In this guide you will learn how to properly move, peek, aim, shoot, clutch, breathe, focus, think, find your sensitivity, gain the advantage, use psychology, and more, to help you improve your game.
My goal is to help you have fun by knowing how to get better at the game. I have divided the tutorial into many sections: First will be the PRE-ASSESSMENT, where we will find your appropriate sensitivity and test your accuracy. Next will be the PEEKING/MOVEMENT section, where I will teach you how to properly peek and move. Afterwards, the SHOOTING section will guide you through how to properly aim, shoot, and control your precision and accuracy. Then, I will introduce PSYCHOLOGY into the mix, something not a lot of tutorials show, and explain to you how Psychology is used and can be used in competitive play, and will also teach you how to remain calm and focused throughout the game. Finally, I will add extra tips on various issues and will give my conclusion.
The guide is intended to be long and productive. I recommend to close all programs, take some pen and paper and write down along in order to help you remember. Studies show that writing down important information can successfully categorize and help the retrieval of information in the future. I hope you enjoy the guide, and let’s get started.
Let’s start with the Pre-Assessment.
Click on the map and click go. Make sure the first bullet assigned to No Bots is selected, and click GO and wait for the map to load. Once you’re in the map, you will spawn under it. In order to get on the training area, you need to make sure console is on, then open it.
You can open the console using the tilde key, usually beside the 1 key on your keyboard. Once its open, type “sv_cheats 1” hit submit. Then type “noclip 1” and hit submit. You should be able to look up press w and go to the training area then type “noclip 0” to return to normal state.
Face the shooting range and get ready to shoot. Once ready, go up to the start button and press E. Step back and try to hit as many targets. Every time you hit a target, try to go back to the middle before continuing to the next one.
Afterwards check how you did. How many did you hit? If you hit more than 20 out of 25 then you did good. If you didn’t? You might need to find your appropriate sensitivity.
That was the PRE-ASSESSMENT, now let’s talk about PEEKING.
As well as an inside lane, there is also a wide lane. A wide lane can be useful for attacking, as it give you the control of the angle and lets you split the angle into sections, like a pie; carefully checking the corner, without exposing yourself too much. Wide angles are also why the usual spot near the A site is also used. Wide angles and inner angles are a common sight in professional esports gaming.
Just like any other game, whether that’s chess, checkers, soccer, football, or Counter Strike. The point of the game is to beat an opponent. To outsmart him. To be better than him. To get an ADVANTAGE that could help you in the future. There are many kinds of advantages: There are KNOWLEDGE, SKILL, EXPERIENCE, and SITUATIONAL ADVANTAGES, as well as something called INTUITION. I’m going to talk about each individually. If you get the advantage over the other team, you WILL win. The solid point of counter strike is to get as many advantages over the other team and defeat them by utilizing those advantages.
I like to use the following situation to explain an extremely good, yet unfortunate, unused knowledge advantage that is extremely useful. When a CT in Dust 2 crosses double doors, and sees two awpers who shot a bullet each and 2 guys going behind the awpers going to their left, what do you think? “Well I almost escaped those two awp shots, whatever.” No, you should be thinking. “Okay, Two awpers, two riflers going towards long, one probably either got a close spawn towards long and is on his way or he is moving to tunnels because I did not see him cross behind the awpers. The awpers will not be playing close quarter combat with the awp unless they have to, they will probably watch long ranges such as mid, long to A site, or tunnels to B. The two riflers are on their way long, but they could also be taking the long way to cat, and rushing it. There was a third guy with an unknown gun who is probably heading tunnels.” Look at how much information I obtained from the first 3 seconds of the round. And the only advantage the other team got was that two CT’s crossed to B. Thats it. Just by those advantages alone, you have a greater chance of winning already.
