In our previous article, we shone the limelight on two of the most popular player roles in CS:GO: the Lurker and the Strategy Caller. In this piece, we’ll take a closer look at two almost equally appealing positions: that of the Entry Fragger and that of the AWPer.
The Entry Fragger’s appeal is in the aggression it requires. Most CS:GO players are drawn to aggression and the Entry Fraggers (players who are eager to score the first kill and thus to grab the early advantage for their side) have to be the most aggressive. Indeed, having a good Entry Fragger on your team will lend you a number of advantages off the bat, especially if you’re on the T side. One less opponent will force the remaining villains to rotate to compensate, thus weakening their hold on all bombsites. Needless to say, scoring that first punch is also a major morale boost so that has to be considered as well. What sort of attributes does a good Entry Fragger need to possess? He needs to be a superb raw aimer and has to have outstanding control over weapon recoil. For pro-level action, the Entry Fragger is always a known variable. In matchmaking situations though, that is obviously not the case. Under such circumstances, someone will usually naturally emerge for this role, so one shouldn’t really worry about it. What one should pay attention to is the opposing team’s aggressive player, whose presence/appearance in certain spots on the map can create pushing opportunities elsewhere. Keeping an eye on the opponents’ weakest link makes similar sense obviously.
The AWP sniper rifle is definitely one of the most potent weapons a team can field and as such, to whom it is trusted makes a great deal of difference in the economy of the game. The main AWPer needs to be skilled with the weapon, and he needs to be mobile, moving around and looking to catch opponents off-guard through the entire game. Needless to say, if the AWPer manages an opening frag, that can indeed have a massive impact on morale. The main AWPer is usually the person who is actively seeking to get his hands on the weapon as soon as it becomes financially possible. It never hurts to have a secondary AWPer on the team as well: a person who isn’t married to the weapon but who can use it well and pick it up in case the main AWPer dies.
In an ideal situation, one wants a single AWP on his team, and two AWPers, the main and the secondary guy described above. The problem with the AWP is that if one is lost to the opposition, it doesn’t just mean a major tactical advantage for the villains, it also causes massive economic damage, so keeping it is just as important as using it properly.