminated.

 


Ninjas in Pyjamas | Liquipedia | Official Site | Twitter | Facebook | Youtube
Team EnVyUs | Liquipedia | Official Site | Twitter | Facebook | Youtube


DreamHack Open Valencia 2017 - Information, Schedule & Discussion
For VoDs of this game check out DreamHack Youtube channel
Subreddit Discord for /r/globaloffensive
Who was the MVP for this series? (POLL)


 

MAP
X
X
X
X
CT

 


 

MAP 1/3: Inferno

 

Team CT T Total
NiP 8 0 8
T CT
nV 7 9 16

 

NiP K A D
REZ 16 2 17
GeT_RiGhT 15 4 17
f0rest 15 0 16
Xizt 13 6 20
draken 13 3 18
nV
RpK 24 2 17
ScreaM 20 2 14
SIXER 17 3 12
Happy 15 3 15
xms 12 4 14

Map 1 Detailed Stats

 


 

MAP 2/3: Cache

 

Team T CT Total
NiP 9 7 16
CT T
nV 6 4 10

 

NiP K A D
f0rest 22 2 16
GeT_RiGhT 21 5 13
draken 19 2 12
Xizt 18 4 21
REZ 14 5 17
nV
Happy 21 2 16
xms 17 3 21
SIXER 15 3 17
ScreaM 13 3 18
RpK 13 3 23

Map 2 Detailed Stats

 


 

MAP 3/3: Train

 

Team CT T Total
NiP 10 6 16
T CT
nV 5 4 9

 

NiP K A D
GeT_RiGhT 25 4 14
f0rest 24 7 15
draken 23 6 15
REZ 17 4 18
Xizt 15 7 20
nV
RpK 19 4 22
xms 18 4 23
ScreaM 16 4 21
Happy 15 2 21
SIXER 14 3 17

Map 3 Detailed Stats

 


This thread was created using lightbinding

submitted by /u/Chuckys2
[link] [comments]

How the Ak is even Godlier than you think

Posted: 15 Jul 2017 02:48 AM PDT

I've seen lot's of people making and following guides on how to improve aim and effectiveness with weapons in CS:GO, most prominently with the Ak, but I wanted to explore beyond "just point and click better" what styles of rifling yielded the best results and theorize as to why that is and how those advantages could be executed on to get the most out of the gun. I'd also like to remind everyone to take it with a grain of salt, and know that there is inevitably generalization, number rounding, and the law of averages that may make my conclusions slightly different than real world applications.

Some of this will be common knowledge but I encourage even the experienced of you to read on, as many of the misconceptions I see and want to address come from sources that are high skill level players themselves.

*disclaimer: this is obviously subjective to range but this is assumed under the average mid-long ish range engagements you should be setting yourself up for, in which the Ak-47 optimally outperforms all other comparable weapons.

*my definition of hybrid rifle and how it differs from bursting. The term bursting in and of itself is ambiguous in a way that neither the terms "Tap Firing", nor "Spraying" are. For those forms of rifling respectively, they have an implied area of effect, in that Tapping is contingent on HEADshots and Spraying revolves around quick successive shots to the BODY over multiple targets/ a longer period of time. Bursting can mean either, in that both head burst firing or body burst firing with either area of effect as the goal is used under the same term. Where Hybrid Rifling differs is it's specificity not only to the area of effect of fire, but also it's chronological progression.

What i want to start by saying, is that Tap firing unless absolutely necessary due to spread reset over very long range is pointless. It may look cool in the highlight reels, but the Time To Kill is only decent if you hit your first fired bullet. By the time you reset your accuracy and take your second tap fire, around .5 seconds have passed. By the time .5 seconds has passed, you could have taken 5 shots firing full auto, trying one shot for the head which would maintain near perfect accuracy, then transitioning into the chest to more frequently and easily secure a kill or tag.

If your first bullet is not a headshot, there will be an almost universally faster time to kill with hybrid rifling. This entails going for the highly accurate first bullet headshot attempt using up .1s, then following it up with a .4s spray to the upper chest for a total of .5s spent engaging. It's exact same time as 2 perfectly timed and accurate tap fires. Despite having the same time to kill however, the hybrid rifling technique yields massively higher chances of either tagging or killing the enemy. Aim for the head, transition to the chest. If you are instead spraying for the head, by the time you reach the 2nd or 3rd bullet in the spray, your spread is inaccurate enough to make shots following the first one to miss, even if you have perfect spray control due to spread inaccuracy, AKA RNG. Whereas with the hybrid rifling, the spread between the 2nd and 5th bullet is still tight enough to ensure body shots entirely based on recoil control.

