Conceiving the Win - Black List
Conceiving the Win - Black List
I'm ill today so I thought I'd take some time to gather my thoughts and create a guide for teams, discussing strategies, round plays and out thinking your opponents on the Black List side. This guide is vague due to the fact that it is aimed as a rough guide for every map. However situations will be assumed with a 5v5 scenario.
Setup
Firstly your team setup. On Offensive, Black List. Your setup of riflers, hybrids and snipers is important. Snipers flourish for holding down chokepoints and getting kills at a distance on larger maps however when defending a plant at close quarters they are harder to use effectively, so be sure your designated sniper is good at both ranges. Rifles are almost the exact opposite however they can also be used well at longer ranges. Obviously still outclassed by the snipers here.
A Basic Team Setup would consist of 4 Rifles and a lone Sniper who should be able to use a rifle as well (Hybrid). However if you feel more of your strategies rely on longer ranges and an early pick, it may be wise to invest in another hybrid making the team 3 Rifles, a Hybrid and a Sniper. Allowing for two comfortable Snipers for more defensive plays.
Below is a round by round guide. This will hopefully enlighten you into thought processes as a team member and/or strat caller.
1st Round - During the 1st round it is important to gather intel on the opposition. Their basic setup, aggressiveness, strengths and weaknesses etc. A basic strategy deployed by teams is one referred to by many names. 'picks', 'pick and play' etc. Whatever the term may be it refers to the defensive positioning of your team for an early kill, to open up the game. Standard positioning would be to cover all entrances to your spawn. You could adopt a very passive style covering each point from spawn. Or adopt a more aggressive game by pushing into these entrances, trying to pick from there. On a map such as Blackwidow your team sniper could take a quick peek at the spawn window and call out if they're stacking a site, or how many members of GR go either side. Adding towards the intelligence of the other teams standard setup.
There are more aggresive strategies which can be deployed but I would rather not in depth. Strategies in later rounds could well be used in the first round and vice versa. Whatever you feel most comfortable with.
2nd Round - This round is mainly effected by how the other team played. If they are almost certainly stronger than you, play defensively. Let them come to you, Search and Destroy rounds are very long and you can wait a considerable time before even moving from spawn to a bomb site. Use your sniper effectively and place him in positions which will enable his long range capabilities. Position your riflers according to how strong they are at a distance. Don't put an AK user at a long range distance eg. B Long Eagle Eyes. Another tip, don't peek. If your going to position riflers on longer range distances where snipers are looking, don't take peeks. If a sniper spots you. Withdraw into cover. He will be waiting, pre-scoped for you to peek. One kill in a 5v5 opens the game. Don't let the kill be on yourself. Another strategy which can be used is called a boomerang or bluff. This uses grenades to 'bluff' a site whilst your team rotates to another. Usually a team will lay down 2 flashes and a grenade then quickly rotate to the other site. However do so fast as if you are playing a good team, they will predict the bluff and will not rotate and remain with their original setup. This is effective due to the fact that usually you will not engage the enemy so strength of shot is not important. An advancement on this strategy is to leave one player at that faked site to lay down shots. Further covering your tracks on a rotate.
If you feel your team is stronger, you have more freedom to play and exploit the team. Play full rushes, with flashes and grenades. Chances are teams are going to play the common 2-1-2 setup. 2 on A and B and 1 rotating through mid to either site. A 5 on 2 scenario is favorable so act quick and plant. Don't spend time picking from the site. Get the bomb down quickly. Defending a plant is an almost guaranteed win if you have more players alive. Don't however push points easily defend-able. For an experienced player a team rushing A long on Blackwidow is easy pickings from stairs, because the sniper is almost rendered useless. Push harder to defend places such as CAT on Blackwidow and lay down flashes for an easy site take.
3rd Round - By now you should understand the other teams plays fairly well. Play on their weaknesses. If they have a weak rifler on B, use that and base most of your plays upon taking B site. Simple things like this will win you games. Adapting to the other teams playstyle. When playing a high calibre team, with extensive knowledge of all your strats and are more talented skill wise. Play an unexpected game. In my experience I played a team where 4 pushed a site and they left 1 pushing the other site as a bluff or pick. This caught us out but we soon saw how they played and called out over vent more carefully. Things like this will gain you an early 2 round lead as the opposition gathers their thoughts. It's crucial to adjust your game to make it hard for the other team to predict and play accordingly.
