The Ultimate CS2 Awp Guide...

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it's big long veiny we're obviously talking about the or the or is arguably the most powerful weapon in Counter Strike costing $4,750 it's a One-Shot kill to the body and Deals like 85 damage to the legs with the gun mostly being a One-Shot kill it could be said that it's the easiest weapon to master but I would argue that there's a lot more room for error when it comes to oring not only because there's more importance placed on consistency but also because an Ora has a big presence on the server they've legit got the biggest and most expensive gun and they'll typically play in the most biggest open area on the map this is because an or has a very fast time to kill even at a long distance and if the enemy have four out of five people on an AK at best the odds are that you'll have a favorable fight this fast time to kill can actually allow us to hold in ways a rifle can't like if we wanted to hold a tight angle some of which can lock off parts of the map take this spot for example if we've cleared banana ear round we can plop an OP here and stack four at a because the op has somewhat made an invisible death line that the t's can't cross and as soon as they do the op has an easy kill information and can fall back to a different angle the main reason this works is obviously because of the One-Shot kill Factor but also because the or is falling back after he makes contact if you stuck around and repeat the same angle you'd have multiple people holding for that exact Peak whereas falling back allows us to reset and take another kill when they Peak the the next angle this is something to keep in mind at all times let's take another banana for example on overpass early round I love a cheeky peek on Mid but after my first shot I'll fall back to bathrooms and then after that shot I'll go to my next spot and so on so forth this decision making can change depending on the situation but every spot I take I'm constantly thinking about what my next angle will be after I take this shot so what are those situational things that alter our decision- making well obviously the info we get from the peak plays apart if you see a bunch of people rushing with pistols it's kind of obvious that you should fall back for a long range fight but if it's just two people slowly taking map control it might just be a default round for them and you can play with that information in mind something else to remember is the utility you have available you can delay pressure by using your mollies and nades and stuff and also flashbangs can help you take control of angles like if someone's holding me here and I know they are I wouldn't want to dry peek into him I prefer to get a flash from myself or a teammate and that's because even if the guy turns away from my flash he's still UNS scoping or resetting his angle giving us an opportunity to win the angle naturally this plays into util awareness people will flash your angle and it's really annoying cuz you either have to turn your mouse like a mile to dodge it or you have to UNS scope and turn around either way it resets your position you can overcome this in certain angles by playing close to the wall so the flash is blocked alternatively you can just walk behind the wall and also knowing what it sounds like when someone throws a flashbang is really helpful flashbang you can turn around to what were meant to be pot flashes get a heads up on when they're going to Peak cuz they're probably going to peek after the Flash and overall even outside of oping it's just a really good bit of knowledge to have but a Congregation of all of this knowledge will enable you to see the strong and weak points of each angle and usually each position has an even split of them the way you play them properly is knowing what strengths are quiet at a time and what weaknesses are vulnerable like on the overpass example if we have connector control it opens up new angles for me to hold but if my teammate is at long I'd obviously handle the situation differently let's take another overpass position barrels this is great for holding monster but as soon as you lose short control there's like three places you can get peaked from the same as donut on Ancient we can hold Heaven perfectly but if we lose elbow we have an awkward vertical split there's a lot of risk versus reward you can weigh up in terms of positioning but what risk do we need to account for in terms of our aim well with distance favoring us this usually isn't a problem since it's a lot harder for our opponent to hit us than it is for us to hit them but there are times when you might want to hold an angle that's very close range and this is still fine but you need to be aware of what the engagement is like for your enemy if someone's holding connectad door like this it's not a bad spot but if they miss one shot they're [ __ ] and that's cuz this is a close- range fight again I'm not saying not to do these kind of plays because you can have really big impact from them and there are other factors that can play a part in your success rate but you need to think of the risk as well as the reward I see too many people going into unfavorable fights and it's usually because they lack patience which as an oper you need a lot of and that's because if you lose your or not only is it really expensive but you could effectively give the enemy the or which they can then use to win the round we're kind of blending into the economy here and that's because it is very important for an Opa to know the economy if you saved the pull your pennies and got yourself Shrek's finger just to die alone after taking an aggressive angle not only are you going to tilt but you've also wasted your money you bloody plunker same goes for saving your main weapon is really expensive so if you're a tall in an unfavorable fight you should probably just go and save and get your impact next round as we said earlier this weapon has a huge presence on the server so naturally opponents will have a subconscious understanding of where you play so it's a good idea to stay versatile when oping this could be going for a spawn based Peak or even just Rota to the other site after you get an opening pick anything that makes the enemy feel like you're everywhere there are obviously times where you might want to stay in the same spot like if the enemy team are just constantly doing the same thing you can just be in a new angle each round and keep it unpredictable in that sense but it's safe to say that if you play the same spot or follow the same path for too long you can get targeted and you'll feel like a tit there are Limitless ways we can utilize an or on the CT side and I hope you're starting to see what kind of role it is and