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Round 1 1:40 - Better to just play defensively on pistol, rushes are very likely to happen and it's easier to set up a crossfire
Round 2 1:40 - Again, better to just relent the apps control unless you have your site buddy smoke it for you early or you delay the control push to smoke it yourself
Round 3 1:30 - Should just run through market, it's quicker and allows you to take jungle control or fill a gap if either of your teammates die
Round 4 1:35 - Let trak be the rotate here, not much you're able to do on an open site like A with a mag-7, plus you're the team's lurk. You're able to fill that role quite well by simply anchoring on sites like B Mirage, B Inferno, A Cobble, etc.
Round 4 1:10~ish - Not worth to peek out like this, better to just wait out a push with your mag-7 as you'll have advantage in tight corners. Crossing the gap is somewhat ok, but it may also be worth to just stay healthy inside of ticket booth and coordinate a push/peek with your teammates
Round 5 1:40 - Crosshair is too high here. Apps drops down going into kitchen (there are stairs). Should also probably be playing a position where you can get info a bit more safely. I'm not a fan of this position as you can probably tell
Round 5 1:35 - A site's already been lost, should just rotate around safely as getting a flank here doesn't net you anything.
Round 5 Post-plant - Moving through apps like this, you should always have your crosshair ready. A lot of the times you were aiming into the stairs and not really focusing on places that a T may be sitting waiting for a bomb tap. Additionally, don't make any noise if you're going to commit to walking, a couple of steps could be fatal
Round 5 Post-plant (2v1) - The bomb's planted open, and since you already know CT and Palace are cleared, you should be communicating about holding certain angles. You should be positioned over towards balcony area here watching jungle, connector and stairs while your teammate defuses and watches ramp.
Round 6 1:40 - Unlucky that this smoke has a hole in it. If the smoke was perfect, you can move up onto balcony and sit on the window for a good one-off spot, where you grab one quick kill then immediately drop down (you can't be greedy if you do this). Additionally, don't spam this smoke since it just gives enemies tracers that they can follow to spam you down.
Round 6 1:33 - Movement here could use a bit of work, you shouldn't ever have your crosshair in dead space, so just strafe as you jump up these boxes. Only reason to look away while jumping is if you're air strafing, which doesn't come into play outside of a few specific situations.
Round 6 1:02 - Can't expose yourself to open angles like this, if you want to throw that smoke (which you shouldn't here as it would block off the bomb from your teammates), then you have to run over to the jungle wall on your right which would protect you from the palace angle.
Round 7 1:38 - You see that the smoke is far over to the right, so you should just hug the right side to avoid getting spotted by any small gaps that may be made on the left side. Even if you don't see any gaps on your side doesn't mean there isn't a one way created on accident for them.
Round 7 1:15 - The death here is unfortunate (that guy should not have been there for any reason) but you definitely should have just moved down through underpass instead of trying to make the flank again. The flank starts becoming predictable outside of doing it 1 or 2 times and it's just better to get grouped with your teammates ASAP when you have bomb control or the Ts can't make it to the other site in time/effectively.
Round 8 1:45 - Your nade here was too early and too shallow, try to bounce it in deeper and a second or two slower as if anyone was there you would have heard them running up anyways, so you know they won't be up that close so fast
Round 9 1:32 - Don't push up in this smoke, it's a really good chance for you to just play up into it and stop any potential cheese rushes. You can hug the left wall if you want, but it's far better to just play in the middle or over to the right so you have an easy escape towards van or window.
Round 10 1:10 - Don't make this jump straight up, it makes it super easy for an AWP to hit. Strafe over and you'll make a harder shot, get more info and potentially stop yourself from being seen (this last part might have been patched but it was pretty broken when I was playing)
Round 10 0:53? - As soon as Zynx hears the guy barreling down underpass, you should start to rotate. Zynx is in a good position to double back if needed and you won't get too far away if they decide to change course for B. Better to just make the pre-emptive move towards A.
Round 10 0:35 - Good decision on going CT instead of Jungle, you don't know if jungle is safe enough to enter plus you want to try to help your A teammate as quick as possible, and going jungle may slow you down in that.
Round 11 1:50 - You should be the one anchoring B as the team's lurk. Let Trak group so you can both play into your roles. Communicate that with both Trak and Kraz3 in the future.
Round 11 1:32 - You left yourself open to the jungle angle again, if someone happened to stick around and swing that angle with an AWP or even an AK you could get killed.
Round 11 Post-plant - Use the smoke to move up, your bench is covered by it so you can check arches, site and market corner before it expires, then after it expires you can check it to eliminate over 50% of the possible angles they could be covering from.
Round 12 1:33 - If you're going to peek into the jungle angle late into the round, you have to jiggle peek it. You have to either bait the AWP shot or just get the info before making your next decision, and should never wide swing on tetris when the jungle angle isn't covered/cleared.
Round 13 1:25 - Going for a one-off here is fine, but you have to take a wider angle. That corner gets checked pretty commonly nowadays so you have to play it a bit off to catch them off guard. Should also aim up a bit higher and go for headshots as the mag-7 is pretty inconsistent with chest shots, especially against armor. (I think stomach shots are 1 hit though?)
Round 14 1:33 - Don't be moving around in the open without at least having your crosshair on something, you should never have to look at van to know where it is. Strafe while watching for any smoke pushes or you may just get shot in the back. Moving to van here is also a bit questionable, but it may be fine. I would personally just hold from the right side of the side, using the close pillar as cover to duck in and out from just to pop off some quick shots and get damage out for your teammates to retake, since there's not a much better spot for you to try to get multiple kills from.
Round 15 1:30 - This is another case of not having your crosshair on something, and this time you got punished for it. You have to always be looking at something unless you plan on air strafing to safety, and if you're unsure on what that is/how to do it just let me know and we can discuss it.
Round 18 Post-plant - Rushing through smoke like this against pistol buys is really dangerous, as most eco players will look to get a one-off before they die, or try to salvage a gun. Just play it out calmly and smartly, you don't have to rack up kills like it's ESEA.
Round 21 1:25 - Don't switch to nades while out in the open, always try to get behind cover or at least know you're safe from all of your exposed angles (You don't have full confidence on no one coming connector here)
Round 22 1:15 - Peeking into this angle is almost always a net negative, the person holding it has advantage while you're moving/airborne and you have to register whether there's even someone there. Just clear the angle through a boost, through ladder room, or through nades.
Round 23 1:26 - Moving over like this is super cocky, you're straight ignoring 3-4 different angles on site that have yet to be cleared while your teammates aren't even near enough to trade you yet. Take it slow and make sure you're safe before making a play like that
Round 26 1:15 - You should have probably already started to move out of palace by this point, since you have someone holding most of the angles on site, all you have to worry about is firebox and CT. Check those angles and you should be good to drop and check under balc.
Round 29 1:30 - You shouldn't make the peek out, just wait so you can make a flash for your team to entry off of.
Round 29 1:05 - You had several sound cues here that you seemed to ignore, the ladder and the AWP shot being major ones. The AWP shot came from jungle but you exposed yourself wide open to it, and the ladder you almost completely turned your back too. Try to make sense of the sound cues that you get while in game and make quick decisions based on that information.
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