Notes
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[CT]
- work around early aggression to get info (overpass is flank heavy)
- Sometimes more comfortable awping, but skull camps it
- prefers pushy style to obtain map control/information
- ^ along with a guy behind to trade kill if stuff goes wrong
[T]
- Focus a lot more on map control then working into a more established site take
- ^ instead of our current status of just nading and running in on the spot
- Work on area taking methods
- believes that we should always have someone lurk/stay/offset in an key area who can gain info, watch flank, fake, etc
- Early gun rounds, apply pressure to all areas to discourage them from peeking and roaming to gain info
- ^ Mindgame shit
- ^ Enables us to set up for site takes more easily
[ALL]
- Skull decide and call the strat much earlier
- Skull cannot expect perfect fluidity among our strats as we aren't as perfect as the higher tiered gameplay
- Expectations regarding gamesense are too high
- Work on adapting to changing situations
- Keep comms uncluttered and short
- Skull, ur tilt spreads among the rest of the team
kevin
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[T]
- believes that we should always have someone lurk/stay/offset in an key area who can gain info, watch flank, fake, etc
- ^ we get flanked too much
- Play and take control of key map areas more
- we either go fast/verylate of a round when taking a site, should work takes around 30-50 more and spend early time establishing around the map
[CT]
- believes we're still too aggressive on certain areas of the map
[ALL]
- skull tilting affects his comms
- skull tilts too easily
- nitro tilts too easily
- kool needs to comm more
- gamesense is more geared towards solo play
- ^ prefers a fast rotate than having someone tag up in the same area
- comms are too negative
- keep nitro/kool away from eachother
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