Why play CS: GO? To win, of course! Sooner or later each player is faced with a situation where the number of matches keeps growing but the number of victories starts going down. In order to regain the former percentage of victories, some begin to lean even more heavily on improving their aim, others learn best grenade trajectories, and still others give up, saying “this is my max”.
Compared to endless shooting at bots or watching hundreds of videos with best new grenade trajectories, by far the best strategy is to find your weak points and work on them. Statistics will help you in your quest!
The level of one’s skills and progress can be monitored by several parameters: the ratio of kills to deaths, the percentage headshots, the number of clutches, and so on.
The kill to death ratio
This is the most important parameter for almost all players. This is a rough and simplified illustration of skill in relation to other players’ skill. The more often you kill and the less you die, the higher the level of your game. For top players, this figure can go up to 1.5. However, it is much more important to keep it above 1.
Obviously, this formula doesn’t include times when you’ve finished off an enemy that was wounded by your teammate. Even with the health of 1, an adversary can pull off three headshots and win the round. In addition, a player can carry 4 grenades, the main and additional weapons, as well as a bomb or a defuse set.
Therefore, neither the number of times you finished someone off nor the average damage per round can be valued above the kill to death ratio. Quite the contrary, if you finish other players off a lot, then there is an obvious problem with your shooting.
This parameter is important for all players except snipers. Headshots significantly reduce the time to kill (TTK) and increase the chance to win a duel. The best players have this indicator at the level of 50% and higher.
Opening kills are an important part of success in the round. In an ideal situation, after a successful open frag, one of the teams gets a significant advantage. It is especially important to do the opening killings in the attack because it is much easier for terrorists to get a majority point. This indicator should not fall below 50%; the best would be at 55% and more.
Grenade damage and Flash performance
These are two indicators related to the effectiveness of the use of grenades. They are indirect indicators of the player’s level of understanding of the game. It is very important to keep track of these indicators in terms of the game economy. The costs of buying grenades range from 20 to 40% of all costs per match!
The last but not least important indicator is the number of clutches. Winning a 1vsX standoff takes all you’ve got, starting with excellent shooting and ending with a thorough understanding of the game situation. The “Clutchmeister” is the last line of defense or the last hope for a successful attack, so you need to spend time honing the skill of the clutch game.
Everything is much more straightforward with team parameters. The most important are: the percentage of victories, victories in pistol rounds and after that winning rounds in a minority.
This is the easiest parameter to understand. For the “main” maps, the winning percentage should always be noticeably higher than 50%, and ideally 60 +%. If this indicator falls below that level, there is definitely something wrong. Perhaps you need to change maps or your approach to training.
Pistol rounds and forced purchases
After the October update, the influence of pistol rounds on the outcome of the match decreased but did not disappear completely. An acquired win in a pistol round allows you to develop an advantage for the following rounds.
According to statistics from hltv.org, a win in a pistol round attack ends in a score of 2:0 90% of the time and 3:0 56% of the time. Two out of three matches with two pistol rounds won end in victory.
Forced purchases are one of the ways to resist the buildup of advantage after the enemy wins the pistol round. In the new economy, defeat in the first round and victory in the second lead to the destruction of the opponent’s economy. Therefore, the success that follows won pistol rounds and forced purchases should be monitored and information should be used to one’s advantage.
Taking rounds in the minority
When the opening frag fails, the team needs to continue the round in the minority. Knowing how often you take (or on the contrary, lose) such rounds, allows you to adequately distribute the troops. This is especially important in a weak economy. It is quite possible that after an unsuccessful open frag, it is easier to go into deep defense, shooting down opponents who are pushing and keeping weapons.
Remember, statistics only work at a distance. It makes no sense to talk about most of these indicators following the results of ten to fifteen matches, but after hundreds of games played, the numbers begin to illustrate the real state of things.