I feel like the risk reward of flashes just isn’t there the better players become. If a nade that’s used to peek fails, it’s an announcement of “here I come” which can wreck a push. Dry peeks have the advantage of being more surprising and since peekers advantage is quite strong you don’t need the help of a flashbang as much.
This is just my armchair analysis but I had the feeling of flashes being less useful in pugs at least for quite a while.
corvaz
I think it mostly boils down to peekers advantage and less awps. You dont really need to flash off comon awp angles as often as in GO.
The Bugged flash animation was very annoying (looked like flashed but were not flashed), but I dont think it affected the usage much.
FancyRatio944
Good. Flashbangs are for bots who cannot aim and win duels fairly.
movieyosen
I have a feeling that only flashs with specific lineups are worth throwing, throwing a “random flash” is most of the times not worth it.
xSlappy-
Lower the cost to $50 and make decoys free and see if that changes things.
its_a_simulation
Sick article
ChurchillDownz
I imagine this will change over time as more updates roll out and Valve hones in the awp and utility usage but maybe I am being optimistic.
q2_yogurt
I’m just starting to read but isn’t the text contradicting the graphs?
>talking about how flameZ is really turning up the CT side aggression while Spinx is taking initiative on T side more than usual.
That’s… not what we see on the graphs at all?
KobaStern
great article
r3_wind3d
Need to make the blind effect last longer if you eat a flash really badly like in 1.6 . The flash effect could be up to twice as long.
rekmaster69
I think its just people now buy he nades more often to clear smokes instead of going for two flashbangs
Zvede
I keep telling all the “he’s an AWP abuser” folk that should the sniper ever be nerfed, the game would be stripped away from loads of previously necessary utility usage, clever map design and impact of good strategy and IGLing
We are currently slowly experiencing the meta shift to a much less intelligence and experience based quicky shooty flick and burte force game
Harucifer
>AWPers also flash less per round, but their passive role is more resistant to this change than the average player.
I wonder how much of an impact having to constantly reload has on the number of thrown flashes.
13 Comments
I feel like the risk reward of flashes just isn’t there the better players become. If a nade that’s used to peek fails, it’s an announcement of “here I come” which can wreck a push. Dry peeks have the advantage of being more surprising and since peekers advantage is quite strong you don’t need the help of a flashbang as much.
This is just my armchair analysis but I had the feeling of flashes being less useful in pugs at least for quite a while.
I think it mostly boils down to peekers advantage and less awps. You dont really need to flash off comon awp angles as often as in GO.
The Bugged flash animation was very annoying (looked like flashed but were not flashed), but I dont think it affected the usage much.
Good. Flashbangs are for bots who cannot aim and win duels fairly.
I have a feeling that only flashs with specific lineups are worth throwing, throwing a “random flash” is most of the times not worth it.
Lower the cost to $50 and make decoys free and see if that changes things.
Sick article
I imagine this will change over time as more updates roll out and Valve hones in the awp and utility usage but maybe I am being optimistic.
I’m just starting to read but isn’t the text contradicting the graphs?
>talking about how flameZ is really turning up the CT side aggression while Spinx is taking initiative on T side more than usual.
That’s… not what we see on the graphs at all?
great article
Need to make the blind effect last longer if you eat a flash really badly like in 1.6 . The flash effect could be up to twice as long.
I think its just people now buy he nades more often to clear smokes instead of going for two flashbangs
I keep telling all the “he’s an AWP abuser” folk that should the sniper ever be nerfed, the game would be stripped away from loads of previously necessary utility usage, clever map design and impact of good strategy and IGLing
We are currently slowly experiencing the meta shift to a much less intelligence and experience based quicky shooty flick and burte force game
>AWPers also flash less per round, but their passive role is more resistant to this change than the average player.
I wonder how much of an impact having to constantly reload has on the number of thrown flashes.