Now what kind of information did you receive from that sentence? Not a lot compared to the first one huh? Even if its the same situation, effective communication can lead to your team winning or losing the round. Even when the communication sounds like its solid, it might have loopholes. I was in a match where the other team had 2 guys left, one was 3hp and the other was 6hp. They planted the bomb and waited for my last teammate alive with 70hp to attack. The teammates said “There are two in B, one has the bomb.” This sentence contains a lot of information, but missed on a crucial piece that led to us losing the round. The enemies extremely low hp. The last guy was so scared thinking he was against two 100hp riflers, when in reality, one shot of his P90 to both could’ve killed them. He slowly approached window and was killed. The same situation happened 5 rounds afterwards, this time, I told the two teammates to call the hp of the two enemies that rushed them. “One is 16hp and the other 28hp” that simple sentence created confidence into the mind of the last teammate who died 5 rounds before. In the same situation, just knowing that he had a chance, allowed him to go to window again, take some damage before killing one enemy, then turning and killing the other one with 50hp and more than enough time to defuse the bomb. That is the most perfect example of how simple communication, a few words, can lead to a win or a loss of a round. So now you know, KNOWLEDGE ADVANTAGE is advantage that gives you knowledge about what is happening or what will happen to help you win.
For example, did you know it takes an approximately 3:1 ratio of attackers to defenders for the attackers to win a situation? That means that if two players are defending, holding their spots, they have a greater chance of winning the situation against 3 running opponents who are attacking. That is if the attackers don’t have any other advantages over the defenders, such as knowledge of where they are, or superior reaction times. Thats why taking over sites is hard as either CT’s or T’s because they are the ones attacking. SITUATIONAL ADVANTAGES can also come from grenades, whether that is being thrown from you or from the enemies. Flashbanging a site can create a situational advantage where you can easily walk in the site as the enemies are blinded, same with smokes. A grenade being thrown from a site, can easily tell you where the grenade come from and where the guy is located. I cannot express how many times I’ve killed people because they give their position away by throwing a grenade. As you see, SITUATIONAL ADVANTAGES are good for attacking, but they are also good for defending. If you hear a group of 5 rushing into tunnels about to make their way into B, and you flash the entrance successfully flashing all 5 of them, that flash just gave you a SITUATIONAL ADVANTAGE because now you can see them and they can’t see you. A smoke in tunnels against rushing attackers, give you a situational advantage because you can see them running through the smoke before they even have time to come out of it and realize they’re being shot at.
Another SITUATIONAL ADVANTAGE can be achieved by making 5 1v1 situations instead of 1 5v1 situation. I have seen many teams rush in 1 by 1 into a site to be slaughtered by a single player. Why? Because he created various 1v1 situations as they were coming in, instead of a single 5v1 situation. Another example is when you’re clutching, instead of rushing in site and taking all 5 of them as they all shoot at you, try taking them out 1v1 by peeking effectively and playing smart. Clutching is not hard and I will go into further detail about how psychology can help you improve your chances and help you become a master clutcher.
INTUITION is the hardest thing to teach as it is very hard to explain. But the best way to explain is to show it to you. When you use all the advantages mentioned before, you can use that to come up with a hypothesis or educated guess about what the other team is doing or will do, and gain an advantage over them. By doing so, you hack your brain into thinking that the hypothesis will happen, and when you do so, you gain a massive boost in confidence to help. One can usually come up with a guess and use that, but intuition is a kind of gut feeling that you HAVE to be confident in. Don’t think “They will be going tunnels right?” rather think “Based on what has happened in the round, I KNOW, I AM SURE that they are going tunnels” and setup as if they are on their way there and they are running in, imagine them running in and execute. This confidence is your guess will help you so that if they do come, you were already ready physically, and most important, mentally, for the opposing team members. To the other team it will seem as if you knew EXACTLY what they were going to do, but you didn’t, it was all just a very well thought guess that you believed in. That is intuition, let me show an example:
The round starts normally. I pick up my gear and head to A site. I see my teammates watching B and A long, leaving mid exposed on purpose. I imagine I am a T and I am moving to CAT, I time the nade and throw it. I then peek and catch a glimpse of one Terrorist. I call it out whilst I move to the right of the box and take him out. I see that my teammate mid and long are killed. Because of this, I move to watch Long and CT Ramp if they try to go CT Spawn to A. I peek, put my crosshair ready for the reaction, and I land a shot on someone going Pit. It was the bomb. From here on I reevaluate the situation. Bomb is priority. There might be coming Mid to CT Spawn, Long, or Cat. I see my teammate going B tuns and gain a little bit of confidence. I flash CT Spawn to see if I can catch a Terrorist whilst vulnerable. I now move to Short and lower my angles. I only have to watch 2 (CAT and Long. If the CT goes to A, I can see him first). Sometime passes and I see my teammate looking at CT Spawn, it must be clear. I then move to watch the next two spots they could come from (CAT and LONG) I dont have to worry about CT Anymore. I think “If they are smart, they will try to corner me by one going long and one cat. So I set my crosshair in the middle so I can facilitate a shot for each direction. I GUESS that CAT will go first then long, I peek CAT…and sure he was on his way to throwing a nade. I then think that the other guy would probably back off CAT, if he was there or go and continue long to try to get the bomb. I then set in the middle and wait for him to come. I am so sure he will come long that I ready myself for the shot, and as I do, he comes in and I take him out. That last flick shot, although lasting a second, to me lasted 3 seconds due to me being so into the game that I caught the information faster than usual. I call this “The Matrix Effect” and I will talk about it later in the guide. I calm down after the amazing shot I claim, and ready for the next round.
Now the cool thing about the three zones is that they vary from player to player. I have students who tell me they only have to warmup a little before they are in the zone for quite some time, then later reach fatigue and stop playing. Some have told me that they have to warmup a lot to reach the zone, and that the zone lasts a game or two, and then reach fatigue fast. I had one student who told me his zone seemed to be the first game after warmup, then reached fatigue. He for example, adapted to his zones, and later told me he would warmup, play one game, reach fatigue and stop playing, then 3-4 hours later when he wasn’t fatigued he would warmup again, then play one more game, and repeat the process every day. That helped him reach the rank of Legendary Eagle Master and helped him get recruited by a team. Research your zones, and adapt to them, don’t try to prolong “The Zone” because you could be in danger of getting into fatigue, and don’t try to prolong warmup, because you could be in “The Zone” when you’re warming up in deathmatch instead of in competitive matches.
What Happened? Did you lose the round or just lose a gunfight?
How did you lose it? Were you too aggressive and they were too passive? Did you get flashed? Smoked? Naded?
Why did it happen? Why were you too aggressive when all you had to do was defend? Did you not hear or see the enemies coming? Were they waiting for you?
Where did it happen? Did it happen ramp? Did it happen in A site? Where did he kill me from?
Lastly think “When did it happen?” Was it at 2:50? Was it after they flashed and smoked the site? Was it after you killed they’re guy outside? Was it after a push?
Use all these questions to come up with a conclusion. “I lost the gunfight because I thought they were going to look hut and I decided to be aggressive and push ramp, but then they flashed me and heard me coming and waited for me to run in and died with 30 seconds left in the match.” Okay, now find the mistakes. “I was aggressive when I should’ve been defending, after all, I am CT and a lowercase “ct” looks like a lowercase d, which means I should be defending. “The clock was at 30 seconds left, they had to act quickly and plant the bomb or save, and there was no reason for me to push them when they would’ve pushed me.” After you find the mistakes, don’t do them the next round. Next round don’t be aggressive and if the time is 30 seconds, wait it out, they might be saving and you will easily win the round. Another example would be when you were killed by an awper in radio twice in a row. The third time, don’t do the same mistake, don’t go to that same spot and smoke radio, make him wait or make him move positions, then defend. Same goes for attacking.
Throughout the many years of me playing video games both competitive and casually, I have learned to use this kind of thinking in all games, not just counter strike, and I can vouch to say it works just as well. The point of this lesson is to make you realize that in order to play better you don’t have to play more, you have to play SMARTER, outsmart your enemies using advantages you find and create, and also to help teach yourself through your mistakes.
I never play with my students after I teach them to help them by making them analyze their own gameplay without my help and help themselves