Monday, March 4, 2013

HATTON GAMES: When to buy armor

Taken from: Original post

Hey guys, a quick guide for you here on the subject of when to buy or not buy Kevlar (+ Helm) in competitive play. I saw a post on reddit on the subject and thought I’d summarize the views expressed and also give you my two cents.
Should I buy armour?
Armour is expensive, you will only be able to afford a vest on the first round with only a small amount of money left over and on ‘buy rounds’ you will be blowing $1000 each time. So is it worth it? What does it actually do?
- Kevlar reduces your damage taken from bullets and grenades.
- Has no impact on your movement speed (unlike some other games).
- There is visually no difference to your character, therefore you cannot tell if someone is wearing armour just by looking.
So as you can see there are no real disadvantages to wearing the stuff, so obviously if you can afford to buy armour with a weapon then do so!
Should I ever buy armour without a weapon?
Probably not, no. Having a weapon is far more important than armour as Counter-Strike is a tactical game where you are often in situations where you can fire upon an enemy without taking fire yourself (flanking/blind enemy/…). There are very rare situations where you might buy armour and a weaker weapon, including pistols, such as on a forced buy round. This can sometimes be useful if most of your team has guns because you can take a weapon from an enemy or teammate, whereas you cannot pick up armour.
Should I bother with a helmet?
Ok, so Kevlar alone costs $650 and Kevlar + Helmet costs $1000. Is a helmet always worth the extra $350? Short answer – yes. But let’s look at some stats. What are the differences between the two items?
- A Kevlar Vest bought with or without a Helm reduces damage done to the cheststomachand arms by the exact same amount( I will put a table below with the exact values for those interested).
- A Helmet will add this bonus to the hitbox of the head.
Headshots are important in Counter-Strike, a headshot will always do significantly increased damage. Many of the weapons in the game will kill you in one shot to the head at close-medium range. Some of these weapons are also fairly accurate, meaning that your chances of getting killed by one bullet are fairly high. Buying a helmet greatly reduces this threat by lowering the number of weapons that have this ability to just a handful (These being sniper riflesdesert eagleclose-range shotguns and of course the dreaded ak47!).
Should I rebuy armour each round? Even if I survive with armour equipped?
Buying Kevlar will always cost you $650, regardless of whether you have Kevlar equipped with a Helmet or not, and is not dependent on how much armour you have remaining. This means it costs the same whether you have 10 armour left, or 90. However, buying a Helmet will only cost you $350 as long as you have 100 armour, meaning that it would cost you the same as having bought them both together, but will cost you $1000 if you have less than 100 armour.
The interesting thing to note about your remaining armour value is that it will provide the same protection from 1-100. As long as you have some armour it will reduce incoming damage by the same amount. So, then is it worth buying it every time – even if you have 10 left!?
Generally speaking no, it isn’t worth buying more armour if you have plenty left. What is plenty? Well that kind of depends on a few factors…
- Your money (obviously)
- The enemies money (Eco – are the enemy strapped for cash?)
It’s important in Counter-Strike to have a good understanding of the economy system and in particular knowledge of the enemies economy. If you can be fairly certain the enemy team are low on cash and unlikely to be able to buy powerful weapons (i.e. pistol buy) then armour is not going to be as much as a priority. However, the pistols in Global Offensive are far more powerful than they used to be and so are the cheap shotguns/smgs so it’s hard to say whether the risk is worth saving the cash. What you need to consider is how much armour damage you are likely to receive in the coming round. As far as I know, from looking at a few sources on the subject your armour value is reduced based on the damage that you would have received without armour. You can work this out using the table below. Take away the percentage of damage reduction from the weapon doing the damage and remove that number from your armour rating.
For example, let’s look at the AK47. A shot to the chest on an unarmoured opponent does approx. 35 damage. The armour penetration for the ak is 22.5% which means that a shot that would have otherwise done 35 damage would only do about 27. Therefore the opponents armour would be reduced by 8. This should give you a rough idea of how much armour you are likely to lose in a round. Going by these numbers; in the example of the ak, 4 shots to the chest would kill you but would have reduced your armour by only 32. 3 shots would leave you with 19hp and only remove 24 points of armour. In this example it would be pointless for you to buy armour if you had more than around 25-30 points remaining. Obviously you need to consider all weapons, particularly HE grenades as they damage armour significantly (40%) and do high damage (upto 90+). A single HE could remove ~50 health and ~40 armour leaving you rather vulnerable if you started the round with less.
Conclusion: A general ‘rule of thumb’ is to always buy Kevlar and Helmet, if you can afford it and a weapon, and if you have less than 40-50 armour remaining.
The table mentioned above can be found here:

Tuesday, February 26, 2013

Attacking/Defending bombsites (on D2)

So there are some major differences between defending and attacking bombsites in general.
When defending (CT), I find the advantages to be the following:
- Your enemy do not know how many you are defending that bombsite
- Your enemy do not know your position on the bombsite
- You have the time on your side, meaning you can just wait, while your opponents have to make a move.
- Camping (yes, that is an advantage!), when waiting for your opponents in a choke spot, you know they have to go right through your crosshair in order to attack a certain bombsite, in which you get to fire first.

When attacking (T):
- You have the element of surprise with you, meaning you have the ability to adapt to your opponents setup, and rotate and maybe attack the bombsite where your opponents are not, whereas the CT's have to counter-react to everything the terrorists do.
- With proper smokes and flashes, you can attack a bombsite while your enemies are blinded, giving free frags and possibly a 3v5 or 4v5 situation and a planted bomb, which most likely will result in a won round
- With strategies and combination of flashes/smokes, you can try to force the CT's to rotate or execute a strategy that might just make the CT's get caught off guard.
- When rushing a site or taking it slow, you have the advantages of numbers, in most cases. (since only 2 or 3 people are defending a particular bombsite

So how do you exploit your advantage or reduce the one of your opponents?
That depends on the map and your teams strength and weaknesses, if on D2 and you are hardcore aimers, going long many rounds may give you the advantage of aim duels, where you can use the long range to exploit your better aim, while your opponents as CTs might have spottet this and want to stop you at the double doors at long, before you even get to long, making the duel more of a sprayout instead, and you having to go right through their crosshair.

Reducing the advantages of CTs:
- Your enemy do not know how many you are defending that bombsite
With a good AWPer on your team, and being T on D2, you have a better spawn to peak down middle than CTs have, meaning unless the CTs smoke mid, you can watch how many people cross over from CT-spawn to B2, (B1 is usually used instead of A and B2 is used instead of B), and adjusting your strategy according to that.

- Your enemy do not know your position on the bombsiteFlashes and smokes are your best friend, when invading B2 you can smoke out the B2 plat, where a sniper might residence, making his awp potentially useless, correct times flashes can also be to your advantage, blinded opponents cant do much damage to you, since they obviously can't hit you! Also as you progress into the game, you might know that there always is an opponent on the B2 plat, so you can preaim there and get a kill or smoke it out.

- You have the time on your sideGet that bomb planted, use your strategies and get the bomb planted, now the time is on your side, while you fight off those CTs, they have (I think it is 35 seconds in competitive), to defuse the bomb, meaining you have to prevent them from starting to defuse for 30 seconds with a kit and 25 seconds without.

- Camping
Again use flashes and smokes, reduce their vision and take the mapcontrol, giving them fewer spots to camp in, so you might be able to guess their camping spots, with you being able to rotate to another bomb site, if the CTs rotated themselves. If you planted the bomb you are then giving the advantage of camping.

Reducing the advantages of Ts:
- You have the element of surprise with you
You have to counter-react to the T's, playing aggresive can give you the element of surprise, if you know that your opponent almost always have a person at lower dark, you can rush to Short boost box and have an AWPer take out the T when he's comming, while a persdon is watching CAT from CT-mid.
You could also rush lower and B, maybe during an eco round, giving you crossfire on the Ts that have entered upper dark.

- With proper smokes and flashesCounter flash and smokes when they flash or use smoke against you, also use the incindiary grenade to prevent any rushes from happening, the T's then have to rush through the fire taking alot of damage, or wait til it runs out, making your teammates able to rotate in time to defend the bombsite.

- With strategies and combination of flashes/smokes
Play smart, dont get fooled by 5 decoy grenades thrown yard on nuke, if you do not see any enemies. or on D2 if you see 4 people going long, the last might be short or defending long, you can then try to have the person(s) going short and the ones defending B2 going mid and taking him out, making it a 4v5 situation, even before the T's have taken the site. Try to exploit the weaknesses of the Ts strategies and use them to your advantages.

- When rushing a site or taking it slow, you have the advantages of numbersWhile it can be hard to counter this, you "just" have to do kill an opponents to make it up for you dying, while I think if you do not kill a person, you should do 150-200 damage at least to your enemies before dying, so your team have the advantages of being at full health. Also use nades against them, a nade to the face of 5 enemies with full armor is about 50 damage per person = 250 damage.

