#Gold 3 Jett Split

15 messages · Page 1 of 1 (latest)

glossy escarp
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Hey hey Michael, I went through your first 5 rounds and this is what I could see in them.

r1 - I would reposition behind the box after dashing out. If you go peek heaven there what happens is that you can get flooded and now if you want to pull back you're fighting ramps from a really shitty angle. Besides that you shouldn't peek the Jett rafters, your gekko is about to make contact with her so if she pushes you she's traded almost 100%, I'd just ignore it and fight ramps with the sage.
Also comm for ur brim to play more towards the middle so he can smoke for A too. Fade & Jett hold is pretty weak so you should be playing for a retake if you can't find a pick.

r2 - You overrotated. I would be instantly running to hold sewers after fade eye spots nothing and hold that until i have enough info that the enemy is executing before I rotate. If they seem to be rotating you can pull back out of sewers and hide A lobby and hopefully look for some easy cheese kills. Besides that I didn't like the smoke, your teamate is in a gunfight with the omen. You should just run and gun at him from your position. Smoking there gives him more leverage than urself. After you kill him you can smoke yourself off though to calm the situation a bit.
And most of all you bought full util on a save round. If you didn't get a kill you'd be going into r3 without a full shield. Make sure you have atleast 3.9k for buy round, preferably more cuz u need util too.

r3 - You played the round pretty well, only scary thing was swinging the jett smoke. I think that mightve been a oneway for enemies mid bottom. Besides that you playedd off your sage well and well the dash happens to the best of us.

r4 - You know Jetts location off of sage so I'd just peek that with ADS or atleast ADS as I peek and realize it's a headshot angle. Go for single shots there cuz even a burst would be hard to control there and move after every shot. Strafing in a fight from such an angle is ESSENTIAL. And once the enemy breaks wall you can smoke vent off to get to the safer side. Just take mind of enemies spraying your smoke.

r5 - After getting healed you threw a smoke ramps which I don't like. It basically makes you avoid fights while right now I'd want a pick asap to get more knives back.

I'll watch more rounds later maybe but from these rounds I think some of ur issues may be:

• peeking with intent
• crosshair placement (your crosshair rests on the floor a LOT and is often body level during fights)
• over rotating, you rotate off of info which is good. But until you get a read on the enemies playstyle you don't wanna full commit rotate unless you know the enemy is executing.

I think some Guardian deathmatches could help you. Try to find a site/area and just defend it. And kill with headshots only, while making sure you move after every shot. If the kill isn't a headshot, it's a bad kill.

native tide
native tide
glossy escarp
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nice nice, you got this 🤝

native tide
glossy escarp
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And dont forget to keep moving between bursts

glossy escarp
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Attack side, I'm a bit more theoretical so sorry for the wall of text lol:

R1 - The backsite smoke was a bad call, if you didn't manage to wallbang kayo he'd be a sore thumb in the ass.
I'm not a massive fan of 5 b main, but it is playable. The way I'd play that round out though is this: "Brim smoke heaven & CT, and molly ct once we have site", "Fade eye backsite and dog close left", "Sage wall right side", "Gekko blind site as we walk up". And don't forget that flank is open so ask someone to hold it or hold it urself after ur fast site hit.
Might seem like a lot but all in all you can say all of that in like 10 seconds. And once you get used to it a plan like this doesn't take long to think off either. After plant I'm asking Gekko to double up with fade there cuz I'm fearing for her life and I'll just play site safely and hold the potential Reyna flank. Which you can drop after reyna dies to fade ofc. At the end in the 2v1 you can start moving out from the corner ur sitting in when u hear jett rafters, so that you can quickly swing on gekko's contact. You're too tucked in to be able to do a quick trade

R2 - Okay so pre round you start thinking of a plan at 12 seconds. You have to be thinking as you spawn in. B split? someone has to go sewers round start. 3 or 2 b main and 1 or 2 ramen. If you start giving plans last 10 seconds it get's a bit chaotic.
Round start we wanna break the sage wall immediately. We tell gekko to help Brim, why is brim alone? If gekko sleeps then you're going to brim urself. Don't let that guy sit B main alone, he's gonna die and then we cry cuz we're 4 mid, enemy has b main control and potentially a main control too. Brim dies, u see omen had a spectre, call that the enemy forced. You have a phantom so try to take some longer range fights when possible. We get a pick mid you call a A rotate, good. I'd ask Fade to stay back mid to hold sewers and look for a late lurk into vents. She also maintains a safe way back to B if A seems too strong. You push site and take out your knife before it's cleared, careful of that. We have time, there's no rush.

R3 - Try to give comms earlier. Stop talking about the smokes for a second and call "one close on orb" ur teammates might be too far to hear it. Brim is too far to fake smoke all the way there. Since we have gun advantage I'd like a Heaven, Screens and Ramps smoke. I'm not pushing rafters this round. The moment jett smokes there ask Gekko to wingman into the smoke, you would've lived.

R4 - Okay first of all I hate that you called "Don't go mid sage is there", you want to break the mid wall and have atleast one person put pressure there or fake pressure to keep sage on mid, she can't just leave it to her wall. I attached some pictures to clarify it. The map shows one of the most likely enemy positioning. What will sage do if she walls and hears nothing? She goes heaven now there's three enemies playing B main. Now look at the 5v3 odds, they're worse than the 4v2 odds where you had one teammate pull sage to stay mid right? Now if you fake presence and sage falls for it it's even better, you get the 5v2 odds, 70% chance of winning is insane, right? (In reality the odds are lower though, since attacking defenders usually isn't really a 50/50)
Once we had site I would've stayed backsite and grabbed my fishing rod and attach sage to it. You just sit there and swing off of her contact. You moved too far to the right and got in a bit of an uncomfortable position with no cover.

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R5 - It's fullbuy vs fullbuy, this means you need some heaven control. A site is super easy to retake for the enemy if you guys don't have heaven control. I also dont like the OP play, I'd only go OP if you have as second duelist to play entry for the team. You also keep taking your knife out with every enemy alive while in the middle of the site, don't do that please. It's not worth the 2 seconds of faster movement.
To play this round I would generally call for a ct smoke and a screens smoke, You, gekko and sage hit heaven while brim and Fade play for site. After you guys take heaven control (This is why you need a rifle so you can actually fight heaven). Vents can get walled off, now lets assume two of you live, we can have one watch ct and one plays for site from rafters with the help of fade util info.

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@native tide sorry that it's so much text I suck at summarizing

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but hope it helps

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Some key points would be to make sure you comm plans earlier, ask your initiator to enable your entry, and play sewers! Sewers is super strong on split.

native tide
glossy escarp
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if i recall correctly the flank was being held regardless so there was no need. just emphasising that if you 5 man fast hit with no trip you need to be careful with a flank.