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Mewyabby's Musings: Day 2 of DreamHack: Bucharest

Modern Times Group: DreamHack: Bucharest

This a series of an amateur's writers thoughts on professional Counter-Strike: Global Offensive. I'll do predictions and analysis for each premier international LAN event and other events when I can. I hope this remains as a useful source for players or teams to improve and an easy way for people to find information about past tournaments.
Prediction tweet
HLTV page
Liquipedia page
VOD page
Tournament rules
Day 1 here
Pick/ban format: bo3: aBan, bBan, aPick, bPick, aBan, bBan, Pick
Predictions can be (Y) yes/correct or (N) no/wrong.

Match 7: Group A elimination: EnvyUs - Gambit 2-0 (16-14, 16-7) (Y)

GMB bans dust2, picks cobble, bans mirage. NV bans train, picks cache, bans overpass leaving nuke for map 3. NV's willingness to play literally anything before overpass continues, Gambit picks up a cobble which themselves as well as NV have losing records on. Gambit's first pick on the pick/ban handed it away. These teams share a history on dust2 where most recently at ELeague Season 1, they played a close map (16-13) and it took Apex going off to lock it down for the French. This also left cache open for NBK to play A site and letting KennyS have myriad of fall back positions to continue his resurgent form. Gambit had a shot at a map without these poor map picks, any star performances from their roster of 5 roleplayers, or winning a pistol.
Stars and 1.6 players have great pistols and Envy showed that off winning both the 1st and 16th round with ease. Both teams looked weak on anti-ecos, but Gambit, a team who's played together for more than 5 months, is still unable to cleanly defend sites and cover each other. It isn't as though NVs CT side was impeccable either, although it's much more excusable when you have highly skilled players. After NV got 15 rounds, they were unable to lock it down quickly and made multiple mistakes like not covering angles against lurk pushes or getting picked off on rotates in XvX's. The veterans from France took it, but failed to impress with anything new.
Don't give NV cache unless you have good coordination or plan on out fragging them. You don't win matches against people who have spots in the map named after them wtihout bringing something to the table. Gambit capitalized on the mistakes NV gave them, but took low chance plays to do so. This is a great map if you want to see a 'standard' game from the current EnvyUs lineup: Smooth T sides, a good KennyS, and the rest of the lineup showing up. Devil is there as well. This map also showed NV fail to integrate any of the new executes brought to StarLadder by the Asian lineups and not nearly respecting their opponents enough. Walking into vent and then spamming and not expecting to be fragged without having used utility can only be called overconfidence.

Match 8: Group B elimination: Dignitas - Flipsid3 2-1 (16-7, 9-16, 16-6) (N)

F3 bans dust2, picks train, bans nuke. Dig removes cache, picks cobble, removes overpass leaving mirage for map 3. After losing to Cloud9 in yesterdays opener Flipsid3 gets another shot onto their best map thanks to Dig's horrid cache. The Eastern Europeans also have a solid cobble and Dig's poor map pool played into Flip's hands. Mirage has been horrible for Flipsid3 all year, eeking out one win against a top 10 team yielding 11 rounds to NiP. Dignitas is much more active on mirage with almost twice as many games on it.
On train, Flipsid3's A site execute still beats teams without a dedicated strategy against it. Every round Flipsid3 won was from their aggressive positioning granted from their signature smoke take meanwhile Dignitas won rounds from duels against mid-air players, got picks in aim duels, and cheeky boosts. WorldEdit and Markeloff's double awp was not worth the $4000 spent as neither were active on the CT side and they didn't have a large bank behind them. Dig closed out the map with impressive individual play from k0nfig and repeated 5 player pushes into the ecoing Flipsid3. AWPs are not strong in aggressive scenarios and watching CajunB & WorldEdit try to use it to clear angles or people pushing their position in contrast to s1mple, Fallen, or KennyS should illustrate how incredible the skill gap is even at high levels of CS. Even with poor play from Rubino and MSL, the game felt like a routine win once Dig got going with gas Flipsid3 bought.
Cobble was more one sided by Flipsid3 and they actually played about as well as on train. Dignitas started making mistakes, taking prolonged trades with ecoing players and leaving MSL to lurk. With missed shots, 2 rounds on T side, and a round where 4 people die after smokes fade on a full buy round, Dig's low fragging in game leader MSL fails to show his value. After some stellar T side awping earlier this year, WorldEdit was much quieter here, but the entirity of Flipsid3 can at least get a frag. Thanks to Dig failing to watch for pushes through smokes without flashes and without a teammate to trade, Shara had 21 frags, but Markeloff clearly dragged them over the line with forcebuy kills and good site holds.
Mirage starts out with a T side CajunB ace before dominating F3 early getting multiple early round awp kills. Once he cooled off, Flipsid3 had some really solid site holds and Dignitas fought back with late executes. The mid control from the Danes put pressure on Flip and they just sat on the sites which meant A was taken from any of the 4 entrances. Mirage is a quick-rotation, open map and I underestimated the quality of individual play from Dig. Magiskb0y and k0nfig look like they're going to keep growing on lan. Hopefully they learn more about when to take risks since their extremely aggressive pushes makes larger site takes even more dangerous.

