Some words were exchanged between former Counter-Strike professional Mohamad “m0E” Assad and current team FURIA player Andrei ‘arT’ Piovezan yesterday but it seems the water has settled. It did, however, lead me to a question about the bigger picture.
FURIA was in the midst of a grand finals battle against the Frenchmen of Vitality when m0E decided to share his analysis on arT with his Twitter following.
While the Tweet has since been deleted, m0E called out arT’s aggressive playstyle with the AWP and how it was resulting in multiple round losses due to an early man disadvantage and map control being handed to their opponents.
This was, of course, met with some swift remarks about how impactful arT is for the team with many references to his stellar performance on overpass the day before.
FURIA would end up falling 2-0 to Vitality but arT shared his side of the story post-match in a reply to m0E on Twitter. He explained that his goal is to “create space and opportunity as much as I can so my team has a better chance of winning the round.” This is a solid point and he is right in following it up by explaining that “it’s only noticeable when it goes wrong.”
m0E countered this message by stating while he respected the thought process, at some point you have to adjust.
I respect your thought process, but when it's going wrong round after round with no adjustment on your part it hurts the team more than the benefit of possibly getting the first kill. I understand that I'm from the outside looking in and it shows more.— mOE (@m0E_tv) June 9, 2019
“When it’s going wrong round after round with no adjustment on uour part it hurts the team more than the benefit of possibly getting the first kill,” the 32-year-old Counter-Strike veteran said.
It’s a battle between confidence and mission versus accepting defeat in one area and trying to counter it differently. The question then comes down to at what point do you accept the playstyle is falling flat and decide to approach it differently – after 3 failed attempts? 6? 10? Or do you simply say if it works once of every three, one of every two?
The answer is surely differevent for everyone and also depends on how likely they feel their chances are in the server in that moment. Was it a missed flash that caused the flunder? A bad jump? A missed shot? These always impact the mental game on whether you want to give it another shot.