Improving your AWPing Skills - A CSGO Guide by DIG Hallzerk
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8 Apr 20

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Improving your AWPing Skills - A CSGO Guide by DIG Hallzerk

hallzerk gives tips to improve your AWP game and helps you land those shots!

You know the basics of AWPing and you know how to maneuver with the “big green” but are you still unsure how to perfect your sniping? This article may just be the right tool for you. I’ve had a chat with hallzerk, the new sniper on the Dignitas CS:GO lineup, to understand and get some tips and tricks on how to improve AWPing at a more macro level.

AWPing, as with any other role in CS:GO, can shift according to the current meta and updates released. When asked whether it is best to be a passive or an aggressive AWPer, hallzerk answered:

“I think there should be a mix on both sides because you can't just be super aggressive since you'll just make your team lose rounds, but you also can't be too passive, because you're not going to have any impact as an AWPer.”

Having in mind the current state and meta of CS:GO, the Norwegian player was quick to give his thoughts on what an ideal AWPer should be:

“The best AWPer right now is, in my opinion, someone who is aggressive in early-round scenarios to get entries and late round just plays defensively and supports his team with utility. In early rounds and playing against a full buy, an AWPer should be going for aggressive peeks and make an impact.”

Differences between a Terrorist and Counter-Terrorist AWPer

CS:GO is a game that has two very different sides and they should be played differently for maximum effectiveness. Having that in mind, it can be put in a very simple way, as said by hallzerk, “On the T-side, you have to go to them. On the CT, they have to come to you.” Although this can be seen as the obvious, it is important to really understand what he meant by it. You’re not prohibited from making an aggressive play while defending, but you should study the situation at hand to understand if the risk is worth it and how it can improve your team chances at winning the round.

hallzerk also referred to one of the biggest differences when playing both sides. As a Terrorist, the player has the opportunity to be more unpredictable since he has two objectives to go but only needs to reach one. As a CT, you have the same two objectives to defend, without knowing where your opponent might end up going.

“You can be a really passive AWPer on the T-side and an aggressive on CT. The differences rely mostly on the side - as a T-AWPer, I'm more aware on where the CT might be holding and waiting for me, and as CT, it's more just holding the corners.”

Given that, as a CT, you’re defending the bombsite, there’s only so many “common” spots you can be and that’s why it harder to stay unpredictable when playing. Having that in mind, an AWPer should switch up his playstyle as much as possible when attacking to avoid being predictable.

Crouch vs Standing Up Peeks

It is very common to see players take peeks and crouch. We went and asked hallzerk what’s his stance on this and why:

“I think I do it crouching, but it's just muscle memory. I actually like to hold "walk" while standing up as well, so I can walk at the same time, but no idea why.”

hallzerk then gave us that surprise quote. Although he and many other players do it while crouching, he actually said that, in theory, standing up should be an advantage because it would allow the player to run away faster if needed. In regard to holding the “walk” key, it’s mostly due to muscle memory and not wanting to make unintended noise.

This is the kind of stuff that every player will need to find “their” own way of doing things, without one being more correct/wrong than the other. Just find the way you’ll feel more comfortable doing it and try to have hallzerk’s tips in your mind while adjusting your playstyle.

Related to this topic as well, recently there was an update released to the game that fixed the high-speed movement for a few seconds when crouched after shooting with an AWP, essentially nerfing it. I’ve asked hallzerk how much of an impact that had on his AWP and how he adapted to it, to which I got a surprise answer:

“I didn't even know it was a thing, to be honest. I saw the update and was like "what is this, did they ruined my AWP?" I jumped out of bed and into a game with bots to test it out and didn't notice any difference at all.”

That fix was only felt by a selected number of players that used the crouch speed bug to get away, emphasizing on what I’ve said previously: this is something that every player will find their own way of doing things, meaning there is no 100% correct way. Unfortunately, those that had their playstyle nerfed by the update will have to re-adjust their muscle memory.

Peeking the Right Way

There is a known feature in the game that if you peek from the right side while standing close to the corner you’ll be at an advantage, as in, your body will be showing less as opposing to someone peeking from the left.