Match 9: Group A decider: EnvyUs - Heroic 2-1 (16-8, 13-16, 16-9) (N)

NV remove overpass, pick dust2, remove train. Heroic remove cache, pick nuke, and remove mirage leaving cobble for map 3. Leaving dust2 against a team with as much skill as Heroic and without great results themselves shows Envy is gambling. Heroic gets nuke, which NV doesn't play and cobble remains as a good map for Heroic and weak one for NV. Heroic won the pick/ban and can take all 3 maps and should definitely take map 2 and 3.
Dust2 opens up with both teams trading rounds back and forth, but once economies came in, the CT side from Heroic was exploited by NV. Heroic was tagged between doors, held B poorly against tunnel/mid splits, and couldn't account for NV's large playbook. Happy had a couple aggressive lurks, a rare occurance from him which were both successful. Heroic's T side got plant after plant in, but NBK and Apex had quite strong performances holding sites down. KennyS and the rest of the French side had so many teammate's flashes coming in to lock down kills, Heroic definitely put in an admirable job by getting 8 rounds.
Heroic started off nuke on the CT side and although they locked down the pistol, they failed on the first of many anti-ecos. Friis had 3 rounds in a row clutching on the lower bomb site, the raw skill from the young lineup performing well. With strong outer play, EnvyUs secured 9 rounds on T side. Both teams flew around the map with tons of pressure focused outside and on ramp. If you'd like to be upset with pistols' strength, bugs like plant delay and ladder clipping, and sprawling 1v1 focused maps, this map has it all. The only team to rush A was Heroic who used it a handful of times. This was an extremely close map of good core 1v1 mechanics and Heroic's nuke knowledge pushed them to map 3. Winning nearly every clutch helps, too.
NV's T side exploded with Happy acting like an entry fragger on aggression and watching flanks as a passive lurker. His play making along with the rest of the team (minus Devil) shows off the danger of a star lineup. Envy used standard plays and took the T side 13-2. Heroic did their best to fight back but with such a high round count, Envy just took their time for full buy rounds and cleaned the game up. Heroic didn't fight over drop room itself on CT side very often, instead covering electric and the flower box. The extra man it takes to watch that meant the A rotate was slow with 1-2 people in drop, making it easy for NV to catch them off guard with pop flashes. If they made NV spend more utility fighting over that room, they would have had a much better time.

Match 10: Group B decider: Dignitas - Faze 2-0 (16-7, 16-6) (N)

Dig banned Train, picked Nuke, and banned Mirage. Faze banned cobble, picked cache, and banned overpass leaving dust2 over. Faze is completely unable to play cache, nuke, overpass and cobble, and then they pick cache for themselves. Just the day before, Faze took dust2 off of Dig with a dominating performance from Rain so it's not as though they didn't have another good map. Though Dignitas isn't known for their cache, they've at least won more than 30% of their games on it (including online). That includes tier 2 competition. If you want to punish yourself don't do it on stage representing your organization, do it in private since not everyone is into BDSM.
Faze started off nuke with 3 successful quick A takes with minimal utility implemented. By round 4, Dignitas played 3 to the heaven side of A and locked down that push. The 'low tempo' Faze hardly impressed without utility to help peeks, just aggressive pushes and great aim, challenging the naturally spread out CT side. MSL actually impressed holding hut against multiple fully bought Faze pushes. K0nfig kept making plays outside, bringing it to a 10:5 half for the CTs after losing pistol. The 5 star players amazed again on their CT side pistol, but Dignitas' map knowledge took over once rifles came in. This is significantly better representation of good play on Nuke than Heroic-NV and once Dig got rolling, Faze just rolled over as it became obvious they didn't know how to use utility on the map or how to clear while pushing.
Dignitas held the CT side of cache and took smarter angles, utilized smokes and flashes more effectively, and had their routine performers put in work. Faze clearly has competent players, but not clearing every angle, having poor flash timings, and no star performances pushed Dig ahead. Every Faze round came from picking the weak site or outplays, not anything constituting strong counterstrike. Magiskb0y played shroud on A very often as it seems Dig understands pressure and the possibility he is there is more important than random chance or the 'surprise' factor they don't check it. This is two maps in a row Dig used vertical positioning to a high degree of success, so I wouldn't be surprised if they start learning overpass. With Magiskb0y and Rubino, lots of corners for MSL to hold, if CajunB can transfer some of his strat or team knowledge from Astralis, that could be a successful map for them in the future.
Tomorrow's predictions: VP > Dig, C9 > NV, C9 > VP
submitted by Mewyabby to GlobalOffensive

Sick of cheaters? Sick of 64 tick? Let's build a competitive NA Community!

