Fast-paced eSports are first-person shooters (FPS). Throughout the game, players must make split choices on a regular basis. At the competitive level, all teams are aware of the game's implications and depend on each player to understand and execute his or her job. If they don't, the game may be lost due to tension alone.
What makes a team ‘a team' is organization and communication. The team's coordination and the abilities that each player brings to the table are the keys to success. Those split-second choices are typically the player's responsibility, but the repercussions of those actions are always the team's responsibility. That's the way things are.
Consider reading our other eSports Academy articles before starting this one: the history of eSports, an introduction to eSports, and, in particular, our Beginner's Glossary.
Counter-Strike: Global Offensive and Call of Duty are now household names in the eSports world. They might be said to be at the heart of competitive shooters. There are games like Overwatch and, more recently, Rainbow Six Siege, but they're all different takes on the traditional shooter genre.
The two games discussed in this course are the ones that are widely regarded as the genre's gold standard. They're old-school shooters. So, let's get started!
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CS:GO Players/ CS:GO Teams
This game has been accessible since 2012. Many of the teams involved in this eSports have been doing so for a long time. They have razor-sharp skills and have participated in a number of competitions. Newer teams may have to strive harder to stand out among so many greats.
Great things can happen if everyone works together and the pictures are amazing. Members of a CS:GO squad must be able to make quick decisions. They must be able to stick to their choices and support their colleagues' decisions.
Entry Fragger
The soldier on the front lines. The Entry Fragger is the team member in charge of starting the round with a kill. Any squad will tell you that the first kill is crucial, particularly for terrorists. To earn an advantage, the Entry Fragger must be the first one in and nail the first kill.
Excellent crosshair placement, superb recoil control, and tremendous aggressiveness are all characteristics linked with this position. All of them are required to charge in and score a kill in the match's early stages. Because they are also scouts, the Entry Fragger must be a stronger communicator than the norm. They are the ones that notice the adversary first. An Entry Fragger's duty is to shout out where they spotted opponents, even if they perish.
Refragger (Playmaker)
This player is linked to the Entry Fragger, as the name suggests. The Refragger's objective is to go in and grab that trade kill if the Entry Fragger gets in and goes down without scoring a kill. A competent Refragger, on the other hand, will not refuse to assist the Entry Fragger.
To gain an advantage, the Refragger may serve as temporary assistance and hurl a flashbang ahead of the Entry Fragger. This position requires the following characteristics: (1) a consistent clutch player, (2) modest aggressiveness, and (3) inventiveness.
A resourceful Refragger may come up with methods to aid the Entry Fragger in the first interaction. At the most basic level, this might mean delivering cover fire from an unexpected angle.
Strategy ‘Strat’ Caller
The Strat Caller, the team's commander, sets out the round's strategy and changes positions and rotations on the fly. This player has the greatest decision-making responsibility, since one bad judgment may lose the round and receive an earful of criticism. The Star Caller, on the other hand, is not a physically aggressive member of the team; instead, they serve as a support player.
A Strat Caller will be (1) cool, (2) prepared to cover a teammate with a pop flash or smoke, and (3) confident in picking up trade kills.
To become a good Strat Caller, you must have a comprehensive understanding of the game. In order to read a match, it's important to have a good understanding of the time. Reading the match is almost worthless without the ability to communicate. Do-or-die competitive bouts need the Strat Caller to update their teammates as often as they breathe.
Lurker
The Lurker's main job is to be the real scout, which is about as covert as it gets in a game like CS:GO. The first priority is reconnaissance. They separate from the group and go out on their own. Although they are totally defenceless, expert Lurkers lurk in the shadows. The Lurker must hide behind buildings and in corners while transmitting information about the opposing team to the Strat Caller.
(1) acute awareness, (2) predatory patience, and (3) sophisticated understanding of placement and rotations are some of the characteristics associated with a Lurker. Adept Lurkers may score a crucial frag and draw attention to their team's opponents. Outstanding Lurkers will take up positions in a number of locations and utilise sound to their advantage, making them a real stealth maestro. Their surprise assaults are unpredictable, and any squad that can't handle them risks losing morale.
AWPer
There is some variation across teams (there are no formal positions), but the AWPer is the person who utilizes the weapon the most. As a result, it's obvious that the AWPer's duty is to win firefights. They have the ability to devastate a squad. The AWPer must maneuver through tight angles and score kills while staying inside the range.
(1) quick response time, (2) mobility accuracy, and (3) temperament are some of the characteristics associated with AWPers. AWPers who get enraged by misses and rush forward are nearly usually put down fast. The better players will be able to stay calm and engaged throughout the game, sharpening their reflexes and allowing for more clear and succinct communication. AWPers may also enter early, much like an athlete.
Strategy ‘Strat’ Caller
Unlike CS:GO, Call of Duty has a long history of releases. Its gameplay has changed dramatically with each iteration, developing into more futuristic combat akin to Halo. Despite the fact that the game differs from CS:GO in a number of ways, it remains a classic shooter.
In terms of competition, there isn't much of a difference between the two. Teams in Call of Duty need the same level of communication, and information must flow continuously. A team is distinguished from a group by tactical verbal exchanges.
Objective
This player must be motivated to achieve the goal. Capturing the flag, carrying and placing a bomb, holding the hill or zone, and anything else that yields huge points is their obsession.
None of these positions, including the Objective player, are rigid. Within teams, there are many possible combinations of roles. They may go out for a coordinated push or drawback to help a teammate. Adaptability is a significant asset for every player, regardless of position.
Slayer
Returning to Halo, these are the team's Master Chiefs. All they say is, "I need a weapon," and then they go to work. The job of a Slayer is to infuse lead, volts, explosive energy, or flames into the other squad. They are assassins. The highly competent Slayers seem to strike a balance between aggressiveness and reason—they don't go insane, but they also don't back down from a battle.
Is there anything more to say about Slayers? Keep your distance from them.
Support
This position may be filled by a more flexible player, since a Support should be able to assist anywhere and whenever they are needed. Period. Because of their flexibility, they can fill in for various roles. If an Objective player is killed on a point, for example, the Support may take over as the Objective player until the former returns.
A Support, on the other hand, may stick close to a Slayer. If the Slayer dies, the Support will attempt to maintain the position until the firepower returns. It's critical that the team communicates in order to avoid a scenario where the Slayer dies while the Support is on the other side of the map.
Anchor (AR)
Anchors play a role similar to that of a "Last Stand" kind of character. They serve as a rallying point since their job is to keep the spawn zone safe. Defending the spawn is a crucial task, particularly when the other team is close in. Anchors aren't so much required to be forceful as they are to be responsive.
Respond if an opponent approaches the spawn. Respond if the Slayer and Objective are arguing out of frustration. The Anchor is removed from the action for long enough to serve as a communication regulator or moderator for the team. As previously said, these are fast-paced, high-stress games in which it is all too tempting to strike out against unworthy colleagues. The Anchor can help with communication and planning to keep everyone calm and performing at their best.
That is when they aren't fending off spawn-camping opponents.