The comparison between "Bursting" (which as I've already discussed is ambiguous) and Hybrid Rifling still clearly shows the Hybrid's strength. The benefits of Bursting can be broken into two areas, head bursting and body bursting.

Head bursting is nonsensical in the average scenario in which the Ak-47 most optimally outperforms all other comparable weapons. If you are using this weapon at the range it is most effective at, Bursting for the head offers several immediate downsides. For one, at a range that the Ak is significantly better than other weapons, the 2nd and 3rd bullet accuracy within a burst is inaccurate enough that if all the 1st, 2nd, 3rd, 4th, and potentially 5th shot fired at the head were perfectly aimed, the natural RNG of the weapon could still regularly cause shots to miss. Secondly, if you have missed your first shot, each shot after grows less and less likely to hit exactly where you are aiming, so the smaller the area the larger the disadvantages of subsequent fire grows. In other words, if you were going to hit a shot, your first shot has by far the highest chance of hitting a head, and any shots that result in headshots afterwards are largely determined by RNG, even with perfect aim. At much closer ranges, bursting for the head can be optimal as it allows for multiple repeated and highly likely chances to connect with the head as the effects of RNG diminish, but as you close that gap, the effectiveness of the Ak when compared to other weapons in the game also diminishes. Weapons like the UMP-45 can begin to consistently 2 shot you while moving, and the effect of M4A4 spray becomes greater, thus weakening the Ak's utility. So bursting for the head only makes sense in a scenario in which the benefits of using the Ak-47 are diminished naturally by the feasibility of lesser guns increasing, thus a smart player would not sacrifice the unique and extremely useful attributes of the Ak-47 to pursue an inefficient means of engagement, aka primary

engaging with head bursts.

As for Body bursting, it's application is much more valid in my opinion with the Ak-47. It is in the nature of the optimal use of the Ak to excel at center of mass area of effect. No other weapon in the game can consistently or for that price point kill a fully armored opponent with 3 bullets to the chest. The closest weapon currently in use within the meta is the Counter Terrorist's primary rifles, the M4A4 and A1-S. For those guns, it will take a full bullet more to the chest even with perfect accuracy to kill an opponent. Even headshots under the best circumstances will only beat the damage effectiveness of a body-shotting Ak by 1 bullet or 33%. This is because for body spraying an Ak will take 3 shots to kill, whereas even with headshots an M4 will always take 2, thus since the M4 can only ever gain a 1 bullet advantage over the Ak while body shotting, it raises a new question. If the damage effectiveness of a body-shotting Ak is only 33% less than the damage effectiveness of a headshotting M4, does that mean that the M4 while headshotting proves more feasible to win than an Ak while body shotting? No. It does not.

Statistically, the size of a player models chest hit box is more than 2-3 times larger than the hitbox for it's head, In other words, the chest hitbox is well over twice as easy and consistent to hit, and much less likely to be determined by RNG. Factor in the inherent degradation of the damage effectiveness when relying on a headshot due to RNG, factored in with a statistical likelihood of over 100% making body shots much easier and more consistent between two equally skilled players, and we get an interesting picture. The raw statistical advantage of a Headshotting M4A4 vs a body shotting Ak-47 may be much lower than the vast majority of people believe. Since it takes 2 vs 3 bullets to kill within those respective engagements, it services a 33% higher overall damage effectiveness per kill. But compare that to well over a 100% increase in ease and consistency of body shotting, the decreased likelihood of RNG affecting the outcome, and less effort thus quicker start time of a body shotting engagement from an Ak, and arguably the overall effectiveness of a body shotting Ak-47 can be greater than the overall effectiveness of a headshotting M4. Despite the fact that head shotting a moving target is enormously more difficult on a moving target than landing 3 Ak body shots, the Ak body shots can will and are frequently rewarded more in engagements. All of that to say, that when compared to the effectiveness of any other weapon of it's type, the Ak's capacity to easily inflict damage compared to those other weapons, solely with body shots can not be understated. That is why Bursting is very feasible in my mind, but still not entirely as well rounded nor practical as hybrid rifling.