4th Round - Now things begin to get more bare to the bones on skill. Again throwing something out there which isn't expected could get you an early pick, which is what you need to open a game. Use a strategy not seen. Perhaps a split. This allows a two pronged attack on a site. For example on Mexico to attack the bombsite on GR spawn, you could play a 3 man rush upper-mid and place two at water to push around into the site. This is especially effective if your opponents haven't seen you play this strat yet. Again I stress the point play what's unexpected.
5th Round and Beyond - Similar to the 4th. Teams are starting to get a little worn out. Stay sharp and make rotations accordingly. It could also be worth mentioning, on these later rounds vary your aggression, if you've been attacking hard, lay back and play picks. It will force movements in teams to check areas uncovered, usually with a peek allowing a pick. Then work on this pick correspondingly. The team should be warmed up and be in the competitive game set. Don't slip up on these later rounds. BL is usually the favourable side so make all the rounds count towards your win. These later rounds get harder for Black List as you don't have the flair of unexpected strats that you have at the beginning so be sure to make your shots count.
Difficult Situations
Losing
Not every team can go into a game and wreck the opposition. Sometimes you will find yourself as the underdogs. You should not find this the case too often on BL but occasionally it will happen. Stay confident in your strats and don't throw in the towel. It sounds cliche for a video game but that's what you have to do. All I can say on this topic is to never underestimate or overestimate a team. This creates illusions and almost a sense of arrogance or fear in your play style. Whether it be LPK or a weak Clan Server team. Play with modesty and confidence.
Clutch Scenarios/Team being picked early
A clutch is a moment in the game where usually a single player is put into situations in which defeat looks to be inevitable. Sometimes 1v5. If your in this position, keep a cool head. Try and outplay your opponents. Try and pick a few off to give yourself a better chance. Don't rush a site, guns blazing. In a clutch scenario, you are the strat caller. Follow instincts and play intelligently and you will give yourself a better chance of winning. The same applies for when you are outnumbered. Act impulsively and predict your enemies movements.
Anger/Hostility
This applies both ways. If you are losing don't blow your cool. Once vexed, your Gamesense and aim will go to ruins. Remain calm and analyze the situation maturely. Use the confidence of the other team against them.
If you are being jabbed at by the other team. Ignore them. Starting conversation loses your focus and time to setup. Don't spend time typing when you could be fragging. Take their insults as compliments. Don't fall into the trap of becoming arrogant in a win. Have the last laugh by winning, not fighting a useless flame war.
Final Note
Most maps are Black List dominant and the freedom the Black List have in their plays is almost unconquerable for the GR side. With tenacity and a quick Strat Caller. Any team can dominate on the BL side. Look to make the most of your half on BL and grasp all available rounds. Play intelligently and spontaneously and anything is achievable.
I may create a 'Conceiving the Win - Global Risk' if I have the time so watch out for that!
Thanks for reading. I hope you have learned something new from this thread.
Good Luck!
sco[R]ched
I'm ill today so I thought I'd take some time to gather my thoughts and create a guide for teams, discussing strategies, round plays and out thinking your opponents on the Black List side. This guide is vague due to the fact that it is aimed as a rough guide for every map. However situations will be assumed with a 5v5 scenario.
Setup
Firstly your team setup. On Offensive, Black List. Your setup of riflers, hybrids and snipers is important. Snipers flourish for holding down chokepoints and getting kills at a distance on larger maps however when defending a plant at close quarters they are harder to use effectively, so be sure your designated sniper is good at both ranges. Rifles are almost the exact opposite however they can also be used well at longer ranges. Obviously still outclassed by the snipers here.
A Basic Team Setup would consist of 4 Rifles and a lone Sniper who should be able to use a rifle as well (Hybrid). However if you feel more of your strategies rely on longer ranges and an early pick, it may be wise to invest in another hybrid making the team 3 Rifles, a Hybrid and a Sniper. Allowing for two comfortable Snipers for more defensive plays.
Below is a round by round guide. This will hopefully enlighten you into thought processes as a team member and/or strat caller.
