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Opinion

Examples of online success not translating to LAN

Chiu on This
A short and regular opinion blast from Stephen Chiu

 ‘Chiu on This’ is a short and regular opinion blast

This one will be about online matches in CS:GO. While I don’t think they are completely meaningless, they don’t have the near amount of correlation that the community seems to assign them. The general reasoning I see is that being bad online and being good on LAN only applies to Virtus.Pro. So I’ll give some examples of other cases.

Season 4 standings for the European ESL Pro League were:

  1. Fnatic
  2. Ninjas in Pyjamas
  3. mousesports
  4. FaZe Clan
  5. EnVyUs
  6. Dignitas

Premier tournaments within the same time frame: StarLadder, DreamHack Bucharest, ESL New York, EPICENTER.

NiP won StarLadder, but G2 was second and out-placed Dignitas, Virtus.Pro, FaZe and Natus Vincere. All four teams had better ratings online at ESL Pro League.

VP won DreamHack Bucharest. I can skip that.

Na’Vi won ESL New York and defeated VP in the finals, which was above Na’Vi in the online standings.

Dignitas won EPICENTER over Fnatic and NiP. In a similar vein, NiP did worse than Na’Vi/VP.

In Season 4 of the ESL Pro League in North America, Liquid was seventh but had better LAN results than both NRG and Renegades, who placed above them. Renegades famously skipped out of ESL Pro League to lose at the Asia Minor to TyLoo.

ESL Pro League Season 3 (Europe) ended in:

  1. NiP
  2. Astralis
  3. Fnatic
  4. G2

This was the version of G2 played part of it with ex6Tenz. They had better online results than the later iteration in Season 4, but had worse LAN results. Na`Vi beat Astralis at Counterpit despite placing worse in EPL.

Selfless finished sixth in Season 3 in North America but with a few more wins could have moved up. They were one of the few NA teams to beat Luminosity online. As a team, Selfless was fairly well respected at the time, and FalleN had pointed them out as a possible team to become a real force in NA. On LAN they had horrendous performances (though, to be fair, they rarely got to LAN).

These are just some examples at a cursory glance. There are more and there are examples of online play translating to LAN play as well. Online results are OK as a barometer for how well a team is doing, but the real test will always be on LAN. That’s where your legacy is made.

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