Good Afternoon /GlobalOffensive
After seeing the numbers for Dreamhack this weekend, I couldn’t help but get excited. CS:GO is finally gaining the numbers required to become part of the larger international tournaments. It’s high time that North American players build a competitive community. There are a lot of people playing the game, but very few of them are playing genuine competitive Counter-Strike. By competitive I mean the way the game was played at Dreamhack: 5v5. Teams. Strats. 1:45 rounds and 35s bomb timers. I do not mean to create an “us” versus “them” mentality, but MM, even when queued with five, is not genuine competitive. People are not running strats on MM the way they are being run in league matches or on LAN. Matchmaking is pugging in the same way that ESEA, AltPug, and Leetway are pugging. How are we going to go about moving away from a model where we play with random people, to one where we play with a team consistently? We have to stop relying on pug services like ESEA, AltPug, Leetway, and Valve’s matchmaking and do it ourselves.
There are three main issues that need to be overcome for this to be possible:
  1. Cheaters:
We’ve all been there. “You guys are going to lose :))))” Only to have someone who just bought nine accounts during the Steam Sale so that he could aimbot with a SCAR through double doors. It’s frustrating. “Want to all just dc?” is usually the response from a team facing the cheater. But that means another five minute queue. Some days you’re lucky enough for the other team to kick the kid, but more often than not the other four people are paying him so that they can have “Global Elite” next to their name. The best we can do is click “report” and hope Overwatch bans the account four months down the road only to run into the same person on one of the other ten Steam accounts he made to cheat on after the Steam sale.
How is it possible that we all deal with this on a daily basis? We have accepted a model of playing Counter-Strike that was created out of circumstances dating back about six or seven years. It was sometime around season 16 or 17 that CAL introduced the CAL-Anti-Cheat Client. CEVO also had its own client. ESEA also had an AC client. Prior to ESEA having its own league, it was solely a PUG service. ESEA was where you went to PUG when you weren’t scrimming with your team (after your 5th had to go to bed). During this time, scrimming was played on private servers with no client. The only time you ran a client was when you played your league match (CEVO’s and CAL’s were both awful in those days). 95% of time spent playing the game was on private servers without a client. Once CAL closed its doors, ESEA began testing its own “scrim servers.” These were a godsend at the time. A server your team could use that was available to you because you were already part of their pug service? Genius. No longer having to bug your team to PayPal you that 8$ to chip in for a server was great. And this is when the community changed. This is when “on-client” and “off-client” became part of the vocabulary. All the serious teams moved to ESEA, and in doing so, “off-client” Counter-Strike became synonymous with wallhackers and aimbotters when only three years prior all competitive Counter-Strike was played off client. It’s cliche, but we gave up freedom for security. That and it was cheap. And in doing so, we went from a model where we chose not to play people we thought hacked, or kicked them from our servers if they started hacking, and hoped we wouldn’t see them in league, to a model where we have no control over the server and hope that a client or an Overwatch review will keep the cheaters out meanwhile assuming anyone better than us is cheating. This mentality was borne out of the “on-client/off-client” era. We need to start trusting each other again. I’d rather go back to thinking Team-X cheats, but playing them because they would at least try to hide it or no one would scrim them, than face another Steam Sale Warrior aimbotting and headshot spamming through mid in MM. And if someone I scrim does do any of those things. My friends and I can kick them from our server. This brings me to the second point: server hosting.
  1. Server Hosting
There are too many threads about people willing to pay for 128 tick servers in Matchmaking. Price is one reason Valve’s Matchmaking servers are 64 tick. The other reason is that Competitive Matchmaking is PUGGING. It is not much different than the “good Pubs” from 1.6 and Source. I know that I am not playing genuine competitive Counter-Strike when I queue for Matchmaking with my friends. The other team, even if they are a five stack, are not running league strats 99.9% of the time. ELO systems are fun, but they are not a true reflection of skill. If you noticed, there were some people that were only Legendary Eagle Master competing at Dreamhack this weekend. I really enjoy Matchmaking, but I understand why Valve is okay with leaving it at 64 tick.
A quick google search shows that I can rent a 12 person 128 tick private server for 16$ a month. 45$ if I pay for 3 months. A 10 slot private server is only 10$ a month.