1st Round - During the 1st round it is important to gather intel on the opposition. Their basic setup, aggressiveness, strengths and weaknesses etc. A basic strategy deployed by teams is one referred to by many names. 'picks', 'pick and play' etc. Whatever the term may be it refers to the defensive positioning of your team for an early kill, to open up the game. Standard positioning would be to cover all entrances to your spawn. You could adopt a very passive style covering each point from spawn. Or adopt a more aggressive game by pushing into these entrances, trying to pick from there. On a map such as Blackwidow your team sniper could take a quick peek at the spawn window and call out if they're stacking a site, or how many members of GR go either side. Adding towards the intelligence of the other teams standard setup.
There are more aggresive strategies which can be deployed but I would rather not in depth. Strategies in later rounds could well be used in the first round and vice versa. Whatever you feel most comfortable with.
2nd Round - This round is mainly effected by how the other team played. If they are almost certainly stronger than you, play defensively. Let them come to you, Search and Destroy rounds are very long and you can wait a considerable time before even moving from spawn to a bomb site. Use your sniper effectively and place him in positions which will enable his long range capabilities. Position your riflers according to how strong they are at a distance. Don't put an AK user at a long range distance eg. B Long Eagle Eyes. Another tip, don't peek. If your going to position riflers on longer range distances where snipers are looking, don't take peeks. If a sniper spots you. Withdraw into cover. He will be waiting, pre-scoped for you to peek. One kill in a 5v5 opens the game. Don't let the kill be on yourself. Another strategy which can be used is called a boomerang or bluff. This uses grenades to 'bluff' a site whilst your team rotates to another. Usually a team will lay down 2 flashes and a grenade then quickly rotate to the other site. However do so fast as if you are playing a good team, they will predict the bluff and will not rotate and remain with their original setup. This is effective due to the fact that usually you will not engage the enemy so strength of shot is not important. An advancement on this strategy is to leave one player at that faked site to lay down shots. Further covering your tracks on a rotate.
If you feel your team is stronger, you have more freedom to play and exploit the team. Play full rushes, with flashes and grenades. Chances are teams are going to play the common 2-1-2 setup. 2 on A and B and 1 rotating through mid to either site. A 5 on 2 scenario is favorable so act quick and plant. Don't spend time picking from the site. Get the bomb down quickly. Defending a plant is an almost guaranteed win if you have more players alive. Don't however push points easily defend-able. For an experienced player a team rushing A long on Blackwidow is easy pickings from stairs, because the sniper is almost rendered useless. Push harder to defend places such as CAT on Blackwidow and lay down flashes for an easy site take.
3rd Round - By now you should understand the other teams plays fairly well. Play on their weaknesses. If they have a weak rifler on B, use that and base most of your plays upon taking B site. Simple things like this will win you games. Adapting to the other teams playstyle. When playing a high calibre team, with extensive knowledge of all your strats and are more talented skill wise. Play an unexpected game. In my experience I played a team where 4 pushed a site and they left 1 pushing the other site as a bluff or pick. This caught us out but we soon saw how they played and called out over vent more carefully. Things like this will gain you an early 2 round lead as the opposition gathers their thoughts. It's crucial to adjust your game to make it hard for the other team to predict and play accordingly.
4th Round - Now things begin to get more bare to the bones on skill. Again throwing something out there which isn't expected could get you an early pick, which is what you need to open a game. Use a strategy not seen. Perhaps a split. This allows a two pronged attack on a site. For example on Mexico to attack the bombsite on GR spawn, you could play a 3 man rush upper-mid and place two at water to push around into the site. This is especially effective if your opponents haven't seen you play this strat yet. Again I stress the point play what's unexpected.
5th Round and Beyond - Similar to the 4th. Teams are starting to get a little worn out. Stay sharp and make rotations accordingly. It could also be worth mentioning, on these later rounds vary your aggression, if you've been attacking hard, lay back and play picks. It will force movements in teams to check areas uncovered, usually with a peek allowing a pick. Then work on this pick correspondingly. The team should be warmed up and be in the competitive game set. Don't slip up on these later rounds. BL is usually the favourable side so make all the rounds count towards your win. These later rounds get harder for Black List as you don't have the flair of unexpected strats that you have at the beginning so be sure to make your shots count.
Difficult Situations
Losing
Not every team can go into a game and wreck the opposition. Sometimes you will find yourself as the underdogs. You should not find this the case too often on BL but occasionally it will happen. Stay confident in your strats and don't throw in the towel. It sounds cliche for a video game but that's what you have to do. All I can say on this topic is to never underestimate or overestimate a team. This creates illusions and almost a sense of arrogance or fear in your play style. Whether it be LPK or a weak Clan Server team. Play with modesty and confidence.
