General things to watch out for and improve: -Looking at the Minimap for information -Holding wider to compensate for reaction time -Learning when to spray and when to burst strafe to throw off enemy crosshair -Knowing what's a 'good/favourable' gunfight and when to take it Round 1: Pre-round positioning could be improved; either play mid or site. Don't run around when the round starts, try actively holding something 3:01 No point shooting the Jett as shes already onsite, just comm she's backsite and hold the rest of their team that's seperated 3:06 You hear Sage going up rope, try to hold her before she starts shooting. Also don't turn away when after she's dead, keep holding it until Chamber rotates throigh mid Round 2: You have 4800 creds, you can buy a sheriff and still have enough for full-buy the round after considering that you already have a smoke and Jett's util is less important compared to other agents Same thing again, spending start of the round repositioning 4:37 Try to swing with Chamber as you're on an eco however I do understand that ranked communication isn't good, especially in the lower ranks. However double swinging is good considering target switching in silver is practically non-exsistant Round 3: Try to hold B or A from backsite instead of mid due to 140 hs 5:54 Unlucky on the dash, I guess you could wait for Yoru flash as you saw him pull it out. Round 4: 7:46 A lot of people don't know this, but you can atcually shoot the Iso orb so doesn't get it. Doing this gives you a higher chance of winning as only have a sheriff and HAVE to break the shield before you kill him 8:07 There were two options here, either defuse on the ledge for lower chance to get sprayed, or updraft onto the wall to fight Breach as its a 1v3 Round 5: 9:32 Bad smoke here as your duo didn't know you were smoking and gave the opponent a free one-way. I can see the goal but try to comm it. Updrafting and diatracing would have been a better option Round 6: 10:23 Unlucky here, however you can hear her and the Iso shield close by, popping dash earlier could have saved your life Round 7: Most of your team cannot afford a full-buy and Chamber is playing ult, playing knives with a shorty/bucky would be better for team economy and more coordinated buy rounds 12:01 Always hold the edge of an Iso wall while its up as they will most likely appear or swing from there, also take your time with your shots and he isn't looking at you 12:13 Never spray if there is more than one enemy swinging, tapping and/or bursting minimises recoil resulting in higher accuracy in your transfer to other targets. (spray would've been fine if you are good at spray transfer, however most silvers suck at this, or if you had your dash) Round 8: 13:26 Not sure if this was on purpose or not, but never be in front of all your teammates when enemy Iso has ult (unless entrying) as getting ulted by a classic means almost a guarenteed loss in 1v1 13:50 If your headshot is not that good, just go for body. Jett knives only require 3 body shots for a enemy to die while having full-shields. 14:00 Omen flanking through spawn gives you the info that the Chamber trip is placed Bend, so flanking through spawn is a good option. Up until now, no one on their team has gone mid, try to flank at least once from mid to their attacking site Round 9: 14:55 Good hold with op here as they don't have smokes and since Omen is smoking close playing backsite wouldn't really work, however going mid would be better as there's no one there and you win 90% gunfights since you have op 15:21 Holding way too wide here, usually putting your crosshair in the middle of the blue part would be optimal 15:31 Good idea switching to the vandal. After missing on Chamber go fight Security instead as fighting a sage wall with 2 ppl holding you is not a 'good' gunfight to take Round 10: 16:10 Do not buy marshal here; your whole team are full buying, since you have enough just buy a rifle + heavy shields. Team economy and coordination is important 16:39 I would recommend to not swing this angle as it's probably the most prefired angle on the map. Swinging this is such a gamble, and will usually result in you dying or taking damage than killing an enemy. 16:49 Go up heaven to rotate, would've saved you -5secs compared to the route you took 17:05 Iso shield sound came from right outside, this gives a good idea of his position when you're swinging Round 11: 18:26 Good refrag and retreat Round 12: 20:12 Breach can hear you if you run in spawn, better option would've been to go through mid instead so you can immediately take a fight with Breach. You have about -23secs left to defuse (excluding defuse time) so no need to rush ATTACKERS Round 13: 21:26 Good idea to take a fight, 3v4 needs you to quickly even the numbers and considering that some enemies were low. Round 14: 22:58 When you win pistol, unless if more than 3 people have sheriffs from previous round, ALWAYS buy big guns. Considering you're playing Jett, Outlaw is particularly good due to Abyss being such a big map and 140 body being able to