Gamesense Book - Version 1
Gamesense Book - Version 1
Gamesense Book - Version 1
Recognize in-game patterns, and make the best possible play in the given game
scenario.
1. Mechanical Patterns
a. Angle advantages, how enemies tend to peak/hold different angles,
etc…
2. Economy Patterns
a. When to buy/save, depending on ult/credit econ, what patterns to
expect
3. Positioning Patterns
a. Teammate and enemy positioning patterns so you can position
yourself (rotation patterns)
4. Utility Patterns
a. Teammate and enemy util patterns to abuse and to be wary about (util
combinations available on each team)
5. Mindset Patterns
a. Getting used to how you, your teammates, and enemies think while
playing the game.
Hierarchy of competence
MECHANICAL PATTERNS
ECONOMY
● Let’s us know what your team and the enemies can buy
● Gives us indication of how enemies might try to play out the round
depending on:
○ Eco (pistols, marshall or spectre ecc…)
○ Half buy (two or three buy rifle other spectre or other)
○ Full buy (rifle + full shield)
● Only need to win 13 rounds to win the game, and it is very easy to snowball
the lead with good econ management
● Worth it to force but in situations where you can completely shut down
enemy econ
Important numbers
Pistol
Win pistol
2nd round
● Full shield + spectre
● duelist keep sheriffs
3rd round
● bonus (use what u buy last round or buy to can full buy next round)
● buy rifles if ults ready soon
4th round
● should be up in econ regardless of win/loss
Lost pistol
● Force round with spectre + light shield or full armor with sherifs, if bomb got
planted 1st round
● GOAL - kill as many enemies as possible to lessen their lead
● During a save, pay attention to minimum credits next round and try to
have at least 4300 - 4500 available for a full buy
● If 3 of your teammates can full buy, worth it for the other 2 teammates to
also force up with rifle + light shield (3300) or guardian + full armor
(3250)
● Supports always prioritize util
● Saving can allow your whole team still have a full buy even after losing a
round
● Saving can sometimes take away guns that you don’t want to deal with from
your enemies
● Saving can also incite the enemy team to chase after you leading to some
exit kills and free econ damage
Tips to save
● Always important to identify the win condition for your team’s composition
● If your team has trouble during retakes, you want to prioritize feeding orbs
and defuses to agents like Breach instead of Reyna
● Whatever ults are available often telegraph which sites enemies will try to
attack
● If you see that an enemy attacking team’s phoenix is at ⅚ ult points, you
better know his team is going to fight for orb control
● Set up traps based on these reads
When to use
Flanks/rotations
● If there are 3-4 enemies spotted including the sentinel and smokes, then it’s
probably a 5 man rush. In this case, pushing their flank to contain them is
ideal or fast rotating to help your teammates if you’re nearby
● If you see only 1 and it’s the sentinel or smokes then it’s most likely just a lurk
and the real hit is on the other side of the map
● If u fought a guy on C and now he’s spotted at A, the enemies are most likely
hit the A site
Timing util
● Using the information on the minimap like your teammate’s positions and
sight lines to decide where and when to use your utility or when to peek the
enemy
● This becomes more obvious when you’re waiting behind cover or sitting in a
smoke and you can use that time to look at the minimap to help time your
plays
● The more map control that you and your team has, the more information you
have on the enemy team
● Having all parts of the map covered on CT side lets your team avoid leaving
gaps in your defense and pinched
● Having more parts of the map covered on T side lets your team avoid getting
flanked by enemies if a 4-5 man hit doesn’t work out
Zones of control
● Opening zones
○ Space that’s contested 3 seconds into spawn barrier dropping
● Intermediate Zones
○ Space between opening zones and the site
● FInal zone, aka site
○ Front, mid, back, off-site
Phase zero
Phase one
● Fighting for opening zones and info, key to understanding why certain parts
of the map are more important to contest
● Defaults are great to hold chokes together with teammates to 1° gain info, 2°
bait util, 3° get picks
Phase two
Why default?
● Gain info
● Bait util
● Get picks
● Great for countering
○ Aggressive defender plays
○ Stacked sites on eco
○ Failed 5 man pushes
Default setups
Common mistakes
● Most common: 2/1/2 to cover all chokes of the map that enemies can enter
through
○ Most amount of info and safest against aggro plays
● 3/0/2 or 2/0/3 with sentinel utility holding mid allows stronger site holds
● Priority as defenders
○ Kill 2 and die
○ Kill 1 and play retake
○ Kill 0 but be a cockroach
● Generally want to contest opening zones to condition attackers into
committing utility
○ However you need to know when to play it safe and give up some
map control
MICRO POSITIONING
Relative positioning
● Good relative positioning, allows your team to establish more site control
● More site control: easier trades for your team, more angles to clear for enemy
team → increased difficulty for clearing angles → more pressure on the clock
Holding scenarios
● Defending - You should always have a teammate who can rotate quickly to
help you hold the same choke or a plan to fall back if there isn’t
● Defending the spike - Spread out throughout the site, hold every choke
possible, be ready to trade your team instantly
Pushing scenarios
● Attacking - Spread out throughout the site evenly in pairs to cover as many
angles and trade each other. If you go too fast, your teammates can’t trade
you out
● Defusing the spike - Try to come in from as many chokes/sides as possible to
clear as much space
Key takeaways
● Pay very close attention to how far away you are from your teammate and
whether you are close enough to peek with your teammates to get the trade
● Communication is extremely important to set up good positioning
● Util will make it a lot easier to isolate angles
POSITIONING
Vision/info control
● Was I in a spot where I’m able to safely gather information and still get out if I
need to?
● Was it worth it for me to push up to gain information versus using my utility?
● How much map control did my team have during that round, and what could
I have done differently to establish more control safely?
● Did my team cover all parts of the site smoothly together as we were entering
the site?
● Did we cover the most amount of angles that we can as we were
defending/retaking/attacking/holding a site based on our position?
● Were we sitting up good crossfire positions when holding a choke position?
Relative positioning