These prices are nothing compared to the prices it used to cost. I googled them just now and couldn’t believe they were this cheap. It used to push over 30$ for a 1000fps 1.6 server sometimes even going as high as 50$. Good teams would have sponsors from server companies. I had the chance to play some 10 mans last night on a private server. It is a completely different game. The reg is better than ESEA and infinitely better than MM. Everyone loves playing on high quality servers, but the problem is trusting people not to cheat, and finding people to play with. Right now, the only people playing on private servers are teams that trust and know each other. This is incredibly limiting. No one takes a chance to scrim new people. Everyone assumes the other people are cheating. It’s time we start playing on good servers and meeting new people, trusting them not to cheat. How many of you remember copy/pasting this into console?
connect doom.divo.org:20175; password scrim123
We need to start doing this again, but that raises the question of how to facilitate scrimming.
  1. Organizing Competitive Gameplay:
This is the one obstacle to overcome that I am the least sure about how to do and is why I am asking for help. This subreddit has been great for sharing information about the game. Steam Groups are useful for keeping in touch with people I used to play with. ESEA and Matchmaking are good for finding pugs and scrims. But if we are going to make this work, and build a North American CS:GO scene that grows instead of shrinks, we need to agree on a meeting place. We need a new version of #findscrim #calscrim. The only way I know to do this, is to use mIRC, but if you are aware of of anything that would work better I am all ears. GameSurge used to be the NA server, but it’s essentially dead. I imagine we could use quakenet. The more important thing is that we all head to the same place. The critique is often that mIRC adds another ‘barrier,’ but I can’t think of ANYTHING more efficient for facilitating gameplay in a competitive community. Forums are bad. There’s no need for ‘pug’ clients if we can create an ‘off-client’ community that trusts one another enough to play new people. Kicking aimbotters, suspecting wallhackers but dealing with them, and competing in leagues. Right now ESEA and CEVO are the only leagues in NA, but there’s an influx of new players and a lot of old players that miss genuine competitive Counter-Strike. Making teams. Scrimming. Competing. We just have to find a place to meet.
In closing,
Many of the players on this subreddit are new to the community. There are so many threads about ‘improving,’ but improving at CS:GO is not about reaching Global Elite. Global Elite means you are good at pugging. Some of the best players I know don’t even touch Matchmaking. If you want to improve at this game you need to play it in its proper form.
So let’s make this happen. Let’s figure this out. Let’s build a North American CS:GO community for everyone that wants to play COMPETITIVE Counter-Strike. Let’s play on 128 tick servers.
Play hard. Go pro.
I didn't expect this to gain so much momentum. I'm not selling anything. I'm not trying to get you to idle my channel or join my steam group. I only want our community to start scrimming off client again. A lot of you are new, and will think people cheat. Give people the benefit of the doubt, unless they are speed hacking and aimbotting. If you think they're cheating/walling but trying to hide it, finish out the scrim and remember their steam_id and don't play them again. Make teams. Sign up for leagues. I don't care which. CEVO/ESEA/AltPug. But let's get scrimming off client. GameSurge already has some channels set up for Global Offensive #csgo #csgoscrim. Old players, go dig up your auth accounts. New players, go create an account on GameSurge there is a guide here: https://gamesurge.net/newuse (thanks notbitcoin).
EDIT #2:
After seeing this develop, I've noticed there are a great variety of opinions. Again, I didn't set out making this thread for myself. My ultimate interest was seeing a community develop that was not handicapped to any one league, pug service, or Valve. My bias is that I am older and have seen an off-client community work once before. I have no problem with ESEA and have competed in multiple league seasons and have been a paying member since 2006. I know the premier competition for CS:GO in NA competes in ESEA's league. Those of you competing in ESEA with no interest playing off-client, I'm not here to make you change your mind or saying you are wrong. My only hope is that North American CS can build a community where SCRIMMING is the primary way the game is played. I can only do so much. The rest is on all of you. If you have an idea that you think works, GO WITH IT. If you want to try something to further the development of the competitive community, do it. I have received numerous pm's about playing 10 man's off client. As such, I have set up something for everyone and anyone interested in playing. I'm idling #go10man on GameSurge and I have created a steam group at http://steamcommunity.com/groups/go10man for anyone interested in playing. Don't care what rank you are. Don't care if you've been playing since 1999 or since yesterday. If you have no interest in playing with me, I don't mind at all. Keep playing and competing however you see fit. Maybe I'll run into you at the SoCal Revival Lan or in ESEA next season. All I want is the competitive community to thrive. However you decide to do that is up to you.
Cheers, GY!BE
submitted by gyibe to GlobalOffensive

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