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Tony Hawk joins GameSquare Esports in special advisory role

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GameSquare Esports is expanding its advisory team by bringing in skateboarding legend and entrepreneur Tony Hawk. 

Hawk, who’s best known in the gaming space for his Tony Hawk Pro Skater video game franchise, will act as a special advisor to CEO Justin Kenna and the GameSquare group of companies while they work to further “bridge the gap” between global brands and the gaming and esports communities. 

“We are humbled that Tony is willing to share his experiences in business, entertainment, sports, video games, and digital media with our leadership team as we grow GameSquare into an iconic esports company,”  Kenna said. “We have incredible people with amazing professional experience, and I look forward to working with Tony to accelerate our growth and our progress. Tony bridges the gap between brands and fans in an authentic way and has been doing it successfully, and with integrity, for decades.”

GameSquare is likely most known for acquiring U.K.-based esports talent agency Code Red Esports and operating the Gaming Community Network, a digital media company that focuses on facilitating and promoting partnerships in gaming and esports. 

Hawk is the founder of his own skateboarding, lifestyle clothing, and sporting goods brands. He’s helped build more than 600 public skateparks across the U.S. with his charitable foundation, The Skateboard Project. Hawk will share his own experience in working between multiple industries with the growing GameSquare group. 

“GameSquare is an innovator in esports, and I’m already impressed with what Justin and his team are building,” Hawk said. “Esports and video games are bigger than ever, so it’s paramount for companies to authentically connect great brands with hardcore fans. Throughout my career, I have understood that perseverance, creativity, and self-confidence are critical to success. I look forward to sharing my own experience and my approach to success with the GameSquare team.”

GameSquare is seeking to acquire additional assets that can be put to work in gaming and esports markets while also working inside of more traditional sports and entertainment—and will now do so with the added experience of Hawk.

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Source: https://dotesports.com/business/news/tony-hawk-joins-gamesquare-esports-in-special-advisory-role

Esports

How to watch the PMPL Americas Championship season 1

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The PUBG Mobile Pro League (PMPL) Americas Championship season one will happen from June 17 to 20. Sixteen teams will be battling for the title of champions and a share of the $150,000 prize pool.

This is the first championship in North and South America. From 2021, the Americas region was split into North America, Brazil, and LATAM. Top teams from all these regions will be competing in the championship.

Here is everything you need to know about the PMPL Americas championship.

Format

  • The teams will play 24 matches (six per day) to decide the champions.
  • The flow of maps on each day will be as follows:
    • Match one: Erangel
    • Match two: Sanhok
    • Match three: Miramar
    • Match four: Erangel
    • Match five: Sanhok
    • Match six: Erangel

Teams

Invited

  • The Unnamed (Defending champions)

Qualified

PMPL North America

  • Ghost Gaming
  • Knights
  • 19esports
  • PassionFruit
  • Lazarus

PMPL Brazil

  • A7 Esports
  • B4 Esports
  • Irmãos Metralha
  • Influence Rage
  • INTZ

PMPL LATAM

  • Team Queso
  • Furious Gaming
  • Estorm Gaming
  • Isurus Gaming
  • Boca Juniors

Points distribution

Here’s the points distribution for the PMPL Americas Championship. Each kill will grant one point.

  • First place: 15 points
  • Second place: 12 points
  • Third place: 10 points
  • Fourth place: Eight points
  • Fifth place: Six points
  • Sixth place: Four points
  • Seventh place: Two points
  • Eighth to 12th place: One point
  • 13th to 16th place: Zero points

Stream

All matches will be livestreamed on the official PUBG Mobile Esports YouTube, Facebook, and Twitch channels. The competition will begin at 7pm CT on each day.

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Source: https://dotesports.com/news/how-to-watch-the-pmpl-americas-championship-season-1

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Clash of Clans June 2021 Update patch notes

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Summer’s arrival means a June update to Clash of Clans.

Players can download the update through the Google Play Store or the Apple App Store. If you can’t see the update option, try clearing your app store’s cache and try again. This can be done in the settings.

The update introduced new Town Hall 14 levels, a troop, super troop, quality of life improvements, bug fixes, and more. Here are the complete patch notes for the Clash of Clans June 2021 update.

More Town Hall 14 Levels

New building and troop levels have arrived for Town Hall 14.

New Building Levels

Building Level Upgrade cost Upgrade time DPS HP
Archer Tower 20 17.5 million gold 17 days 140 1700
Wizard Tower 14 18.2 million gold 18 days 90 2900
Air Defense 12 18 million gold 18 days 480 1600
Barracks 15 6 million Elixir 11 days 1150

New Trap Levels

Trap Level Upgrade cost Upgrade time DPS Radius
Giant Bomb Eight 9 million gold 11 days 400 Four tiles
Air Bomb Nine 7 million gold Nine days 290 Three tiles

Wall Segments

From now, Town Hall 14 players will be able to upgrade 50 more wall segments to level 15.