Depending on what you do and what your opponent does, you should try to exploit the weaknesses of your opponents and take advantage of your strengths, use flashes, smokes and incindiary grenades to slow down, blind ect. your enemy.

Hope this helps
// GrekMaR

Wednesday, February 20, 2013

CS:GO: money system, weapon rewards and money management

Weapon rewards
Tested in classic casual vs bots:
Note: You can also see the gun rewards in the buy menu.
Glock: 150$
Dual berettas: 150$
P250: 150$
Dual berettas: 150$
Deagle: 150$

Tec-9: 150$

Five-SeveN: 150$

Molotov: 150$
Explosive: 150$
(I miss if you kill with hitting opponent with flash or smoke, but that is so rare I won't go into it)

Knife: 750$

Nova: 450$
XM1014: 450$
Sawed-Off: 450$
Negev: 150
M249: 150

P90: 150$
PP-Bizon: 300$
MP7: 300$
UMP-45: 300$

MAC-10: 300$

MAG-8: 450$

AWP: 50$ (Sniper)
SSG 08: 150$ (Scout)

AK-47: 150$
Galil AR: 150$
SG 553: 150$
G3SG1: 150$ (Autosniper)

FAMAS: 150$
AUG: 150$
M4A4: 150$
SCAR-20: 150 (Autosniper)

(the following I havn't tested, took it from this source)
Round and other money rewards (or penalties)

Classic Casual

Starting money: $1000
Win the round: $2700
Lose the round: $2400
Kill an opponent: 1 * Gun Reward (eg: for M4A4 it's: 1 * 150$ = 150)
Defuse the bomb: $200
Plant the bomb: $200
Rescue a hostage: $200
Maximum Money: $10000
Shoot a hostage: -690

Classic Competitive

Starting money: $800
Win the round: $3500
Lose the round: $1400
Kill an opponent: 3 * Gun Reward (eg. for M4A4 it's: 3* 150$ = 450) (im not sure if it is 2 or 3 times)
Defuse the bomb: $300
Plant the bomb: $300
Rescue a hostage: $300
Maximum Money: $16000
Shoot a hostage: -690

Money management:
Hope this helps your money management in CS:GO, also here are some terms that are useful to the money system in cs:go:
Eco - Economy round, buy nothing, or maybe just a deagle or a nade
Deco - Economy round with deagles
Anti-eco - Buying Weapons that are good for farming money (shotguns, smgs), which gives you a good chance of winning the round still, but gives you more money pr. kill

To be able to buy, I recommend that every person on each team have at least:
CT: 4500$ (M4A4 + Amor/helmet + Kit/Nades)
T: 4000$ (AK-47 + Armor/Helmet + Nades)

You could also be good with:
CT: 4100$ (M4A4 + Armor/helmet), ~3250$ (FAMAS + Armor/Helmet)
T: 3700$ (AK-47 + Armor/Helmet), ~3000$ (Galil AR + Armor/Helmet)

But should be only be done if you are in problem moneywise and roundwise, if it is a critical round or something like that.

But most importantly - look at your teammates money before you buy anything!
Also if you need a drop, say it, preferebly after the round is won/lost but before the new one starts, so your team gets time to respond to that.


Tuesday, February 19, 2013

CS:GO - Useful links and tips

CS:GO Ranks:

Youtube channel with nice tips for smokes, strats, frags:

News (and community sites):

Usefull pages:

Blueprint for maps, you can make strats ect.

crosshair settings generator, play with settings to find the crosshair you want!

(Outdated with some weapons, but gives a good overview of the arsenal!)
Weapon overview, which weapons are there?


Pro tips videos

Config guide (in danish)

Decent blog article (only the look at the recoil and movement)

Decent article about getting started with competitive gaming in CS:GO (only little bit usefull but nice information, old article, I prefer -freq 100)

Overview of weapons, go and look up the weapon you play and look at gameplay tactics and countertactics!

HattonGames made great a weapon guide, havn't seen it, but hatton games is awesome, so I trust the content to live up to my expectations!

CS:GO Terminology

Great guide, not quite complete yet, but is decent!

Overview og map and spot names

Thursday, February 7, 2013

People in Challenger tier!

As for today it is the first day, that I see people from Solo Queue in the challenger tier on all the servers NA, EUW and EUNE - take a look below:

Ladders Season 3

Season 3 Challenger Tier

trausi style


NA: (alot here!)
One Trlck Pony    
Crs Voyboy    
SAGA AllegroGJ    

Will you be the next person in the challenger Tier?

