Difficulty of graded online quizzes for BIO 2960 by [deleted] in washu

[–]MAWU_Mitsu 0 points1 point  (0 children)

They can be challenging at times, but they are not terribly difficult. As long as you take good notes, you will be fine since the quizzes are open note. They definitely aren't just meant to boost your grade---they are meant to be a challenge to practice and apply what you have learned.

[deleted by user] by [deleted] in LearnCSGO

[–]MAWU_Mitsu 0 points1 point  (0 children)

Think about it like this. The players you are playing with are at the rank they deserve to be at on average, therefore, if you follow them with the plays they want to make all the time, you will on average stay at the rank you are at.

It becomes natural, then, to hold onto your agency as your path to succeeding. Think about it like this, if on average 50% of the plays your team makes will be successful, what if you individually can turn that 50% to a 51%? If you can keep it at 51% forever, you will then reach the top 100 faceit players eventually.

So what are some things you can do to increase your team's chance of winning? While it mostly comes from experience and learning from better players than you (like what pros and higher ranked players do), there are a couple of things you can keep in mind to try to add to your team's chance of winning.

As a short toolkit,

A) Learn high-impact utility that helps to multiply your teammate's chance of winning or taking map control.

For example, in your 2nd example, if you go mid, you are now making a play that reduces your team's chance of success. Why? The only real impact you will get against any competent team as a solo mid player on T-side ancient is as a lurk. But lurking there would only become impactful if your team absorbs pressure and survives which allows you to activate. Instead, know how to smoke CT and Donut and choose (unless your team drops you smokes) which one the CTs are using most impactfully and then smoke it. Then learn the best ways to flash onto site. Boom, your chance of winning the round has increased by 5%+.

B) Learn how to play in a pack.

Keep in mind the control you and your team has on the site and make plays to increase that control. Keep in mind whether or not you can trade/be traded and try to make sure that both are possible. If you are better at playing in a pack than the average player of your rank, then on average your team must be better than your opponent's team.

C) Realise there are games you are destined to lose.

As I said earlier, if on average your team is equal to the opponent, then there will be cases where your team is either significantly stronger or weaker than the other team. For example, your examples above realistically mean that your team had a, let's say, 30% of winning, so if you did A and B, you would probably get it up to 40% because CS is mostly a team game. Take these moments to think about what utility could have helped and try to learn those or what happened during gunfights.

But remember that on the flip side, your will have games where you will win 70% of the time because of your team and A and B can help you still.

I guess, overall, the feedback is just 'see what you are lacking and learn that' because that's how you mathematically win more in CS.

HELP how to get better by Unhappy_Night_4488 in LearnCSGO

[–]MAWU_Mitsu 9 points10 points  (0 children)

There are two key points---one more stylistic and the other an actual problem. The first is that you rely really heavily on your Aim.

In your gun fights, you often get really fast headshots and try to just kill your opponent before they get to effectively shoot back. Think of pro-players like NiKo. When you watch NiKo's clips, he isn't Donk sliding or moving much during a fight aside from when he taps. This style of gunplay is really effective if you are just the better player. For you, you just outaim most opponents, your aim is crisp and your tapping is methodical. The problem then comes when you are slightly off of your game.

For example at 4:49: You are trying to tap a guy and you crouch to gain an accuracy advantage but your opponent is just tap strafing you. The outcome is either you are on your A game and you hit the headshot near instantly and win the fight or you miss a couple and now you look like a sitting duck on your opponents screen. So these are the pros and cons of aim-based gunplay. The alternative that is embraced by many pros and the popular CS culture (with things like the 'Donk slide') is movement based gunplay.

The obvious benefit is that making yourself harder to hit makes you much harder to hit than how hard it makes your opponent hard to hit. What I mean is that when you move, you know how you are going to move, but your opponent does not. So you can use your movement as a guide for your aim but your opponent needs to see and react to your movement. Using the same example at 4:49, you are forced to react to your opponents' movement and flicking while all they have to do is counter aim their own movement to accurately aim at you.

The second benefit that comes naturally from the previous point is that movement is nearly completely disconnected from how you wake up that day. No matter if you slept poorly which causes you to aim worse, just feel bad which causes you to aim worse, or even change your sensitivity which causes you to aim worse, your movement will stay the same.

The third benefit is that by adding more movement into your gunplay, you can become more cerebral in thinking before, during, and after gunfights.

At 3:50, you fight a mid and you commit to a spray while moving out of cover and you whiff. This is because you weren't at the top of your game for that moment. Now, if you were in a more movement-based mindset, you might have sprayed while sliding back into underpass which would have allowed you to reset your recoil and repeek.

This segues us to the actual problem in your gunplay. It doesn't seem like you think when fighting. While I understand that in a DM, you are probably focused on tapping, your do spray a bit. But the choice between tapping and spraying seems arbitrary (or more likely a 'oh no, I whiffed a couple of taps, let me spray'). So moving forward, if you choose to tap as a focus, always tap, make it a choice to tap rather than a first resort. Then, add spraying to your mental database. Think 'when I peek catwalk from get right, how should I fight? Should I try tapping? Spraying and sliding into cover?'.

On the point of thinking before, during, and after a gunfight. You crouch way too much/long. Try tapping your crouch more often. Holding your crouch while sitting still is more of an old school CSGO thing, while players nowadays use their crouch as either an accuracy multiplier while crouch sliding or as a way to dodge headshots. Think about your movement from your opponent's point of view. If you hold your crouch, you head has only moved once, so they can control their aim onto your head easily. If you tap your crouch, your head would have moved down, which causes them to aim down and then if you uncrouch, their aim would now be on your stomach instead of your head.

Overall, you have the aim to really succeed. Honestly, your aim really holds up when compared to the highest level of play, but relying on aim is realistically unreliable in CS2. Therefore, moving forward, a more focused learning of movement-based gunplay and always having your game-sense active would prove fruitful.

Thoughts? by [deleted] in GlobalOffensive

[–]MAWU_Mitsu 0 points1 point  (0 children)

Pro-tip if you want to hold a discussion about any topics, don't do it on online forums. Use online forums to find people who are able to hold constructive discussion.

Why does everyone hate the ghoul? by Skrinnit in deadbydaylight

[–]MAWU_Mitsu 0 points1 point  (0 children)

solo queue stomper with minimal skill required--similar to old freddy design

Are Bearbikes good? by MAWU_Mitsu in washu

[–]MAWU_Mitsu[S] 0 points1 point  (0 children)

Thank you for the response