with that knowledge let's talk a little bit about tside oping which will coincidentally cover more aggressive Styles that's not to suggest you can't apply this to the CT side but it just works a bit better with tside examples first of all I just want to throw out the fact that you don't always need an or on the T side but if you do it could be really helpful for getting things like open and picks as we've discussed earlier the op has a fast time to kill so you can get early engagements with a high chance of success but it is important to think about the risk reward Factor we mentioned earlier you might want to peek a certain spot because you have the spawn for it whereas if you have the worst spawn possible you might not be the first one to the angle since you're the tside you're naturally going to be going against oras who are already holding an angle so it's really important to be able to win those angles as in make them stop holding it you can do this with most of your utility whether it be a flash you could just double n an angle you suspect someone to be holding and there's also multiple Molotov lineups for where opers commonly hold and after we win this angle we could just hold it for our team sometimes they'll rep peek it but either way it cuts off that section of the area and you can just hold it whilst your team push up close to the corner a lot of the time you will be the furthest back on the push it makes sense because your team can take the close- range fights and you can be in the back holding for any weak points or any potential Peaks and you can can also throw some support and util from back here but if we got all of our knowledge we've gained and put it into one cheeky paragraph I think I'd say try and minimize our risk with distance and use our advantage of having a fast time to kill or while being aware of the value we're holding and the engagement from the enemy's point of view but it doesn't end there boys I've mainly written about my perspective and the things I think about so I put out a community post asking you guys to ask me questions in the hopes of discussing things I may have missed and what a load of questions including one from water he says that he struggles with practicing his or aim and needs help well some lovely individuals from our community already beat me to this one but I'm going to highlight their response because it's absolutely right if you load into a trini which I actually covered in our previous video you can give yourself an auto sniper with this command and if you come all the way to the back here and scope in you'll still have all the dots in view this way you don't have to [ __ ] your weapon back after each time you shoot and you can just focus on what's important the aiming although when you're peing an angle in a real situation it's different and a fair few people have asked about this there's more to it than just our aim there's our reaction time your movement and your Crosshair placement there are other factors that can play a part but let's just focus on these three as they can be controlled and practiced by ourselves firstly if you're holding an angle and you miss your first shot it can be detrimental to rep peek like if your Mirage window and you miss your shot you You' already missed your opportunity so instead of focusing on winning it back try setting up a new engagement although you are inevitably going to have to peek into someone in an Ideal World we would want to be able to do this as fast as a rifle would but as we have an or we move slower and when we scope in we move even slower so obviously we don't want to peek like this cuz it's too slow this was also pointed out by Bevy in the comments but here's three alternative ways to peek firstly is like this scoping while swinging and crouching for the accuracy second is pretty much the same but we're staying standing this can be helpful if we know we want to go for a quick Peak because we can fall back from the angle just as fast as we peaked it we can do this by quick switching to our knife which was asked about by Kakashi Hatake and also peeking while scoped in isn't bad we are slower yes but if we allow ourselves to pick up enough momentum our Max Speed isn't that bad and it makes it easier for us to pre- aim the enemy's position with oping in general people often struggle with last shots and it usually comes down to flicking and scoping at the same time we want to separate them because our sensitivity changes when we go from nons scope to scoping in and if we're Midway through a flick when this change happens it can really throw us off try scoping and then flicking or flicking and then scoping so your aim is pretty much on Target and whilst we're somewhat on the topic of unscoped aim no scoping can be seen as unreliable and random but depending on the distance you're facing you can Master them and it'll help your odds in close-ranged engagements sometimes I like to hop on AIM Bots and just fiddle around going for crazy shots and to be honest I feel like this has helped my oring ability the most over the years it seems stupid but a lot of oring involves Hail Mary flicks and quick Scopes and where else are you going to practice it it might seem pointless to practice something as impossible as this but I like to think if you practice the impossible for long enough you'll realize that it's just a skill and one last quick question from SC he's asking if it's worth having the same Ora for every map or whether it's worth switching it up and honestly it kind of just comes down to preference for example I love oping on these Maps but I'm not a fan of these although if someone wanted to become the perfect oper they should be able to do it on every map as each one has different scenarios for example on nuke an Opa can be a fast rotate player defaulting in heaven whereas on Inferno it could be argued that an OP is a good sight anchor as well as a rotator but yeah I hope I've covered everything necessary boys because I've been working on this for a while let me know what you think in the comments section and also if you've watched this far into the video show some love to my mate Liam in the comment section it's got nothing to do with anything but he's just an absolute Legend So yeah see [Music] you m
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Channel: kneel
Views: 18,205
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Keywords: the ultimate cs2 awp guide, cs2 awp guide, cs2, counter strike 2, awp guide, awp, how to awp, counter strike 2 awp guide, counter strike 2 awp, cs2 guide, cs guide, counter strike 2 guide
Id: hgFWQThoaWg
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Length: 12min 2sec (722 seconds)
Published: Fri Mar 15 2024
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