Clutch Scenarios/Team being picked early
A clutch is a moment in the game where usually a single player is put into situations in which defeat looks to be inevitable. Sometimes 1v5. If your in this position, keep a cool head. Try and outplay your opponents. Try and pick a few off to give yourself a better chance. Don't rush a site, guns blazing. In a clutch scenario, you are the strat caller. Follow instincts and play intelligently and you will give yourself a better chance of winning. The same applies for when you are outnumbered. Act impulsively and predict your enemies movements.
Anger/Hostility
This applies both ways. If you are losing don't blow your cool. Once vexed, your Gamesense and aim will go to ruins. Remain calm and analyze the situation maturely. Use the confidence of the other team against them.
If you are being jabbed at by the other team. Ignore them. Starting conversation loses your focus and time to setup. Don't spend time typing when you could be fragging. Take their insults as compliments. Don't fall into the trap of becoming arrogant in a win. Have the last laugh by winning, not fighting a useless flame war.
Final Note
Most maps are Black List dominant and the freedom the Black List have in their plays is almost unconquerable for the GR side. With tenacity and a quick Strat Caller. Any team can dominate on the BL side. Look to make the most of your half on BL and grasp all available rounds. Play intelligently and spontaneously and anything is achievable.
I may create a 'Conceiving the Win - Global Risk' if I have the time so watch out for that!
Thanks for reading. I hope you have learned something new from this thread.
Good Luck!
sco[R]ched
Comments
-
Just saying... if you're trying to do a 4 / 1 split with one person faking a site vs a good team,that really isnt going to work. First,why would a team rotate after seeing one person? Second, if you just flashed / naded an area they're hardly going to call anything. Against a better team its always better to play as a team from my experience (where my team and i have managed to sc**** out victories versus much better teams). A full rush will work x10 better than picks. I don't care if you're Malte, if you use your flashes properly when taking some map control, and work as a team you're going to get the frag if its a 5 v 2 situation.
Also,when trying to fake a site its useless having 1 person faking. I'll use BW as my example for a B fake and planting A. My set up would be: Scope goes A long and tries to pick anyone pushing. 4 sprayers go B with the bomb. Work down into water / b connect after doing a full nade stack in box rm. Smoke up box room doors / double doors and plat. Let the player in box room see that there's 4 people outside B, but then the guy with bomb pulls back and starts rotating A via base. The 3 push into B, and try to lock it down (smoke covers, scope on CT stage cant see how many crossed over). CT will be rotating by now,and the aim of the peeps still alive in B is just to hold them off for as long as possible,whilst getting some picks. By the time they've rotated, the team should hopefully be in a 3 v 1 situation, with the bomb time going down. Profit.
Of course every strat has its fault, by either individual or team errors. I think you really didn't show the advantages of flash and smoke. Also, there is no really set strat. When I do a strat practise with my team, i'll give the basic idea but no strat is set in stone. Like, our default on Ceyhan might be a 1-2-2 but during a scrim I'll add more variables, e.g. play a 1-1-3 (b) or else send a scope A with a sprayer to try get a pick there. Also,strats shouldnt be agreed upon before the game. The strat caller should be able to analyse the match,and make strats upon the other teams style. There should be different variables every strat.
Not a bad attempt all the same, and would be a good guide for pub teams i guess.... -
Just saying... if you're trying to do a 4 / 1 split with one person faking a site vs a good team,that really isnt going to work. First,why would a team rotate after seeing one person? Second, if you just flashed / naded an area they're hardly going to call anything. Against a better team its always better to play as a team from my experience (where my team and i have managed to sc**** out victories versus much better teams). A full rush will work x10 better than picks. I don't care if you're Malte, if you use your flashes properly when taking some map control, and work as a team you're going to get the frag if its a 5 v 2 situation.
Also,when trying to fake a site its useless having 1 person faking. I'll use BW as my example for a B fake and planting A. My set up would be: Scope goes A long and tries to pick anyone pushing. 4 sprayers go B with the bomb. Work down into water / b connect after doing a full nade stack in box rm. Smoke up box room doors / double doors and plat. Let the player in box room see that there's 4 people outside B, but then the guy with bomb pulls back and starts rotating A via base. The 3 push into B, and try to lock it down (smoke covers, scope on CT stage cant see how many crossed over). CT will be rotating by now,and the aim of the peeps still alive in B is just to hold them off for as long as possible,whilst getting some picks. By the time they've rotated, the team should hopefully be in a 3 v 1 situation, with the bomb time going down. Profit.
