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The support role’s importance in CS:GO

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

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

The support role in CS:GO is one of the most ambiguous roles. The reason for that being is that it’s nomenclature that comes from MOBA games where the support role is generally designated as the player who has the hero who will get less farm on the team.

But if you look at the way MOBAs work, just because we call them a support player, that does not mean that they cannot be the star or superstar player. Obvious examples being Gorilla, madlife, fy, or GH right now.

On top of that, there is no designated job a support player must do in CS:GO beyond throwing nades, and it’s not like no player never throws nades. The way I’ve come to think about it is the 1-5 system I use where the amount of resources that a player is given will tell us who is the star player and who is the support. This doesn’t quite work out that way though. For instance, if you looked at the old Liquid before Zews and Stanislaw, JDM was set to be a star player. But in terms of resources, he was a 4. Allowed to do what he wants, but no one there to support him.

The best way to think about support play is relativity. It isn’t the job they have to do, it’s how the strategy, the tactics and the resources of a team are molded around the player. We can say for instance that Coldzera is not the support player, despite doing many of the same roles as a normal support, because the entire SK game plan has three basic objectives on T-side. Either fer breaks the round and they win. Second, fer trades and we are in a small man situation. Third, fer dies, but we are already hitting the site.

In two of those three objectives, we are going into a scenario where Coldzera is a God and by far the best player in those three scenarios. That’s why he is the superstar player despite playing what people call support roles

For clarification, here is what Coldzera does: Third in because he has to throws nades for the team, holds angles for other players to take aggressive initiative, does passive map control while the others play-make. All things a normal support player does. But the system is such that they depend on him to win in two of the three possible scenarios of how a T-side round breaks apart.


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