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It is important to note that in a typical matchmaking game you are unlikely to need or see people actively fulfilling some of these roles; however a few of them will definitely play a part, the entry fragger and lurker as prime examples.
Many of these roles will overlap or be inherently linked, but we will go over each one individually regardless.
This article will provide a brief overview on all of these roles and explain the impact and importance that each of them has within a professional and matchmaking team.
The in-game leader is the boss; he is in charge of keeping the team focused and confident, making the important calls and adapting to every situation.
It is often up to him to decide what the strategy for each round is going to be and occasionally professional teams will even have a separate strat caller to assist the team leader with this too.
A good in-game leader should be able to keep his teammates in the right mind set throughout the whole game whilst keeping his own cool and ultimately fighting for the win.
If you are playing with friends or in a matchmaking solo queue you may have noticed that one of your teammates will naturally be making calls and decisions each round, they are effectively taking up this role.
The calls may not always be the best and sometimes they will not provide anything beyond shouting for a rush to a different site each round.
However, it is still useful to have somebody at the helm to provide a bit of guidance and leadership, even in a random group of players.
The role also differs slightly for the counter-terrorist and terrorist side. It is more likely that somebody is willing to take charge on the terrorist side as typically this is the half to make plays, execute strats and be more aggressive.
On the counter-terrorist side a lot of players will stick to a roughly default position on each map. However, remember to keep the communication up and if you suspect the other team of employing a set play call it and guide the rotations.
With a little bit of confidence and charm it should be simple enough to get people responding positively to your efforts and it may even help you win a round or two.
The first man in and if all goes to plan the first player on the scoreboard too. The entry fragger will usually rely on excellent raw aim and fantastic recoil control, doing exactly what it says on the tin and getting the opening kill in a round.
For a terrorist side this is crucial as it will stretch the counter-terrorist defences, force rotates and weaken their hold on each bombsite.
Getting the first kill in a round is also a huge mental boost for the team that receives it, simply knowing that you have the numbers advantage right off the bat helps psychologically.
In matchmaking situations there may not be a standout player in your team that is best at getting these first kills on a site or during a set play, it can often simply be anyone who gets the first pick anywhere on the map.
In these situations you do not need to worry about who is getting the entry kills, work with what you have and take each round as it comes. One thing you can try and exploit though is if you notice your opponents have an overly aggressive player, make a note of where they like to play or push and try catching them off guard.
With its pinpoint accuracy and incredible stopping power the AWP sniper rifle can definitely be a scary weapon to face. Putting an AWP into the hands of somebody who has practiced with it extensively on each map can be a huge benefit to a team.
The main AWPer is the player in the team who will usually seek to pick up or purchase the AWP rifle ahead of everyone else when either money or the situation allows it.
The secondary AWPer will not actively use the AWP every round but can take up the rifle should the main AWPer die or use one at the same time to change things up every so often.
In matchmaking it is likely that there will be somebody on your team who prefers using the AWP. It may turn out that they are not the best with the rifle or are getting outplayed by an opponent with one; this could lead to other teammates using the AWP too and as such you have to be careful in these situations.
If you are using the AWP and know that somebody else fancies it too it can prove beneficial to let them use it and go with something else yourself.
Remember that losing just a single AWP is not only a large economic disadvantage, but if the enemy team picks it up too then it can hurt your team even more, so use them responsibly.
A lurker will do exactly as the name suggests, they like to take things into their own hands, moving about the map and keeping the enemy on their toes.
With perfect game sense and positioning they are able to flank opponents and get surprise kills. A good lurker can be a nightmare to play against, as you can never been one hundred percent certain on where or when they are going to pop up.
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