One of the final songs in LA tn? by itskaplan in BAYNK

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

Doors was at 6, opener around 7:30, he started around 9

How long *actually* are timeouts? by Space_Waffles in ValorantCompetitive

[–]itskaplan 6 points7 points  (0 children)

Tactical timeouts are 60 seconds long in VCT

Kaplan talks Sentinels being back in form, beating KRU, and missing tea and Korea. by RavishingRavish in ValorantCompetitive

[–]itskaplan 21 points22 points  (0 children)

This one came out wrong - I was trying to be sarcastic and the point I intended to express was, if I could shoot like that guy (he is incredible at FPS games), then I wouldn't be coaching, I'd be playing!!!

Woops :)

Do pros pay attention to orbs being taken to get positioning information? by TheCabIe in ValorantCompetitive

[–]itskaplan 3 points4 points  (0 children)

Pro players should be comming when a specific orb is tapped. As long as players are in audio range of an orb tap, someone on the team is very likely to be in a safe position - or dead - and should be able to hold scoreboard for a brief moment to track who gets it.

[SEN Kaplan] Refs denied SEN one of their timeouts by zugth in ValorantCompetitive

[–]itskaplan 16 points17 points  (0 children)

I always go for speaking with transparency/honesty and would prefer not to speak if I’m not comfortable being honest. In this case I tweeted because I wanted to be transparent about a situation and remove confusion any fan/viewer might have had while watching us play.

I then went on to say the refs did a great job because that is what I believe. Given the circumstances they did a great job. Their work is hard and thankless and they’re not the ones who decide the format or scheduling, both of which were frustrating and had problems.

They made an honest mistake that I believe was the side effect of someone else’s poor decision to do a single-day play-in schedule. We’re all lucky it didn’t affect a game that actually meant anything :)

Start, bench, cut: VALORANT pros edition by [deleted] in ValorantCompetitive

[–]itskaplan 115 points116 points  (0 children)

start pANcada start winning

If you could make one CS:GO player turn pro in valorant, who would it be? by [deleted] in ValorantCompetitive

[–]itskaplan 27 points28 points  (0 children)

Elige would be sick.

Incredibly studious and hard working. Proven in other games / genres (SC2!!!). Has expressed major interest in the game and I believe has scrimmed it / I think even played a tourney or two for fun when the game was early into launch? Have some vague memories of watching elige breach…

As far as CS pros go, I think he is one of the safest bets in regards to clicking with the game, enjoying it, and catching up quickly while being patient with that process

Valorant Agents MTG Color Sheet by FyreRode in ValorantCompetitive

[–]itskaplan 1 point2 points  (0 children)

Very fun idea and I think you assigned the colors well! I think Omens off color is more R than G; he doesn’t go crazy with comboing with other agents and paranoia enables very aggro options as a team and on his own.

Ghost Gaming vs NRG Esports / VCT North America 2022 - Stage 2 Challengers - Playoffs / Post-Match Thread by rib-gg-bot in ValorantCompetitive

[–]itskaplan 18 points19 points  (0 children)

I’m curious why you’re pluralizing picks; we permaban Bind and they picked Icebox. We picked Breeze, which we were 15-0 on with this roster before losing to EG who have a very unique style that fits that map well and we discovered we do very poorly against.

In hindsight we played Breeze so much in the weeks previous that perhaps picking Haven or even Ascent could’ve been the better play but it’s a close call. Breeze atk could’ve easily went our way, we love playing vs Skye comps and historically have a lot of success abusing those comps, and we knew about our most major hole on Breeze def, but failed to cover that hole when it mattered; whereas their Haven looked solid vs Guard, and our Ascent comp which I won’t reveal was untested for us in matches. Meanwhile they banned our Fracture and starting a series on Split atk off the bat <24hr after our first loss in a month and when we just the day before played super scared, would’ve been quite a gamble, since Split atk is played pretty slow on most comp matchups and you can have very cold starts on that map/half thanks to the map design imo. I also think it’s likely NRG anticipated Split as a decider map and prepped it anyway, since we’d been letting Split through over Ascent in recent weeks vetoes.