If you do not remember how the challenger tier works and how to go pro take a look here

// GrekMaR


Wednesday, February 6, 2013 now a part of lists all of the champions and counters to them, you can find links to champion guides and how to counter a champion, what to notice ect. the original could the same thing, but the design has been revised and is actually quite nice now, we can also see some information about which champions works well with the selected champion ect.

So an example of a champion could be Cho'Gath:
When you select Cho'Gath at the main page you get information like:


the Terror of the VoidTankMageMagical DamageJunglerTop

You also have three options to see:
Summary of counter items, counter summoner spells and counter mechanics
Stats of Cho'Gath (per. level, base stats ect.)
Skills - List of skills, description, scaling, manacost ect.

Then we have guides, link to them, views and rating:

Then we have the, in my opinion the most important feature on, the list of Bad against, good against and good with, we can list after the lane he plays on, which in chos case are:
All, Top lane, Jungle, general, where general means how they play against him in mid, late or just throughout the game, where the other specifices lane matchups.
You could argue that Cho'Gath mid is viable and this should be considered as well!
But this list is of course not covering everything, but gives a good list of which machups to consider when playing against some champion.

TL:DR features:
- What counter a champion (item, champions, summoner spells, mechanisms)
- Who a champion works well with
- What a champion is good against (other champions)
- Link to guides
- Complete stats of champions and what lanes are normally played with a champion

All in all a good page to add to your "guide" section of your League of Legends bookmarks


Monday, February 4, 2013

Who should you jungle?

I came across this awesome guide on link made by Hersir, enjoy:
maokai banner
The Jungler has the most potential to turn a game around, yet it is the position that most people find the most daunting. They have the ability to focus on any lane they desire, to slow down the enemy jungler and to help out failing lanes. They can act as an initiator or tank in team fights, or even a bruiser carry depending on who you play. All this makes the Jungler  certainly the most versatile role in the game. In a return to my series on guiding the beginner to ranked play in the right direction, I want to point out a few of the changes that were made to the Jungle and then show a selection of Junglers that are highly recommended to anyone wanting to learn the role. For the seasoned Junglers among us, you will already know everything I’m going to say. For those of you wanting to tackle the behemoth that is the Jungle, read on! I am not going to talk about the best champions to play in the jungle for those experienced in the position. This isn’t going to be a meta-breaking discussion on how, if you play it just right, you can run Leona in the jungle- this is a simple point in the right direction for those wanting to pick up their first Jungle champion.
So what were the main changes to the Jungle?
Season 3 brought around a lot of changes to the jungle, most notably a change to how jungle creeps behave. The main change here was a massive increase in the amount of health large jungle creeps have, with a reduction in the health of smaller jungle creeps. This meant that sustain junglers like Warwick or Fiddlesticks were suddenly viable, and also that the jungle was no longer the sole realm of the AoE clear. Additionally, Hunters Machete was added to the game. It gives a small amount of true damage when attack monsters as well as 10% increased damage to monsters and the Spirit Stone upgrade is even stronger. Suddenly, AP junglers were far more viable, and with Madreds/Wriggles and Spirit Stone available, the field was wide open for junglers no one thought viable before the pre-season 3 patch.
hunter's machete

So which Junglers should I be trying out?
NunuSquareNunu is a beast in the jungle. He’s primarily used because the combination of his Blood Boil (W) and Ice Blast (E) make him impossible to catch in the Jungle, which means he’s a fantastic counter jungler- but he also works great for those just starting to jungle. He has Consume, a mini-Smite, as his Q and his counter-jungling abilities mean if anyone tries to counter-jungle you, there’s no chance they’re getting away unless they burn flash, which is still a success. Nunu has a relatively quick clear time due to Consume and Blood Boil and if you manage his passive correctly, he isn’t as dependant on getting Blue buff as some other junglers. For full Nunu builds and guides check out this and this build on the Solomid guides page. He doesn’t have the strongest ganks due to not having a hard gap closer, so landing his Ice Blast is crucial to making ganks work. This can take some time to get used to, but once you’ve mastered his ganks and his counter-jungling, there’ll be no stopping you.

