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Jul 16th, 2018
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  1. You have a good idea and the point for the video, not denying that. Most new and even experinced players don't really capitalize on the utility they have. Biggest flaw in this is that many times I see players flash but not peek behind the flash. Might've flashed someone, but was delaying him 5 seconds really worth the flash. You don't need to get a kill or information, just repositioning into better place is enough to justify a flash, but many times nothing is done after it's thrown. Other thing is with timings, players throw nades, smokes or flashes way too early. At that time no opponent is even close enough to be effected from it, and the smoke now blocks vision less time than it could, so you're not maximizing the gain.
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  3. Main concern in this script for me is that you're addressing the problem but not really resolving it. I might be a bit biased on this as I'm more experinced and for me these things are clear as a day, but I'd still like to see more content inside the video. More examples how to use the utility right.
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  5. For flashes, they're probably the most important utility you can have. In force/eco rounds one flash makes the difference of getting a kill and a weapon, that can lead you to round win. So maybe show couple tricks on pop flashes, like how to use the enviroment to bounce them off from walls, floor or ceiling. Also the other thing about flashes, as well as all the nades, is that you want them to pop as soon as they come to your opponents vision. This way they have the least time to react. For flashes this is a no-brainer, but the same applies to all nades. As soon as your opponent knows you're throwing a nade, they can use that to their advantage, either reposition to avoid damage, turn around to avoid flash, or even push you while you're still getting your weapon out if they're close enough.
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  7. For molotovs, they either have to push the opponents out of position, but they can also be used to block their advancing (molotoving a rush).
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  9. I'd also change the script a bit so that you first show yourself training with the utility and learning the flight paths, and after that show the successful and correct way to use utility. For me it just makes more sense that way around.
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  11. And in utility, like in many other cases, the key is in numbers. Nade stacks are effective, double flashes too, as your opponent will turn for the first one and turn back to the second. Being even a bit flashed makes your ears ring and you can't hear the bounce of the second flash.
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  13. Some of this is already maybe a bit too advanced, but here's couple more advanced tricks for nades:
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  15. You can use nades and molotovs as "short-time" smokes to block vision for a quick second, flashes only work this way if they flash the opponent.
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  17. Sometimes you can use nades to flush players out, as for lower levels they're thinking that their spot is known because it was naded, even though it was just a quess.
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  19. Nades can also be used to break doors and windows without giving the opening sound or shooting the window. It's more likely that you're going through a window you shot than the one you blew up 5 sec ago.
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  21. Pop flashes through a smoke while creating some noice to attract opponents to watch it
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  23. Using utility to fake around the map is completely it's own chapter and has a lot more to do with game knowledge, timings etc, than just throwing them around, but you could give a teaser that you're coming back to that in more advanced guide if you want.
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  25. Also might not be the point of this video, but many on-the-fly utilities might not be as "perfect" like lined up smokes, but they'll still get the job done.
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  27. Lastly couple good examples you could include in your video:
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  29. When you talk about you want to keep the flashes out of your opponents sight, take B site in D2 as CT. B rush is coming and the mid player wants to rotate through the B doors to help his teammate. Does he flash up high? No. He flashes in front of the big box as he knows his teammate is in altar. So that way the box will block the flash for his teammate but flash everyone coming out. There are many maps and situations where you can use this, like A site mirage if your teammate is in default, just throw a flash towards the box, so it bounces between default box and A ramp. Again your teammate doesn't need to turn around, as the box covers it. If you're coming from the same direction as your teammate already is, you can throw the flash in between you two. Your teammate doesn't have to turn and you can quickly turn around while it pops, which is easy because you threw it. Or for example in D2 long, as CT's push to the pit at the start of the round, you don't want to flash towards the long doors, but rather to the right side of long. This way you and your teammate can watch towards the doors and the flash pops behind you.
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  32. For learning the flight paths you want to learn m1 and m2 throws, jump throws and running jump throws. The point of jump throws and running jump throws is not just for set up smokes, but to learn how much velocity you can actually get behind the nade. Aiming low, running towards a wall and jumpthrowing will give the nade huge momentum and it will bounce far off, much further than just throwing the nade to the wall. Many players use this to fall back, as they can just throw the nade into any wall/ceiling/box that's directly in from of them and the nade will go behind them. This way you don't have to turn away to flash the opponents who are chasing you.
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