![]() Yep, I'd say rifler>awper>igl>support>entry>lurk since support is easier to play but you gotta know your timings which requires so much experience to master imo and you will probably be playing in late game, entry is just too dependent to the other roles to be impactful and lurker is only activated if his team is having some kind of a success in the other side of the map.ĮF have always had a leader problem. Even if a site is a 2 man hold with just 1 rifler and 1 AWPer, its much more time consuming, risky and resource intensive to break through than say, a 2 man hold with 2 riflers. when T side is pushing a site but don't know where the AWPer is, they have to treat both sites as if the AWPer is holding every angle, massively increasing the amount of utility and time needed to get through a point. Which forces your opponents to account for both the existence of a rifler and an AWPer when trying to take map control.Į.g. Not even because the AWP is inherently overpowered but because in a full buy you're the only player with a weapon that performs a different function and has different strengths from what your teammates can do. ![]() ![]() Whereas in FURIA the most important rifler is obviously the entry fragger arT where the whole team is centralized around facilitating his opening pick and playing around it.ĪWPer role is so important because its the strongest gun in the game (in a standard match where there are 4 rifles 1 AWP). BlameF is the most important player in Astralis as a lurker because the team is basically structured to feed him with Xyp9x being bait for him and the rest of the team's executes giving BlameF all the space in the world to kill rotates. Star rifler because any of the rifler sub roles (Entry, Second Entry, Lurk) can easily be more important than the others, it depends on how the team is structured.Į.g. ![]()
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