AmumuSquareAmumu is my favourite jungler, and for good reason. His Bandage Toss (Q) is a fantastic gap closer if you’re good with skill shots. The AoE damage output from his Despair (W) and Tantrum (E) aren’t bad, but his main ability and the primary reason you might struggle to play him because he’s often banned in every game: Curse of the Sad Mummy. His (R) ability still remains as one of the best ganks in the games. Freezing the enemy in place for 2 seconds allows your own AoE damage and whoever you’re helping out with a gank to burst an enemy champion down. There are also better hard resets to team fights in the game. While Amumu is an incredibly strong ganker once he hits level 6, he does have downsides, primarily that he’s so Blue buff dependant. Despite various changes to Amumu over the last few years and various item changes- if the enemy team manages to successfully invade at the start of the game meaning Amumu doesn’t get Blue buff, he will be on the back foot until the next one comes up. Despite all this, we’ve seen time and time again through tournaments that Amumu is still incredibly viable with the right team composition, and is a champion that any budding jungler should know. For a full in depth guide on Jungle Amumu, check out this guide from TSM substitute Dan Dinh.
MaokaiSquareLike many of the recommended champions for the beginner’s Jungle, Maokai is tanky. With the right build, outlined in this guide by TSM jungler TheOddOne, Maokai can be a powerhouse of ganks and CC. His Arcane Smash (Q) works as a knock-back that slows and damages enemies hit. Add in Twisted Advance (W), makes for a 1/1.25/1.5/1.75/2 second root and 20/27/34/41/48% slow throughout the game. Throw in a Flash or Exhaust depending on your preference and there’s no way the enemy is escaping your ganks. Perhaps the biggest downside to Maokai is the fact you must fully commit to fights. There’s no skirting around the edges, his Q, W and R all require you to be in the middle of the action. This isn’t too much of an issue and generally you build him tanky, but it can be a little daunting for someone new to the jungle. Once Maokai is perfected he is a champion that will stay in your repertoire for a long time, as he is still viable at high ranked bracket play and makes regular appearances at professional tournaments.

WarwickSquareWarwick is a pretty underrated Jungler and not one we see a lot of at high Elo (or should I say brackets?), but that doesn’t mean he can’t be an effective first Jungler. Although he doesn’t have the fastest clear times, Warwick’s strengths lie in the fact he has ridiculous levels of sustain. Both Warwick’s passive, Eternal Thirst and his (Q), Hungering Strike, give him good sustain in the jungle. This is even more important now that large Jungle creeps are much stronger. Sustain is never a bad thing and Warwick has plenty of it. Warwick’s ultimate, Infinite Duress, is also incredibly powerful if used correctly. At level six, if the lane you’re ganking is paying attention, you are almost guaranteed to get a kill. It is the combination of these two features that makes Warwick a great jungler. Yes he’s not the fastest clearer and yes he is incredibly dependent on his Infinite Duress to effectively gank, but his sustain makes him a great choice for someone wanting to learn jungle routes and ganking without having to constantly worry about health.

Dr. Mundo
DrMundoSquareNo discussion on Jungling is complete without talking about Dr. Mundo, which is why he’s earned the 5th and final spot in my most important beginner jungle champions guide. The first thing we notice about Dr. Mundo is the fact he doesn’t use mana, so this means we’re starting at Red Buff (or Wraiths if you so choose), but not Blue Buff. Mana is perhaps the biggest factor in holding many junglers back in the early game, but Dr. Mundo doesn’t have to worry about this. All he needs to worry about is his health, but once you have either a Warmog’s Armour or Spirit Visage, this isn’t an issue. Mundo can be played like a bruiser or a tank, and coupled with the fact he has very fast clear times due to the AoE of Burning Agony (W) and the steroid from Masochism (E) means you can gank lanes incredibly early. The lack of CC on Dr. Mundo is detrimental, so having some CC in lanes is important to making him successful. He can use his sheer tankiness as well as high damage output and frankly ridiculous sustain from his Sadism (R ) to make sustained ganks or repeat ganks on the same lane very rapidly. Mundo offers a different yet equally effective situation in the jungle compared to his blue buff dependent counterparts.
This is by no means a definitive guide to Jungling, nor is it an in depth discussion on every jungler, or even each of the champions I’ve listed. What I hope to have achieved is to help those of you who wish to play the role of Jungler throughout Season 3 to decide on a champion to play. For those of you with little to no experience in the jungle, you can’t go wrong with the champions I’ve listed and briefly described above. I hope that I’ve at least pointed a few of you in the right direction and I wish you the best of luck in your jungling career. Go gank some Teemos!
You can read my previous guide on AD carries here
 The guide on AD carries is also quite nice, go look it up!

So which jungler do you prefer?