In a Dynamic game like CSGO, every second matters and the decisions & the actions done in these few seconds can lead to Glorious Win or Tragic Defeat. With how competitive CSGO is, players need to ensure any advantage they can to achieve victory. So save precious seconds and streamline one’s gameplay, CSGO Pros like Jonathan “EliGE” Jablonowski recommend the use of key binds.
Key binds can save precious time and in a game like CSGO where every millisecond matters, key binds are very crucial. Key binds can mean the difference between fidgeting in clutch scenarios and successful clutches. Today, EliGE from Team Liquid show us the best key binds used in Professional CSGO play.
Usually, if a player wants to select either Grenade, Molotov, Flashbang, Smoke he has to press 4 and keep pressing 4 to cycle through the available grenade types. This takes extra time to find the grenade needed and also opens up a window of error where the wrong nade gets selected. By using nade binds, this can be eliminated as only 1 key is used for each specific nade.
Flashbang Bind: bind “c” “slot7”
Smoke Bind: bind “t” “slot8”
Molotov/Incendiary Bind: bind “j” “slot10”
EliGE uses C,T,J keys are used for flash, smoke and molly respectively and 4 is used for HE Grenade. They can be customized to one’s liking by simply changing the key in the command.
Binds to help Lineups
Also, there are additional key binds to help facilitate lineups. Alot of smokes in CSGO need to executed with a perfectly timed jump throw. The attack key has to be released just when the jump is at the perfect height. As the window of execution is very low, the average human error factor often causes the player to miss this timing which is common. In a competitive game like CSGO, one wrong timing might cause a smoke to fail which might derail an entire attack push. This is why the Jump Throw bind is needed to execute perfect jump throws everytime.
Also most tutorials exist in the classic viewmodel. To use these lineups without losing one’s custom viewmodel, a toggle key bind can be used.
Finally, some lineups require horizontal and vertical sync with certain map objects. Using the crosshair toggle, one can get guidelines to easily follow for the lineups.
Jump Throw Bind: bind “,” “+jump;-attack”
Classic Viewmodel: bind “7” “toggle viewmodel_presetpos 3 1”
Crosshair Size Toggle: bind “MOUSE3” “toggle cl_crosshairsize 1.5 900”
Other useful Binds
Other useful binds include pinging positions for easy communication, right hand/left hand toggles to free up view that would otherwise be covered by the gun’s viewmodel and a radar bind that zooms in the mini map which enables navigation through smokes.
Player Ping Bind: bind “x” “player_ping”
Right-Hand Bind: bind “MOUSE4” “cl_righthand 1”
Left-Hand Bind: bind “MOUSE5” “cl_righthhand 0”
Radar Bind: bind “v” “toggle cl_radar_scale 1 0.3”