Basics of AWPing
AWPing can either win or lose you a game. Here are the basics to using the AWP.
AWPing can either win or lose you a game. Here are the basics to using the AWP.
Introduction to using the AWP
AWPing has been a crucial part of winning games since its implementation. It can turn the tide no matter the score because of its ability to shut down or open up parts of the map whether you are a CT or T. In this guide, I will be going over the basics to using the AWP to its full potential on both sides and how this can control games as well as turn them around. Be wary while using the AWP however, because you can give your opponent the opportunity to turn a game around as well if they get their hands on it.
The AWP at higher levels is mostly used for map control. Its powerful one shot ability makes it a key gun to use at choke points where your opponent does not have much cover to hide. But in a Matchmaking match, how can one fully utilize the AWP to win more rounds and games? Well, not only does this depend which side you are playing on, but it also depends on the situation you are in. Before I get to the side-specific roles the AWP should play, let's start with the universal do's and don'ts. One of the most crucial mistakes lower level players make is buying the AWP without armor. This is called being a glass cannon, which is bad if you are not in the desperate situation that requires you to do so. In order to protect such an expensive gun, make sure you have armor and an adequate secondary for closer range engagements.
If your opponent tries to use the Scout, leaving yourself with no armor against this gun puts you at a disadvantage since he can do such high damage in one shot. Also, not having a good sidearm if you can afford it makes closer range engagements easier to deal with. If you face an enemy up close, the chances of you killing him with a no-scope is very low. Instead of giving yourself only one chance, having a secondary like the P250, will increase your chance of killing your opponent. Another overlooked skill while using the AWP is patience and timing. Timing in general is huge to Counter-Strike but with the AWP, patience is key. Passive positions are meant to hold control of a certain part of the map and trying to force a kill by playing too aggressive is a great way to give your opponent the AWP. A good rule of thumb is to fall back more often than being aggressive. Staying alive with the gun in most cases is better than simply getting a trade. Because if your best case scenario is a trade kill, then you are still losing a $4500 gun with only getting a fraction of that money back in one kill.
Positioning
Which brings me to my next point; Positioning is everything when playing with an AWP. Bad positioning is more of a problem to a lot of players versus bad reflexes or bad timing. You can try to improve reflexes all you want but if your positioning is not setting you up for a kill then it won't matter how fast you are. Positioning with an AWP goes beyond just getting one kill. Like I said about trading kills, it's better to stay alive rather than only setting yourself up for one kill. Holding choke points and places with longer hallways/pathways are more suitable for the AWP because your enemy has a much harder shot than anything in close range. Grenades become useful in this aspect because you can flash your way in and out of positions without having to stick to a fight that leaves you with no way to fall back.
Now let's cover using the AWP on the CT side. CT AWPs play passively because of the importance of shutting down routes that T's can use for their site takes. For example, Middle on Inferno can be crucial for CT's to control because it prevents multiple entries into A site. Also, sitting at the corner to the left of Upper-Middle (Archway side) can be critical in making sure they do not wrap to B site as well as create a choke point at Truck side. This kind of control is maximized by an AWPer watching a certain position and forcing the T's to move in a different but predictable direction.
How to use the AWP CT side
The key to CT AWPing is information. Since you are regularly holding a single position, you are the front line of defense in that position. If they are coming Long on Overpass, you as the AWP will most likely be the first to know. Even if you do not get the opening frag at that position, you still gained information that they plan on either passively playing back to wait for pushes or they are hitting A site. That information alone can be vital for your team because it can set rotations for your teammates on how they play or what positions they decide to play. In combination to your Long information, if a teammate calls that B is entirely clear that essentially gives away to what your opponent's end goal is most likely going to be. If you are going to choose to play aggressively as the AWPer on the CT side, it has to be the perfect situation. Either you are up in score so that losing an AWP is not too big of a blow or your enemy has predictable movement you can track. For example, if we still use Overpass and AWPer can run up bathrooms to quickly peek the fountain area that T's will be coming from as soon as the spawn at the beginning of the round. If they do not typically flash their way out or get careless and just run blindly toward fountain, this could be the opportunity for an aggressive opening frag to start the round and set the pace for map control. If you get an aggressive kill like on Overpass, fall back. You do not want to get greedy and caught out in the open because then the 4 versus 4 cost your team more in losing the AWP than the T's lost in the trade.
How to use the AWP T side
On the T side, the AWPer's main purpose is either engaging the CT AWP since they would have the best chance for winning that peeking engagement, opening certain parts of the map for your teammates to move up and holding positions like flanks to ensure your team does not get attacked from behind. When engaging another AWPer, the way you peek is vital to your success. 'Peeker's advantage' is a term in Counter Strike that means the person who is peeking a position first will see the second player peeking before the second player sees the first. This idea is important for dueling AWPers because you either want to be the first peeker or if you are forced to peek second, then you want a strategy to maximize your chance in winning that duel. Either you can use a flashbang to move the first AWPer off the position for you to be the first person peeking or if you know or can have a great guess at where the AWPer is most likely sitting you can pre-fire that position so he won't even be able to react to your shot. A good example of this is on Mirage. A common spot for AWPers to sit is on the left or right side of Window looking over the Middle part of the map. As a T, you can either try to flash out to the middle carts so you have two angles to peek from or try to prefire the left side then after going back into cover, prefiring the right side for the frag. This can prove to be very challenging but with some practice and experience in the match you can nail this prefire. Also be ready for a rifler or AWPer sitting A-Connector looking toward Top-Middle where you will be coming from.
The AWPer can uncommonly be an entry fragger with the right set-up. A popular set-up for this is on Inferno for Banana control. CT AWPers love to sit at Car in Bannana to get an opening frag on T's trying to move up the pathway. A simple flash and quick peek can either get the opening frag for your team or at least move that AWPer back so your team can set up smokes and flashes to take the site. Another good example of entry fragging with an AWP is on Dust II. The Long position for a Terrorist can be devastating if a CT AWPer at site is able to pick them off as they try to move up. But a T AWPer sitting in pit or corner peeking can allow his team to move up with the ability to pick off the CT AWPer when he decides to peek. At the very least, you can force that AWPer off of that position to Catwalk and allow your team to move up Long. I would not suggest using the AWP in closer range entry frags like B-Site on Overpass or either site on Nuke. These are more reserved for your rifle and SMG entry fraggers.
How to play the Support AWPer
The last main purpose of the T AWPer is to hold flanking positions. This is one of the most important roles because you act as the line of defense from any CT trying to sneak behind your team and cause a devastating blow from behind. Second Middle on Inferno is a good example of this, as is playing Banana passive. Not making any advancing moves but watching your teammates back isn't the most exciting or frag-hungry of jobs but it is still important. If you get an anti-flanking frag, the fact your opponents know you are there can prevent further flanking movement since they will be more concerned with defending the site.
AWPing is a vital role to any team and takes a skilled player to be able to truly make a difference in the game consistently. Some of the greatest AWPers I've seen don't have highlight reels nor do they want them. The best AWPers are not frag hungry, flashy or try to get the craziest wallbang anyone has ever seen. The true role of playing the AWP is about defense, information and gaining map control. As long as you have the right mindset, you can be great at AWPing too.
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