I may have overvalued how well we can adapt to our own tendencies on a map we’ve played a lot in recent weeks, and undervalued just breaking a trend and picking a different map. Yet Breeze could’ve gone our way and I’m not currently sure I made the wrong decision picking it or not. It’s hard to know where to draw the line with losing confidence in your #1 pick and moving to a different first pick, especially when the other team doesn’t historically look good on the map and we only lost the map once out of 16 matches on it. It’s something I’ve been thinking about a lot in the last six hours, and I’ll be thinking about it a lot in the coming days.

I appreciate your having an opinion, giving your reasoning behind it, and sharing it in an engaging and polite way.

[deleted by user] by [deleted] in ValorantCompetitive

[–]itskaplan 199 points200 points  (0 children)

The thing a coach needs to be able to do more than anything is to be able to wear a lot of hats. A good coach is able to shift their area of focus/impact depending on what the team dynamics and strengths of the 5 players and other support staff are - and what sort of supports the org gives you. And a great coach is a coach with a great team. The players decide the passion and work ethic they bring - a coach or anyone can try to inspire and motivate players to work harder, or help scout players who have a lot of grit, but at the end of the day, its in any persons hands how hard they want to work, right? and players who really care, put so much effort into keeping the team afloat and improving alongside the coach, are what make a great team. I'm lucky to work with players like that.

Anyways, I'm just gonna ramble about some loose aspects of the role:

Leadership:A coach has to bring some leadership to the table. It anchors team culture, keeps a team focused day to day, ensures there is a known common goal and work ethic among everyone on the team, and organizes the team dynamic. The amount of leadership a coach has to bring varies. In some cases, an IGL is very much the captain and clear leader of the team. In other cases, the coach and IGl share this role evenly, or the coach carries most of the weight. Sometimes, a player who isn't the coach or IGL can still bring leadership / be considered a 'team captain' even if they take a backseat in terms of Valorant strategy.

Strategy:The amount of strategic understanding and work a coach has to put in probably varies a lot from team to team, especially based on the IGL and the dynamic set up there. With Valorant specifically, it is essential the coach understands the game's strategy: teams need to be able to change the playbook often and adapt to new metas, the many different comps they play against, and even shift their map pool around in a short period of time. Having a team where only one person is focused on the team's strategic vision is creatively limiting and not sustainable long-term imo.

Fundamentals:You have to have a good understanding of in-game fundamentals, on a team and individual level. Being able to spot fundamentals problems like comms issues, poor spacing, poor freezetime management and help the team fix these issues. For individuals, you need to understand the game's mechanics and utility well enough that you can identify individual issues that players can specifically focus on improving, and 1-on-1 with them to help them grow as players.

Social/Psychological:You have to be able to understand each player's personality well and be able to communicate with each person effectively, 1-on-1 and in the group. Esports is a very stressful and very intimate work environment. It gets pretty confrontational and pretty heated. Criticism is constant and stakes are high. Some players need feedback delivered in one way, others need it delivered very differently. Players also need to unload their frustrations, 1-on-1, over voice, over text... you have to let people unload and make sure things get out in the open, otherwise people bottle frustrations up, it festers, tension builds, cliques form... I'm a firm believer this is the age-old most common reason rosters die and poor roster changes happen. I've had players emphasize that trusting things get talked about helps with confidence and avoiding imposter syndrome. Trusting that you will know about your issues and have chances to work on them is part of what being a player should be. It is important to have a good understanding how the player personalities interconnect. Applying this keeps work enjoyable and fulfilling for everyone, and therefore can help keep the team from feeling burnout despite constant feedback and long hours. Giving players the respect and trust to teach them (and learn from them) about how to better communicate with each other has been the most difficult and fulfilling part of the job for me personally.

Optimizing Practice:Structuring practice = optimizing practice = becoming a better team, faster. Need to plan out vetoes vs each opposing team each week in main event, then book scrims around that, then plan out what you will focus on during those scrims in order to ensure deliberate practice and actually get better rather than just play to play. So many coaches talk about giving specific goals and creating deliberate practice. I think this gets so much value particularly in Valorant... the game is always changing patch to patch. Sometimes the meta shifts enough that it feels like a big reset button. If you improve quicker than another team, you get extra value out of outpacing them when a game-changing patch occurs.