New Troop Levels

Troop Level Upgrade cost Upgrade time DPS HP Training cost Training time
Dragon Nine 18.5 million Elixir 18 days 350 4500 26,000 Elixir Three minutes
Balloon 10 18 million Elixir 18 days 276/352 1040 6,500 Elixir 30 seconds
Electro Dragon Five 19 million Elixir 18 days 360/630 4800 44,000 Elixir Six minutes
  • The second DPS for the Balloon and Electro Dragon indicate the damage they do on being destroyed.

New Super Troop: Rocket Balloon

The latest super troop in Clash of Clans is a hot air balloon fitted with rocket boosters. The Rocket Balloon causes damage on striking a building and does additional splash damage when destroyed. The balloon moves really fast due to the rocket boosters.

  • Boost Cost: 25,000 Dark Elixir
  • Favorite Target: Defenses
  • Damage Type: Area Splash
  • Targets: Ground
  • Housing Space: 8
  • Movement Speed: 12
Level DPS Damage when destroyed HP Training Cost Training Time
Eight 236 400 840 8,800 Elixir 48 seconds
Nine 256 500 940 9,600 Elixir 48 seconds
10 276 600 1040 10,400 Elixir 48 seconds

New Troop: Dragon Rider

Get ready to rule the skies with the skeleton’s latest invention: a mechanical dragon. The Dragon Rider flies over the base and fires cannonballs.

  • Favorite Target: Defenses
  • Damage Type: Single Target
  • Targets: Ground & Air
  • Housing Space: 25
  • Movement Speed: 20
Level Upgrade cost Upgrade time DPS Damage when destroyed HP Training cost Training time
1 NA NA 340 700 4,100 22,000 Elixir 16 minutes and 40 seconds
2 16 million Elixir 15 days 370 800 4,500 25,000 Elixir 16 minutes and 40 seconds
3 17.5 million Elixir 17 days 400 900 4,900 28,000 Elixir 16 minutes and 40 seconds

The Dragon Rider is available at Town Hall 13 when the Barracks are upgraded to level 15.

Barracks Level 15

Upgrade cost Upgrade time HP
6 million Elixir 11 days 1,150

Quality of life improvements

Army Composition Sharing

  • Players will now be able to share their saved armies as well as any previously used armies to the clan chat. It can also be shared as a link outside the game.
  • Now, army links will never expire.
  • Players can now copy armies between the quick train slots to make slight modifications instead of having to recreate them.

Village Rotation

  • Players will be able to rotate their villages 90 degrees while in edit mode.
  • Rotating the village will trigger the layout countdown timer.

Customizable Deployment Bar Sizes

  • A new option called Deployment Bar Size has been added under more settings. As the name suggests, it allows you to change the size of the Deployment Bar.
  • The Use Extended Deployment Bar option previously available to tablet players has been combined into this option and has been renamed, Use Two Rows for added clarity.

Balance Changes and Bug Fixes

Battle

  • Fixed an issue where defensive Builders would get stuck on Hidden Teslas.
  • Defending Builders will now properly retreat to their ruined Hut when it’s destroyed instead of just vanishing.
  • Make the defending Builders stick to their target until it’s fully repaired. This also fixes the problem of getting no repair done inside a high-level Poison spell.
  • Royal Champion’s Seeking Shield ability will no longer target defensive Builders.
  • Force retarget for jumping and flying Pets if their assigned Hero is knocked out and the Pet is attacking a wall.
  • Force retarget for Mighty Yak if it’s helping the Hero to destroy a wall and the Hero is knocked out or targets something else.
  • Healers will no longer target Unicorn.

Gameplay

  • New Season Challenges and Clan Games Tasks:
    • Sasquatch Watch – Win Multiplayer Battles using Yeti
    • Heads Will Roll – Win Multiplayer Battles using Headhunter
    • Champion Level Hunter – Knock out X levels of Royal Champion
    • Scatter Blaster – Destroy X Scattershots in Multiplayer Battles
    • Unhappy Camper – Destroy X Army Camps in Multiplayer Battles
    • Builder Basher – Destroy X Builder’s Huts in Multiplayer Battles
    • Village Villain – Destroy X Town Halls in Multiplayer Battles
  • Cost of Level 5 Elixir Collector reduced from 3,500 to 3,000 to match Gold Mine’s level 5 cost (they are now the same cost at every level).
  • Let players with Town Hall 3 and 4 use the Quick Army screen.
  • Multiplayer Clan Games tasks will now only work in multiplayer battles once again.

User Interface

  • Add horizontal scroll indicators to the Laboratory screen.
  • An army’s training time is now shown on the Quick Army screen.
    • The housing and spell space indicators were removed to make space for this. However, a notification badge on the edit button will let you know when an army is incomplete.
  • The Friendly Army is now shown and edited on the Quick Army screen. It is no longer edited from More Settings.
  • When editing a Quick Army you can now include any Super Troops where you have the required level on the original troop and not only Super Troops that have you currently active.
  • Hide locked buildings from player profile village thumbnails.
  • Show indicator in Friendly War screen layout button if the Friendly War layout is missing buildings.
  • Always show Friendly War layout when opening the FW layout selection menu instead of showing active war base or active home layout in case FW layout is empty.
  • Show war scenery in previously used Friendly War layout thumbnail.
  • Show war scenery in previously used Friendly Challenge war layout thumbnail.
  • No longer show wrong previous layout when creating Friendly Challenge if the previous layout was war layout and it would have overlapping obstacles. The client incorrectly assumed that obstacles would invalidate a war layout.
  • Season Pass tasks that only require 1 Troop in Battles now read as “Use Archers to Win X Multiplayer Battles.”

