Counter-Strike: Global Offensive

It’s back online.

Here is the peek test. This test has you behind a wall with two arrows. An arrow lights up telling you to strafe either left or right. You strafe that direction to peek around the wall and try to find and shoot a single stationary enemy as quickly as possible. You know, to practice peeking around corners and killing before being killed. I was pretty average at this, but again, the pros average frag time is faster than my time to shoot. I’m dead before I fire a bullet.

Here is the spray test. I’m not sure if the spray test judged me properly. If it did, then I suck at it, which I also believe. I thought that the test wanted me to control my spray, like I do, by not holding the trigger. But when I did that the test didn’t register. I think this test wants you to spray and pray, but try to control it just by moving the mouse, not by letting up on the trigger and burst firing. Either way, I am way bad. I could not contain the spray.

Here’s the jump test, which I mentioned before. Out of 8 jump challenges, I was only able to complete the first three. The three I completed I did much slower than most people. Some of the tests were obviously do-able, I was just unable to do them. For example test 6 has you jump onto very pointy sticks, like in a kung-fu movie. I know how to do this, I just wasn’t able to jump precisely enough. The final tests have you jumping out of a window and around a 90 degree corner. I never knew this was possible, and I do not have the faintest clue as to how to accomplish it. I wasn’t able to figure it out, either.

Next was the perceive test. Here you aim at a target to center yourself. They then play a sound of gunfire. YOu then fire a single shot at where you heard the gunfire coming from. You are judged on speed and accuracy. Obviously your audio setup plays a large factor here. I was using my AKG K240 stereo headphones, not surround sound. Even so, I was way bad at this.

Here we go, something I’m kind of good at, the flick test. Here you zoom in with a sniper rifle. Then an enemy appears and you shoot it. Much like the aiming test, I was extremely accurate. More accurate than pros! Just very very slow. I take my time carefully aiming to get that accuracy. In a real game, I’m dead before I shoot that very accurate shot, unless my opponent misses once or twice. Also, as we saw in the tracking test, I’m only accurate because the target isn’t moving.

The final test, the holding test. Sniping at moving targets. They tell you one of 6 locations the enemy will emerge from, but they move around all over. You also need to deal with switching between the two different levels of zoom on the scope since some enemies emerge closer or further. You can see I was much better at the closer enemies than the further ones. Not only am I dead before I shoot, but my shot is not accurate because the target is moving.

Now that I have completed this baseline skills assessment, I’m going to try just a tiny bit of the training. I want to see how it is designed, and determine if it will actually help improve player skills or not.

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Have you ever done FPS training before like with Kovaaks?

No, I’ve never heard of that. This is the first time I’ve ever heard of any sort of FPS training software, though in retrospect it’s obvious that things like this have to have existed already.

I checked out what happens after you do the baseline test. In each of the skill categories there are challenges available at three difficulty levels. The challenges mirror the categories in the baseline test. The idea is that you practice these challenges repeatedly, get better scores, and therefore get better at the game. That’s all there is to it, for now.

The ones with biggest differences from the baseline test were the perception and spray tests.The perception test shows you the enemy location after you fire into the darkness. I was way off most of the time. I want to blame the stereo headphones again, but I can’t confirm it’s not me unless someone else takes the test with the same setup. All I can say is that I was hearing the same sounds from the same location on the right whether the enemy was front right or way rear right.

The spray test was actually a huge help. As you sprayed it displayed green and red dots on the screen showing you where you to aim in order for the spray to get into the enemy. Basically start on the head, then make your way down and start spraying the feet. Where the other tests simply provided a practice environment, this test was actually providing instruction on how to get better.

That’s what I’m really looking for, and find sorely lacking in this program as a whole. A person can’t improve their skills if you simply stick them in a world class gym. If they already knew what to do in that gym, their skill level would already be very high. An expert coach is what is needed to show someone what to do in that gym. Is my mouse sensitivity too high or low? What buttons do I press to make these jumps, because I clearly have no clue? Only the spray test provided any sort of help.

Here’s the data they showed me after I completed all the challenges at the rookie level.

Don’t pick me for your Counter-Strike team if you want to win.

Do report on your training. One thing I’m wondering if that is designed for people who understand all of the concepts being tested and just focuses on training them, or does it have any explanations. Like if you don’t even understand what spray control is, can the training even help.

I’m done with it. I was mostly just interested in seeing how it works, not actually training to get better.

As for the other question, I don’t know if it will help. Some people might be able to figure out how to spray control simply by being challenged to do so. The same way you figure out how to run and jump over a big hole in Mario without explicit instructions. Other people are not going to be able to figure it out and will need someone to tell them exactly which buttons to press and when. This does not provide that as of this time, at least that I could see.

I gave the baseline test a go.

What I learned: Some skills transfer from PUBG, which is my current main FPS game, over to this CSGO test really well. Also, some skills are totally different.

For example, the Track test I’m way closer to the pro level than the community level. That seems about right. Same with the Perceive test. Tracking targets and flicking to a noise is a huge part of PUBG.

Flick test and Aim test I was about community level or slightly above.

I must admit I didn’t understand the Hold test. I didn’t notice the lights were telling me where the bot would emerge! No wonder I felt so slow! I was still above community level, maybe due to getting 78% of shots on target, which is better than the 64% of the community.

The Jump test? No idea what was going on there. I’ve never thought of CSGO as a platforming game, and I’ve never learned any of the techniques. I was just jumping into holes to get it over with as quickly as possible.

