Drills, cheat sheets and problems - 17.2
The cheat sheets
In one line: Cheat sheets gather what you need to remember in a few lines: the words, the situations, the economy, the habits, and the checklists to review before each phase of the round. You read them between matches, not during.
What they are for
A cheat sheet teaches nothing new: it reminds you of what you have already read. It is for the moments when you have no time for a whole chapter: before you start playing, waiting between matches, before a tournament.
Academy's cheat sheets page gathers four of them, generated from the guide's content:
- the words: the glossary terms with their short definition;
- if, then: the typical situations, one line each;
- the economy: the weapons in order of cost;
- the habits: the one-line rules, by theme.
The page can be printed: the print stylesheet removes menus and background colors. Keeping a sheet next to your keyboard, with the one for your goal, is a simple way to remember it every evening.
In this chapter you will also find the round checklists: six short reminders, one for each key moment, to review until they become automatic.
How to use them without wasting time
Cheat sheets work if you use them sparingly and well:
- pick a single sheet, the one tied to your current goal. If you are working on the post-plant, review the post-plant checklist before every session;
- read it before playing, not during the round. In the round you need to watch the game, not a sheet;
- between matches, reread the line you forgot in the match you just played;
- when a checklist feels obvious, that means you have learned it: move on to the next one.
Cheat sheets do not replace chapters. If a line is unclear, open the linked chapter: the sheet says what to do, the chapter explains why.
Checklist: the buy phase
Five checks before the round starts:
- economy: buy, save or force? Everyone together;
- gun and armor: if you buy the gun, buy the armor too;
- abilities: do you have the ones your role will use this round?
- plan: one sentence about the round ("slow default, decide at forty"); if nobody says it, propose it yourself;
- your job: in one word, what you are doing ("watching mid", "entering B", "flank").
If something is missing, say so straight away: "no money for armor", "I need a gun".
Checklist: the attack round
The attack round in six moments, from the seven steps chapter:
- start: take the space nobody contests, without pointless duels;
- information: everyone has an area; call what you see and what you do not see;
- decision: around forty seconds the site must be chosen;
- execute: utility first, then the entry; in pairs, angles split, instant trades;
- plant: once the site is taken, plant first, then look for more kills;
- post-plant: different positions watching the spike, one ability kept for the defuse.
The spike carrier stays with the team and does not go in first.
Checklist: the defense round
Five rules for defense:
- position: do you know your way out? Are you at trade distance from a teammate?
- silence: when the attack is close, walk;
- call: as soon as you see or hear the attack, say how many and where, even before shooting;
- time: if they come in numbers, slow them and fall back; the site can be retaken;
- rotation: rotate on facts (three or more enemies, the spike seen), not at the first noise.
In the last seconds, if the spike is not planted, do not look for a duel: stop the plant.
Checklist: the post-plant
After the plant, time is on your side. Four points:
- positions: spread out, each with a line on the spike and cover nearby;
- wait: the defenders are the ones who have to move; do not go looking for them;
- listen: you can hear the defuse; that is the moment to act;
- utility: throw onto the spike once the defuse has started, not before.
The post-plant chapter explains the typical positions.
Checklist: the retake
To take a site back:
- timer: how long before it explodes? Often more than it seems;
- numbers: how many of you, how many of them? If the retake is impossible, save;
- together: wait for your teammates, do not go in one at a time;
- utility: "what do we have?"; smokes on the long lines, flashes and information on the corners;
- defuse: who defuses, and who covers them?
The retakes chapter explains how to split the jobs.
Checklist: the clutch
When you are the last one alive, before moving:
- how many and where: each enemy's last seen position;
- time: who has to move, you or them?
- one duel at a time: where can you face them separately?
- sound: walk, listen;
- teammates: short information only.
One slow breath before you start. The clutch chapter explains the typical choices.
Checklist: after the match
Three minutes at the end of every session:
- score: one to five on your goal;
- one round: the one that left you most unsure, in one line (what you knew, what you chose);
- one thing: what you will try to change next session.
Once a week, the ten questions on five lost rounds.
Remember
- Cheat sheets are read before playing or between matches.
- One sheet at a time: the one for your goal.
- The round checklists: buy, attack, defense, post-plant, retake, clutch.
- The cheat sheets page can be printed.
What not to do
Reading the sheets during the round.
Instead In the round you play; you review before and after.
Memorizing every checklist at once.
Instead One checklist at a time, tied to your goal.
Using the sheets instead of the chapters.
Instead The sheet reminds; the chapter explains why.