CS:GO: Team Liquid take down FaZe to win BLAST Pro Series Los Angeles - Final Placements - Dexerto

CS:GO: Team Liquid take down FaZe to win BLAST Pro Series Los Angeles – Final Placements

Published: 14/Jul/2019 16:57 Updated: 15/Jul/2019 8:04

by Calum Patterson


The BLAST Pro Series Los Angeles CS:GO tournament has come to a close, with Team Liquid securing the first place prize over FaZe Clan to continue their impressive run of form.

Six of the best global CS:GO teams made the trip to the city of angels for yet another BLAST event – the fourth of 2019 – with a $250,000 prize pool on the line.


The tournament was all set for a Team Liquid victory though, as the only teams capable of really giving them a challenge in previous events were not in attendance.

ESLLiquid were looking to add yet another tournament win to their dominant 2019 run.

MiBR were one to watch, as it was their first event with Marcelo ‘coldzera’ David sitting on the bench, while team coach Wilton ‘zews’ Prado filled his spot.


FaZe Clan were similarly out to prove a point, and started well with wins over NRG and Renegades, and despite a trouncing at the hands of Liquid and a narrow defeat to the new Cloud9 lineup, bounced back vs a weakened MiBR to secure 2nd in the group stage.

Cloud9 also snuck in to the semi-final thanks to that victory over FaZe Clan, but with Liquid to face next it would be a near impossible task to reach their first final since the ELEAGUE invitational in January.

Team Liquid continued their imperious form at BLAST Los Angeles.

Cloud9, despite only playing together for two weeks, actually put up a valiant effort against Liquid in the first semi-final, battling back from a 13-2 deficit on the second map, Inferno, to 14-12, but Liquid eventually put them away, avoiding overtime, winning the series 2-0.


For the privilige of facing the number one team in the grand final, FaZe Clan would have to see off a formidable NRG lineup, who they had already beaten 16-9 earlier in the tournament. They made relatively light work of their North American opponents on Train, winning 16-7, and although NRG showed flashes of brilliance on map two, Nuke, it wasn’t enough to stop FaZe securing a 16-11 win to close out the series.

The final was another convincing affair for the world number one, taking Nuke 16-13 to open the series with a win before cruising to a 16-6 victory on Inferno to claim the series and the trophy. Team Liquid’s run of dominance continues, securing their fourth consecutive title without dropping a single map in Los Angeles.

BLAST Pro Series Los Angeles – Final Placements

Place Team Prize BPS Points
1st Team Liquid $125,000 10
2nd FaZe Clan $50,000 8
3rd NRG $25,000 6
4th Cloud9 $15,000 4
5th MiBR $10,000 2
6th Renegades $5,000 0

missharvey column: Valve, here’s what CSGO needs to be great (Part 2)

Published: 8/Oct/2020 13:42 Updated: 8/Oct/2020 17:12

by missharvey


After a storied career in Counter-Strike as a player, Stephanie ‘missharvey’ Harvey is issuing a call to arms for the CS:GO developers to act and help the game. After exploring the issues in Part 1, here’s what Valve needs to do before it’s too late.

In my last piece, I outlined a plethora of issues which I believe are the root of CS:GO’s drastic loss of momentum. While there’s no doubt that the statistics paint a positive picture for Counter-Strike, the grass is greener where you water it. Valve has neglected their community to the point where many are considering whether Valorant — a tactical shooter still very much in its infancy — will be the killer of CS:GO.

Viper in Valorant
Riot Games
Riot has built their tactical shooter with competitive integrity at the forefront of their priorities, but community feedback has been essential.

Let’s get CS:GO’s community back on board

As you may have noticed, the Counter-Strike community has a fond place in my heart. That’s no secret.— the CS:GO community is like no other, they’re loyal, extremely passionate about their game, and dedicated to making it an awesome experience for pros and beginners alike. And this is where Valve needs to start: everything needs to revolve around the community. 

So what can the devs do? Well, for starters, there needs to be a better global link between the player logging into Steam to play CS:GO and what the developers have in the pipeline. Easiest way to achieve this? Roadmaps. Planning the route ahead and sharing their goals with the players could be done on a bi-monthly basis, or from Operation to Operation. Either way, it would provide a level or transparency that Valve is yet to show. That way, if a player wants to know when to expect the next rotation of maps or hotfixes, they can do so by just consulting a roadmap that is frequently updated by the devs in-game. 