The other worst test for me was the Spray test, but this is entirely down to the completely different weapon handling compared to PUBG.

In PUBG, it your crosshair is over a target and you click, it WILL hit the target spot on. The spray recoil then randomly animates your entire gun and view. If you keep the crosshairs where you want them, the bullets will follow.

In CSGO, the bullet spray itself is randomised, not the gun animation. That disconnect means the guide to where the bullets are going is seeing where the bullets are pinging off a wall, rather than tracking the crosshairs.

Needless to say, I’m not about to fuck up my PUBG spraying skills, which only just about win me fights in PUBG, to get better at long sprays in CSGO. I don’t think I’ve ever held a long spray in CSGO, while in PUBG I need to do it all the time.

In all, I’m fine with my test results. Some close to pro, some just above community, jumping no idea why I bothered, and the two gun control tests (peek and spray) feel like they are testing a muscle I don’t have.

That jumping test does sound very odd. I could assume that some CS maps have useful positions one can reach by doing some tricky jumping. But even in those cases people who want to utilize them should just practice in the actual maps.

Yes, one of the jump tests is “Dust 2 XBOX” and another is “Mirage Window to Cat” so I get they are testing for something you might use in the game.

Here’s a screen capture of my baseline test graph:

I forgot to mention the Peek test previously. In PUBG there is a “lean” mechanic. You would NEVER just step out from behind cover if you knew an enemy was waiting and maybe looking your way. You’d just die. Of course, in CSGO the only way to shoot around a corner is to step out and then be quicker than the other guy, rather than in PUBG where you are mostly trying to present as small a target as possible. The muscle memory for peeking is just so completely different I never managed to get a hang of it.

Doesn’t that just mean that only 13% of players are doing worse?

Radar graphs are pretty common representation for these kind of things. Or at least it’s widely used in manga. For example, there is a character page after each chapter in Haikyuu!! where such a chart is used. I can also distinctly remember them showing up in Naruto and Hajime no Ippo, and probably a couple others I’m forgetting.

These charts are easy to read since the more area is filled out, the better the player is, and spikes show specialization in one field, while obling shapes show deficiencies on other areas that need improvement.

Clearly that is not accurate, look how much I suck.

Radar charts are notoriously bad because of this. By reordering the axes, you can change the area filled in. That chart has flick and peek on opposite ends, but one could just as easily imagine them adjacent. And the axes immediately on either side of a data point affect how much area is filled in around it.

It’s not that a radar chart is never appropriate. But usually they introduce a relationship where there isn’t any in the underlying data.

I’m not going to say you don’t, but have you considered, other people suck even more.

It’s true. Someone out there is worse than me, including all the people who haven’t even played before.

I should point out that even though it was a while ago, last time we played, you beat me pretty handily, and I’m hardly a slouch.

I did my tests.

Top 39%.

My key weakness is jump. (Fuck the fucky jumping in CS: it’s a legacy of a barbaric age). I also can’t spray for shit, but I’m uninterested in getting better at that.

My strengths (where I’m actually better than the community) is track/hold. Which makes sense considering I’m mostly playing games like Overwatch.

I’m not even sure we can call it a legacy, it’s a game from 2012, which started it’s life as a port of a game from 2004, which in turn was basically just an engine update to a game from 2000, literally just a couple months away from 20 years ago. Shit’s damn near ancient itself.

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My goal is just to be as good as or better than the community. I’ve always enjoyed CS the most when I’m on a server with the same people over time.

Maybe we should try to get games going again. Just friends and friends-of-friends. Private servers.

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“Strafe jumping” is the phrase to google if you want to learn more. It’s a side effect from the old engines, similar to “running forward + right is 1.414x faster than running forward”.

It’s a huge pain to do. You have to jump, hold A or D, and smoothly sweep your mouse in the direction you want to turn in midair. For one jump, you can get around corners, or even jump a little farther than a normal jump.

If you do it perfectly a bunch of times in a row, you can exceed the max run speed. But humans usually fuck it up after 3-4 hops max, and end up going slower than just running. Absolutely not worth learning unless you’re really trying to be expert.

Jumping and spraying were the two things that dragged my score down so much that I went from “better than community in every metric so should be above in global score” to “you suck so much at jumping that you suck compared to the community”.

I tried Valorant a few weeks ago, and it’s a really solid game.

I was on a team of four and we kept level with a full team of five for the entire stretched, took it to an overtime sudden death game at 15-15, then took the victory. It was pretty thrilling.

And I know I’m at the same level as the community with this kind of game, because I was the best player in the match. Just a random non-ranked game, but then I’ve very little interest in ranked or competitive play of any kind.

I don’t think I jumped once in the entire match.

I’m not normally a fan of the double elimination tournament format. This year, with all ESL matches being played online, they tried it out to give season 12 playoffs a different feel than the also-online season 11 bracket.

And it worked! I wouldn’t want every ESL season to work like this, but there was genuine added drama.

Astralis lost early in the playoffs, then worked their way through the entire loser bracket, playing two matches on the day before the final, winning both. In the final they started the five-map match already a map down (winner bracket team had a one map advantage) lost the second map, then performed a three map winning run for a come from behind victory.

If they had lost the final 0-3, I’d have the same opinion of double elimination brackets: skip them! But sometimes throwing in variations can pay off. So we’ll done ESL.