Where hybrid rifling gains advantage over body bursting, is that in exchange for a .1s delay in the process of beginning a body burst, you gain that highly accurate and most likely chance for a headshot to be carried out before the burst begins, then seamlessly transition into the unbelievably powerful technique of body bursting. It solves for the inefficiency of head bursting by decreasing the interference of RNG regarding a headshot, in that you only attempt a headshot without the added RNG of bullet spread, without falling into the issues of tap firing, in that within the time it takes to reset for another tap fire shot, you can body burst and already have killed the opponent, and directly control the accuracy of body shots without the RNG spread inaccuracy ever growing large enough to make a bullet miss the body hitbox until the 8th or 9th bullet.

For funsies, the worst possible way to have a time and damage efficient engagement is to tap fire for the body, or start spraying at the body and guiding the bullets up towards the head. Both of these are extremely inefficient and are habits that should be broken immediately.

This theory of rifle efficiency highlights a common problem with the mentality of most DM or Practice Server sessions. Tons of people practice with a technique, where they take one singular tap fire, then quickly move on to the next target, regardless if they hit it or not. This builds muscle memory that is extremely counterproductive in Competitive Gameplay. Missing your first shot realistically only serves as a .1 second setback, and if you choose a favorable engagement, you should easily be allocating yourself well over .8 seconds in online play for a smart engagement. So training your muscle memory to stop trying after your first shot essentially wastes .7 seconds of advantage gained in an engagement, thus giving the enemy a massive advantage. To fully utilize the time advantage gained by a smart engagement, take advantage of the wiggle room an intelligent peek grants you. In reward for engaging intelligently, you have more opportunities to kill them than they have to kill you. Throwing away that advantage to peruse "sick juan taps" is equally as harmful as engaging every angle intelligently. And as I've already discussed, the most damage and time efficient way to leverage the advantage gained by intelligent engagements is with hybrid rifling. (P.S. I estimated the rough time allocation of a favorable engagement by roughly taking my reaction time, adding an average ping of the player i am engaging with/peaking, and the time it takes for me to micro correct my aim all while in a focused and controlled mental state. A non favorable engagement would decrease that time i have to get the kill, primarily because my micro correction would be more inaccurate when surprised and my reaction time would be slower if i am not engaging the peek)

Lastly, even if you die to the enemy player, there is a clear advantage to using a hybrid tap/burst fire style VS just tapping. If you only tap for headshots then die, your team gains nothing. Assuming your shots are actually being fired at head level as a good rifler would, not securing the kill means not ever having hit your enemy. Whereas with the hybrid style, you still get the skill intensive opportunity to score an initial headshot, thus starting and ending the engagement in .1s (same primary benefit of tapping), you can afterwards also fully leverage the wiggle room granted by intelligent peeking by following up with a .4s spray to the chest. Even if you die .3s into the engagement, as a hybrid rifler, even with missing the first head shot you have inflicted potentially over 50hp of damage onto the enemy, whereas a tap firing rifler having missed the same initial head shot would have done no damage, and would only be half way to his next attempt at a shot.

This is the reason why players known for their accuracy such as Scream are also equally known for their inconsistency. When the RNG of the first bullet is just right, or the stars are aligned and they are playing at their full potential, almost all their engagements are impressively done with tap firing. But in the majority of cases, even extremely accurate players can frag poorly because they are locked into the mentality of tap firing. If on a good day, these players consistently hit one tap head shots on moving targets, if they used those accuracy to create follow up shots to the chest they could be amazing fraggers. Example, GeT_RiGhT, who is renowned as an accurate rifler and excellent sprayer can utilize the potential reward of the first shot accuracy to the head, but then seamlessly transition into securing a kill or damage with a fast and accurate chest spray. Limiting one's accuracy to tap firing will always increase inconsistency.

WTL;DR 5 round Ak-47 bursting combined with the first bullet being at head level and the subsequent 4 rounds at chest is OP af. When you practice, don't pratice with one taps, it hurts your muscle memory and in competitive gameplay makes no sense to do. I'll explain more in a vid so stay tuned

UPDATE: To address lots of the comments i've gotten and improve formatting/time efficiency i will be making a video explaining everything i have here as well as why the length is a necessity

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When you ninja defuse against major players

Posted: 15 Jul 2017 04:45 AM PDT

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