Of course every strat has its fault, by either individual or team errors. I think you really didn't show the advantages of flash and smoke. Also, there is no really set strat. When I do a strat practise with my team, i'll give the basic idea but no strat is set in stone. Like, our default on Ceyhan might be a 1-2-2 but during a scrim I'll add more variables, e.g. play a 1-1-3 (b) or else send a scope A with a sprayer to try get a pick there. Also,strats shouldnt be agreed upon before the game. The strat caller should be able to analyse the match,and make strats upon the other teams style. There should be different variables every strat.
Not a bad attempt all the same, and would be a good guide for pub teams i guess....
I'm not going to defend my ground on this. I didn't do half of those things and honestly looking back on this it's sloppy and most the things in here are basic. Well it is the forums and teams like DeluXe aren't going to be looking at threads like this to form strats are they. -
Conceiving the Win - Black List
I'm ill today so I thought I'd take some time to gather my thoughts and create a guide for teams, discussing strategies, round plays and out thinking your opponents on the Black List side. This guide is vague due to the fact that it is aimed as a rough guide for every map. However situations will be assumed with a 5v5 scenario.
Setup
Firstly your team setup. On Offensive, Black List. Your setup of riflers, hybrids and snipers is important. Snipers flourish for holding down chokepoints and getting kills at a distance on larger maps however when defending a plant at close quarters they are harder to use effectively, so be sure your designated sniper is good at both ranges. Rifles are almost the exact opposite however they can also be used well at longer ranges. Obviously still outclassed by the snipers here.
A Basic Team Setup would consist of 4 Rifles and a lone Sniper who should be able to use a rifle as well (Hybrid). However if you feel more of your strategies rely on longer ranges and an early pick, it may be wise to invest in another hybrid making the team 3 Rifles, a Hybrid and a Sniper. Allowing for two comfortable Snipers for more defensive plays.
Below is a round by round guide. This will hopefully enlighten you into thought processes as a team member and/or strat caller.
1st Round - During the 1st round it is important to gather intel on the opposition. Their basic setup, aggressiveness, strengths and weaknesses etc. A basic strategy deployed by teams is one referred to by many names. 'picks', 'pick and play' etc. Whatever the term may be it refers to the defensive positioning of your team for an early kill, to open up the game. Standard positioning would be to cover all entrances to your spawn. You could adopt a very passive style covering each point from spawn. Or adopt a more aggressive game by pushing into these entrances, trying to pick from there. On a map such as Blackwidow your team sniper could take a quick peek at the spawn window and call out if they're stacking a site, or how many members of GR go either side. Adding towards the intelligence of the other teams standard setup.
There are more aggresive strategies which can be deployed but I would rather not in depth. Strategies in later rounds could well be used in the first round and vice versa. Whatever you feel most comfortable with.
2nd Round - This round is mainly effected by how the other team played. If they are almost certainly stronger than you, play defensively. Let them come to you, Search and Destroy rounds are very long and you can wait a considerable time before even moving from spawn to a bomb site. Use your sniper effectively and place him in positions which will enable his long range capabilities. Position your riflers according to how strong they are at a distance. Don't put an AK user at a long range distance eg. B Long Eagle Eyes. Another tip, don't peek. If your going to position riflers on longer range distances where snipers are looking, don't take peeks. If a sniper spots you. Withdraw into cover. He will be waiting, pre-scoped for you to peek. One kill in a 5v5 opens the game. Don't let the kill be on yourself. Another strategy which can be used is called a boomerang or bluff. This uses grenades to 'bluff' a site whilst your team rotates to another. Usually a team will lay down 2 flashes and a grenade then quickly rotate to the other site. However do so fast as if you are playing a good team, they will predict the bluff and will not rotate and remain with their original setup. This is effective due to the fact that usually you will not engage the enemy so strength of shot is not important. An advancement on this strategy is to leave one player at that faked site to lay down shots. Further covering your tracks on a rotate.
