Defining a gatekeeper

In CS:GO we’ve got a few different teams that I’d consider to be gatekeepers. These are teams that borderline a set ranking, in my eyes, and are essentially used as the “bouncers” when it comes to letting any other teams into the contending region. The term gatekeepers is used primarily in sports as shown below:

In boxing, kickboxing and mixed martial arts, a gatekeeper is a skillful and well-regarded fighter, but one who does not have the popularity or brilliance of a title contender. They are considered to be a cut above most journeymen.

Whilst being a “gatekeeper” side isn’t exactly a bad thing, it does however make you wonder what these sides could do to make that next step, what they need to do to push themselves beyond being “just a gatekeeper”. …

In mid March, Valve released an update adjusting the round loss bonus with hopes of lowering the impact of rounds lost in streaks (i.e. in the past, if you were 6–0 down, you’d receive $3400, once you won a round your loss bonus would be entirely reset back down to $1400 on the next loss).

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With this change, Valve introduced a system where each team would have a loss counter which would increase after every loss and decrease after every win. The issue to most, however, is that it does not cap out. …

Within competitive CS:GO, we’re lucky enough to be involved in a game where there can be so many ways to measure a player’s performance, however, we haven’t quite reached the point of advanced analytics that mainstream sports have shown is possible. When you look at the NBA for example, in order to find the most advanced analytics you’d head over to the basketball reference and you can see thousands of stats on each player:

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LeBron James’ career averages per game

This is just an example of some of the stats an individual can see on players when they go on the website. For us in CS:GO, we have who have been able to provide more and more stats on players as the years go by. However, I think we’re not progressing fast enough when it comes to being capable of showing the stats or highlighting player’s performances. This is by no means saying that HLTV don’t do enough — they do — I just feel like we could be doing more. There are various sites that have been popping up, such as, They’re producing fantastic content which I would suggest taking a look at if you’re interested in the stats-based/analytical content behind CS:GO. …

This has been one of the most common topics of discussion in recent weeks, especially with Astralis retaining both the ECS & EPL titles as well as picking up the first ever Intel Grand Slam. It’s definitely a safe assumption to state that they are easily ONE of the best CS:GO teams we’ve ever seen, however, are they THE best? I’ll be delving into the various other “eras” we have seen through CS:GO and comparing the team, their opponents, and the scene surrounding them.

There are a lot of factors at hand when comparing the different eras of CS:GO — it’s easy to look at NiP’s run at the start of CS:GO and state that statistically they were the best team we’ve ever seen — however, it’s not fair to measure them against the likes of Astralis. Whilst NiP’s run through the start of CS:GO is impressive, the teams that they were facing were not quite as competitively backed as they are now. Teams back then were not being paid as handsomely as they are now meaning some teams were unable to play full time. This meant they could not commit as much time as they can now. NiP had one of the main advantages in this instance, as they were one of the first full time salaried teams in CS:GO. It can be argued that Astralis have an advantage in a similar vein to what NiP had all those years ago, the fact that they have the prestigious backing of RFRSH which allows them to have specific individuals in roles that others do not have — the sports psychologist comes to mind. …

As a part of my recent stats diving, I figured why not take a look at one of the most important statistics in CS:GO. ADR (Average Damage per Round) is one of the easiest statistics for an outsider to understand as it is as simple as the wording: this is the amount of damage a player does on average each round. Similar to your per game stats if you come from any professional sports, in CS:GO, we use per round statistics.

In this piece, I’m going to be looking at the ADR of some of the most experienced professional players within CS:GO, some that still play and some that do not. The context of this search is the following: minimum of 400 maps, players on top 30 teams, based on all time — this means the entirety of CS:GO is accounted for. With the large sample size, we can guarantee that the ADR isn’t simply their form during X amount of games, it’s a large amount of maps played meaning we can get accurate results. …

After taking a look at the team specific utility in my previous post, I figured a further look into each individual player would possibly provide some insight into the specific style of player potentially pushing those statistics for their team. On first impression, it would be safe to assume that in a team, the players getting the most use out of their grenades would be the support player & the IGL. …

The Progression of Utility in Professional CS:GO

With the Astralis era fully coming in after their victory in London at the FACEIT Major, a lot of their success in recent months has been attributed to their work ethic & capability of preparing correctly for each upcoming fixture.

One of the things that people have been highlighting in recent months, is their ability to fully utilise their utility in-game. While it’s very easy to look at the numbers and think — “Wow! 36.1 utility ADR by the team at the Major, that seems high!” — Those who are not fully involved in the game may see that number and think it’s quite low when thinking each player puts out around 6 damage per round with grenades. …

Benjamin Doughty

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