From a content standpoint, Operations are a gimmick. There is no season-based Battlepass system (which seems to be the modern way) and it feels like Valve are being left behind in an era where content can make or break player drop off rates. Other than love for the game, I feel like Valve are giving players no reason to continue their grind. Compare this with the likes of Valorant and Call of Duty, where players have always got a reason to grind — be it Riot’s Act-based Battlepass, or Activision’s Season-based system.

Warzone Battle pass
Infinity Ward
Incentivizing the grind beyond gameplay is key to player retention in the long-run, and can even help build character lore in the game!

And there’s so much more that can be done. A large majority of the community aspire to play like professional players. Instead of relying on third-party websites, why not embed features like player configs directly into CS:GO? This could be as simple as linking it to a verified Steam profile associated with a pro. You could even take this a step further than just downloading the whole config — why not show the user what’s being changed and give them the option to swap specific elements out? So, in practice, a player could take NiKo’s crosshair, juliano’s sensitivity and kennyS’ viewmodel. Again, food for thought, but this is just scratching the surface. Steam already has a profile system in place, and it’s begging to be more relevant than just a vanity item.

Valve: Are you in or out?

I think it’s fair to say, we need more of a ‘buy-in’ from Valve — and by that, I don’t mean a measly half-buy… I mean an all-out M249 full-buy with a Zeus sprinkled on top. Using content to drive interest in a game is just the tip of the iceberg. There are fundamental issues that need resolving. Aside from being on the ball with things like bug fixes and more frequent patches, why not make the playing experience even smoother and make 64-tick servers a thing of the past?


For those who haven’t dabbled with 128-tick servers, let me give you an example of how it feels. Imagine taking a shot at an enemy who is jiggle-peeking around a wall and connecting the bullets you fire. As opposed to seemingly getting killed from behind said wall… Honestly, the difference is night and day. The best part – there are community-run servers that offer a 128-tick rate as standard. 

In this one example, we have a problem and tons and tons of possible solutions. Let’s assume Valve doesn’t want to overhaul their server structure (which they should do), what else could they do? Reach out to third parties and embed their structure into your game? Give players the choice to play on 128-tick for a small monthly fee (while possibly reducing the amount of cheaters in that matchmaking category)? Slowly implement 128-tick to higher ranks and prime players and test out the outcome? As you read this, I am sure you are coming up with other ideas, and in my opinion, this is one of the things Valve should have been working on for years now. But even if they had been, the community is none the wiser!

64 tick servers in CSGO
If an enemy came around the corner here on 64-tick, they would have ‘peeker’s advantage’ and would stand a better chance of killing you.

Esports is thriving, now is the time to act!

The interest in CS:GO from an esport perspective has never been greater. More hours are being streamed on Twitch than ever before, and as a result, viewership metrics are higher from month-to-month. With so many tournament organizers wanting their slice of the CS:GO pie — despite being riddled with the logistical nightmare that is presented with online play — it’s obvious that Valve could be capitalizing on a huge demographic here.


Imagine a pro player’s Steam profile was their hub. Links to all their social profiles with the ability to subscribe to them. An entry level of subscription might issue fans with access to their demos, configs and notifications when they’re online and scrimming. An additional level might include access to exclusive content and the ability to exclusively watch your favorite pro’s point-of-view during a Major, with access to their comms during select portions of the match. Imagine Patreon, but for Counter-Strike.

Steam profile
There is so much that can be done to bridge the gap between Steam profiles and CS:GO.

By no means am I saying that all of the above will fix everything — there’s so much more that can be done. There’s a gold mine of content with custom servers that could so easily be embedded into the game. Again, look at Valorant’s Spike Rush. The community asked for a faster-paced game mode, and Riot answered. We have FFA Deathmatch modes, retake simulators, warmup arenas, movement (surfing) servers… The list goes on. Valve could easily take the community’s input here and really push CS:GO forward in a positive direction. So what’s the takeaway message?


Community first. As you can probably tell if you’ve got this far, I’m a firm believer in Counter-Strike’s loyal fanbase. The fact of the matter is, that everyone below tier-one pros are starving, and as it stands, there is no ecosystem to support these players — be it tier-two pros, aspiring pros or the casual gamer. So c’mon, Valve, the ball is in your court.