If you feel your team is stronger, you have more freedom to play and exploit the team. Play full rushes, with flashes and grenades. Chances are teams are going to play the common 2-1-2 setup. 2 on A and B and 1 rotating through mid to either site. A 5 on 2 scenario is favorable so act quick and plant. Don't spend time picking from the site. Get the bomb down quickly. Defending a plant is an almost guaranteed win if you have more players alive. Don't however push points easily defend-able. For an experienced player a team rushing A long on Blackwidow is easy pickings from stairs, because the sniper is almost rendered useless. Push harder to defend places such as CAT on Blackwidow and lay down flashes for an easy site take.
3rd Round - By now you should understand the other teams plays fairly well. Play on their weaknesses. If they have a weak rifler on B, use that and base most of your plays upon taking B site. Simple things like this will win you games.
I'm suprised this was so good. -
Whoever reads all the text-blocks in here serisouly needs a hobbie or sthg
Or maybe you have the patience of a child with Down Syndrome and some others actually care to read, to learn and criticize. Sorry if I didn't summarize each round with a simple 'yehh basically pew pew pew and win'.
No wonder you can't even use spell check. At least try and troll well.
@Crystallyz
Thanks! Hopefully my next will be even better! -
let me try to make a shorter, more efficient guide:
get 8 players from ur clan
everyone gets M12s for close / mid range combat and Scar - L for sniping
all have SPOP and armor and helmet
u just pwn everyone in the other team cause they have NOT superior guns ( or not everyone)
they QQ and write something u dont read
u just type QQ they going on rage and type whole books
ur team gets the typing raging kids, shoots them all and u win
done -
let me try to make a shorter, more efficient guide:
get 8 players from ur clan
everyone gets M12s for close / mid range combat and Scar - L for sniping
all have SPOP and armor and helmet
u just pwn everyone in the other team cause they have NOT superior guns ( or not everyone)
they QQ and write something u dont read
u just type QQ they going on rage and type whole books
ur team gets the typing raging kids, shoots them all and u win
done
You disgust me, where's the DSR in this?? -
let me try to make a shorter, more efficient guide:
get 8 players from ur clan
everyone gets M12s for close / mid range combat and Scar - L for sniping
all have SPOP and armor and helmet
u just pwn everyone in the other team cause they have NOT superior guns ( or not everyone)
they QQ and write something u dont read
u just type QQ they going on rage and type whole books
ur team gets the typing raging kids, shoots them all and u win
done
Noobs like YOU ruim this game! --' -
let me try to make a shorter, more efficient guide:
get 8 players from ur clan
everyone gets M12s for close / mid range combat and Scar - L for sniping
all have SPOP and armor and helmet
u just pwn everyone in the other team cause they have NOT superior guns ( or not everyone)
they QQ and write something u dont read
u just type QQ they going on rage and type whole books
ur team gets the typing raging kids, shoots them all and u win
done
This guide is not for who want to play pubs and normal scrim but help people to build strats for competitive purposes. So your "tactic" is worthless as your feedback to this thread.
In short words: GTFO, Thank You.
Btw Good job scorched -
Or maybe you have the patience of a child with Down Syndrome and some others actually care to read, to learn and criticize. Sorry if I didn't summarize each round with a simple 'yehh basically pew pew pew and win'.
No wonder you can't even use spell check. At least try and troll well.
Its just a game you *****
Learn to have fun instead of applying meaningless real time strategies . -
I wasnt trolling
Its just a game you *****
Learn to have fun instead of applying meaningless real time strategies .
Lol? It's a game so why you mad? Err well news flash son. This is what's fun for me. Playing this game somewhat intelligently. The irony in this post is incredible.
'I wasnt trolling Its just a game you *****' Don't even know what censored word is five letters long and if your not trolling why swear and insult me?
Also thanks again guys. -
Lol? It's a game so why you mad? Err well news flash son. This is what's fun for me. Playing this game somewhat intelligently. The irony in this post is incredible.
'I wasnt trolling Its just a game you *****' Don't even know what censored word is five letters long and if your not trolling why swear and insult me?
Also thanks again guys.
wut a lonely kid.... -
wut a lonely kid....
No combeback huh? Maybe you should go to school to get some. You ***ing illiterate mong.
Stop posting you brain dead kid. If you've retired from CF maybe you should stop posting your opinions on this forum, if they're all pointless troll posts.
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