I’ve wrote a full article on the topic and how you can take advantage of it - you can read it here.

Since that is something that high-level players are aware at all times to increase their chances of winning gun duels, I was curious as to how hallzerk uses it.

“I think about that when I hold angles, but it's not like I avoid a peek if I get the "wrong" angle. I may know that I have the worse angle and sometimes avoid it, but I feel it's not that important because the further you are away from the corner, the less it's going to impact you.”

Although he’s aware of the way the game works, he likes to counter it by peeking as far away from the wall as possible, which could actually put him into an advantage when peeking from the left, if it is done from an enough distance.

Also, confidence has a big factor in it as well, especially if you’re thinking on re-peeking an angle where you’ve took a shot already. Since there is a big chance you’ll have a player there waiting for you, you shouldn’t probably stick out again. But an aggressive AWPer like hallzerk could disagree to a point, saying it really goes down to the current situation:

“Only if you're confident you're going to get the kill or when you know that they don't have an SG or an AWP. Maybe you should also avoid it when they're on a low buy, as you can get headshot by a Deagle. But most of the time, you shouldn't re-peek. If you're playing against good opponents, they'll just kill you for sure.”

As hallzerk stated, re-peeking against higher tiered players will most likely get you killed on a situation that could be avoided just by retreating a bit and find a new angle. This is something that should be emphasized when playing as a CT - you are defending, they have to come to you, make sure to use that necessity to your advantage.

Image courtesy of Black Molly Entertainment and Kim Eskilsson.

Glass Cannons: Should They be Used?

Glass Cannon is an AWP used without Kevlar, essentially making it a necessity to not miss any shots. Missing a shot will most almost likely get you dead, since the aim-punch received will not allow you to take another one. It is also commonly seen amongst players, even professional ones like hallzerk:

“I love them! If you don't have that much money, let's say, on the CT-side and I can't afford an AWP myself, but my teammates can afford one, I should drop them an M4 and play with the AWP as a glass cannon myself. It doesn't really matter, because I just need to hit one bullet.”

Obviously, it all goes to economy, since you should buy Kevlar and Helmet everytime that is possible. But then again, there will be situations where you will be unable to buy everything you want. That’s when you need to decide, according to the plan you have set with your team for the round, if buying a Glass Cannon is worth it - maybe you shouldn’t buy one if you’re planning on rushing a bombsite. But maybe if you’re planning on taking it slow and play for picks, that could be worth it. Think of how you could be helping your team and improving your chances of winning the round when deciding exactly what to buy.

What Pistol Should You Use Alongside the AWP?

As an AWPer, you’ll be using your pistol more often than when you have a Rifle such as the AK-47. As if there weren’t enough factors to think about when buying an AWP, here is one more. You’ll want a pistol that is fast to draw, has enough firepower to counter better weapons, and that is, above all, good in the most diverse scenarios. When asked what is his favorite pistol to play alongside the AWP, hallzerk gave an interesting answer:

“That changes all the time, sometimes it's the P250, other times the CZ-75 or even the Deagle. It depends on how much money I have. If I have more money, I'll probably play with the Deagle, it's like a shotgun close range. If I have low money, I'll go for the P250. But if I see a CZ-75 on the ground, I'm going to pick it up.”

P250, according to hallzerk, seems to be the most logical choice. Only costs $300 and can be one of the most lethal pistols, although a better aim is needed to play with it. The CZ-75 is amazing at close range, as it is able to be almost as good as an M4 if played correctly, but the time it takes to draw it could be something to think about. If you hit a legshot with the AWP, you’ll want to take your pistol as fast as possible - the CZ-75 does not allow for that. Then there is the Deagle, which is one of the most lethal pistols at close and long ranges. 1 hit potential, but the headshot could be harder to hit the further you are from the enemy. But there is also no other weapon as satisfying to hit an headshot as the Deagle!

Take your time to understand every one of these tips and try to adapt them to your playstyle. While some might make more sense to you than others, remember that every player is different than the other, meaning there is no 100% correct way to play - but there is no denying that some are more effective than others.

Thank you for taking the time to read this article! If you want, you can direct any feedback to me through my Twitter, I’m always open to suggestions!

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