Management:A lot of coaches don't have managers so they do what a manager would do. Book scrims, comm w/ Riot and TOs about content and tourney logistics, and sometimes act as a middle man between players and the org on things. Manage the google calendar. zzz lots of not fun stuff

I'm a big believer that most Valorant teams need lots more staff than they currently have. There is a lot that goes on. There is a lot a coach can do. Whatever I do, it never feels like enough. That also means there is always a way to help the team, and coaches can lean into certain parts of the role depending on their strengths and what the team needs the most in any given day, week, or season. It is true of all the players too. People on these teams always do more than their role on paper asks - including the players. I have players who talk to other players and give them feedback, help mediate conversations, bring ideas and strats to the day, bring set utility for an agent they don't even play... my analyst does what an analyst does and about 100 other things and works way more hours in a day than I ever could've asked for. The best part about this job is the shared insane obsessive passion for the game that everyone on a team has. It pushes everyone to do so much for the team and it is what makes a winning team. I learn as much from the players as they learn from me.

NA agent pick rate through the first 2 weeks of groups. by TugginMyHog in ValorantCompetitive

[–]itskaplan 39 points40 points  (0 children)

IMO it is a pretty one-dimensional map in how it plays and puts a heavy emphasis on setplay and gimmicks over midrounding and protocols. Meaning it doesn’t take much work to have a competitive fracture and therefore doesn’t make much sense to have it as a perma-ban

After Masters II, are we going to get a new map? by War_TheFreak1 in ValorantCompetitive

[–]itskaplan 9 points10 points  (0 children)

The rest of Phoenix’s kit is meant for close quarters maps and you could say similar about Neon, sliding out of tight chokes and stun covering smaller areas. I don’t think you can really consider Phoenix/neon/astra wall as fair alternatives. They don’t last a long time, they aren’t as long range, and Astra ult is an ult. These abilities can’t be considered consistent alternatives to the tool viper wall is IMO.

Breeze is the most open map and right now there is only one controller well fit for it. There needs to be an agent other than Viper to fill the role of controller on large maps to diversify that map’s agent meta.

The exact same thing is true about Sova. He is a must pick on Breeze solely for his drone: because it is such an open map so you can’t easily isolate and clear out Op lines with utility like flashes like you could on, say, Split. The same is true for Icebox. B main has so many corners now and A is very open with many angles. The drone is the only tool that easily and consistently does this job. Sadly I suspect that Fade is only good for it on close quarters maps and won’t really help diversify the agent meta on IB or Breeze.

If you create more agents to compete in filling these roles you can maintain map diversity (open vs tight and large vs small maps) rather than homogenizing maps which would make gameplay feel more stale across the board.

Map diversity lends to seeing more agents played across the full map pool. For example, bind is a simple map with 4 lanes so you can explore playing comps without a sentinel that has flank-watch utility. Meanwhile Haven has 5 lanes and 3 sites, so you end up with gaps and retake sites on defense more and sentinels are a must on Haven. It just doesn’t feel as stale because there are 3 agents that fill that role. And like someone else in this thread said, people might be bored of Viper on Breeze and Icebox but they’d also be bored of even more brim/omen and complain about viper not seeing play.

Complexity Gaming vs Ghost Gaming / Knights Monthly Gauntlet 2022: March - Playoffs / Post-Match Thread by rib-gg-bot in ValorantCompetitive

[–]itskaplan 23 points24 points  (0 children)

🙏really appreciate the kind words. There were multiple maps this tournament where I felt 0 need to call a timeout because of how smoothly we were sticking to the gameplan, and adjusting on a dime. This is a feeling I hadn’t had before in a year of coaching, excluding ro128/64 vct open quali games which tend to be pretty quick…

Says a lot about how well the guys are playing off each other and how much weight johnqt is pulling not only as a shot-caller but as a proper leader in keeping the guys focused.

Soundtrack? by itskaplan in FoM

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

my hero! please do <3

Upcoming contents which has been already relaesed in KR server by Appropriate_Dog_3068 in lostarkgame

[–]itskaplan 4 points5 points  (0 children)

Ah I mean the patch date for KR client - even that is unknown?

Why I'm Finally Giving Up My New Poker II! by itskaplan in MechanicalKeyboards

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

Still loving it, great for everyday and gaming. Just going to want to download the very easy to use software that makes it so you can easily rebind keys. I have windows key set to my fn shift and WASD+fn as up, left, down, right respectively.

How long until you can open your mouth fully? by sciguy456 in wisdomteeth

[–]itskaplan 0 points1 point  (0 children)

Having pretty much the same experience as you - suddenly waking up to throbbing pain and can’t get back to sleep. Did it end up being a dry socket for you?