kill opponents. In lower ranks, almost no one will buy full shields to ensure a full buy on Round 3 after the eco. This gives you free kills. Bulldog isn't bad either with 115 hs one tapping opponents with no armour 23:34 Updraft and take the fight with Iso considering your Omen hasn't smoked Heaven, Marshal only does 101 on body and you won't die. Updraft is better than going up the rope here as it's faster and may catch Iso offguard Round 15: 24:29 Drop your sheriff to Gekko so he can fullbuy after your bonus round 24:44 Yoru buying Stinger here is completely wrong. The enemies now have Vandal/Phantoms after their save round, and Abyss is quite a large map, meaning that a lot of the fights you take will be long range. Stinger sucks at this, and him asking for a Sheriff prevents Gekko from having enough money for a rifle next round. Yoru has 4650 creds, meaning he can buy full shields + a sheriff himself and still have enough money for next round. 25:18 Smoke off security and run to the other side. Omen could easily be killed Heaven and this leaves you extremely vulnerable. Holding from Security provides Gekko an easy trade on whoever kills you Round 16: 26:53 Do not reswing here, Jett is now holding and has a high chance of killing you when you swing. Instead go back and help Gekko fight site 27:08 Both you and Chamber should play for bomb, don't swing and play for numbers 27:25 i have no words Round 17: 28:14 If you're going to dash Default don't updraft and if you dash on top smoke on top instead 28:15 Loooking at the minimap will show you that your whole team is running back to Main to play postplant. In this case I would go play hell as it's hard to clear for enemy team and also an unusual spot. Also ask Omen for a smoke right under you (at current position) so you don't get sprayed from backsite 28:31 You can hear the bullets behind you; either smoke yourself and jump down or fight. Do not drop without cover as you did Round 18: 29:38 Very good entry, just unlucky on the fall and maybe walk up a bit further before you dash 29:51 Extremely good positioning, only thing I would've changed is push up faster *In general this round was a almost perfect round by you. Good postioning and knwing to not fight Iso to play postplant was great decision making Round 19: 31:09 This is a very common problem but especially in low rank everyone holds closer the the wall than they should. Your reaction time is not that fast to immediately shoot Sage and tracking is a lot harder than clicking her head when she walks into your crosshair. Round 20: 32:41 Knives would be good here because Chambers on his ult and full accuracy gives you a higher chance to kill him 32:45 Dash to Default instead so you can play close-range for a higher chance of killing him (if no knives) Round 21: 34:34 Wait in Lobby as for multiple rounds they have util dumping on A Main, just stay back and hold with your team 34:46 Bad dash, you have no control over A Main, and you are dashing into unknown area. Look at the minimap more often, you can see that Sage is on her wall in front of you, no need to swing into site where you are getting shot by 3 different angles Round 22: 35:30 Looking at the scoreboard shows you that 3 people on their team cannot full buy. Since you know that Breach, Iso and Jett all play A every round, go B since there's only 2 people on half-buys and then you can just play post plant and take long range fights with gun advantage 36:32 Come up with a plan before the round, Chamber having bomb in mid basically giving them a free round if he dies Round 23: 38:12 Never take bomb if you are entrying. If you die and your team doesn't follow up the enemy team gets bomb for free. The point of Duelists entrying is to create space so the rest of the team can follow up aand claim and hold the space, by having bomb, you either have to plant which limits the amount of space you can take, or you have to drop the bomb to a teammate which wastes time. On another hand, pushing up too far (called 'overheating') usually results in you dying for no value and provides the enemy a number advantage. 38:25 Smoke off heaven then plant, as your teammates aren't holding for you Round 24: 39:39 Go B here as usually only Chamber and Sage play there. Playing A means Iso ult and Breach util. Also since its last round, buy a Bulldog or Stinger + Sheriff. The credits willl be gone after this round anyways, may as well use it. Round 25: 42:17 Resmoke yourself and wrap to backsite to catch them offguard as you know from the minimap that all 3 were CT 42:19 Don't panic and crouch spray; if your crosshair isn't on him at first, you will die almost immediately if the opponent doesn't whiff. Instead opt for short bursts and strafes in between your shots. Round 26: 43:06 Your whole team is being too predictable. Going A too many times has caused their team to also stack A. Even if you do decide to go A stay in Lobby and wait for them to push up. After getting a number advantage you can choose to either commit A or rotate B Overall this was a very unlucky game to lose