Art

  • Fix visual glitch in level five Eagle Artillery when it’s shooting.
  • Use correct graphics for level three Builder’s Hut in the 12 o’clock position.
  • Show skin features in shop and Season Challenges previews.

Additional Bug Fixes

  • Power Potion description text fixed to no longer mention boosting spells twice.
  • Do not reduce the battle timer of challenge levels to three minutes if you start the battle by deploying multiple troops at once.
  • Fix bug from Remove All tool in the layout editor.
  • Fix the bug which would sometimes put stashed decorations back to the map when saving the active layout in the layout editor.
  • Allow swapping of buildings without layout cooldown also when editing active layout in the layout editor.
  • Always save the layout when clicking save for non-active layouts. Earlier the layout editor would not save the layout if it has invalid placements for buildings. Now wrongly placed buildings are automatically moved to stash when saving.
  • If an obstacle is blocking a decoration in one of the 3 home layouts, show the obstacle icon properly when selecting layouts. Earlier usage of the layout would just fail without an explanation.
  • Allow editing of Friendly Army while visiting the Builder Base.
  • Do not show the range indicator when placing a new Builder’s Hut. It’s not weaponized.
  • Clean up Builder Base troops properly after each attack. Prevents extra troops in rare cases where the game server disconnects during an attack.
  • Show boosted level badge for Pets in battle end screen when Hero Potion is active.
  • Show remaining builder boost time also for Builder’s Huts which are under the upgrade.
  • Show remaining Star Bonus boost time in Town Hall (from the previous Town Hall upgrade) even if it’s under upgrade.
  • Show boost effect for Builder’s Huts and Town Hall when they are under upgrade if the boost is active anyway.
  • Make Inferno Towers visually target Unicorn instead of targeting the air above the Unicorn.
  • Fixes and improvements to move all tool in the layout editor.
  • Refresh all wall connections after moving the village.
  • No longer cancel wall rotations which are done just before moving the village.
  • Allow usage of the tool even if Builder Base wall segment is selected.
  • Deselect any selected wall pieces when moving the village.
  • In case the movement button is disabled because one of the objects is too close to the edges, highlight the object which is preventing the movement when the button is pressed.
  • Fixed Heroes occasionally doing 360 turns during attacks.
  • Fix the new content badge continuing to show on the Esports tab in some cases where the content has been read.
  • Clan description max length is 250 characters both when creating a clan and editing the description later (used to be 128 on creation and 250 when editing).
  • Increase Drop Ship death damage on levels 10-11 and levels 14-15 to fix inconsistency between special ability info and the actual death damage.

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Source: https://dotesports.com/mobile/news/clash-of-clans-june-2021-update-patch-notes

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Nintendo doesn’t want people co-streaming their E3 presentation

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Co-streaming has been one of the fastest growing mediums for viewers to consume content. It’s a simple concept: Why watch a simple broadcast when you could watch the broadcast with input from your favorite streamer, with the community they’ve built in their chat?

Apparently, Nintendo Japan isn’t completely on board with the idea yet. According to a post from their Twitter account, they don’t want anyone co-streaming Nintendo Direct, set to debut at E3 on June 15.

Essentially, Nintendo wants content creators to be able to post “reaction” videos, but not in real-time, which would affect streaming, according to a rough machine translation. It’s unclear if the rule only affects streamers in Japan, or if it applies to the rest of the world as well.

E3 already has a strict list of official co-streaming partners, who are okayed to co-stream the event in real time. According to Kotaku, less than 100 official co-streaming partners were selected out of thousands of applications. Whether Nintendo can circumvent those already-official partnerships remains to be seen, but it’s Nintendo we’re talking about. They have more than enough pull to make things happen.

Co-streaming looks to be the way of the future, and it seems mostly harmless should the streamers abide by some rules set forward by the company running the broadcast. Let all the ads be run, don’t cover up branding with your own, for example. Some still aren’t on board with the new phenomenon, and Nintendo doesn’t seem to be completely with the times yet.

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Source: https://dotesports.com/news/nintendo-doesnt-want-people-co-streaming-their-e3-presentation

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stanislaw: “I’m proud to say that we didn’t give up, and I think our belief at this moment is the highest it’s been in the past year”

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Evil Geniuses entered IEM Summer as one of the weakest teams on paper, ranked 38th in the world at the time, but they managed to pull off a single-map opening victory against Spirit and a massive upset against world No.3 Heroic to secure a spot in the tournament’s playoffs in what turned out to be a redeeming showing following a string of last-place finishes.

stanislaw‘s troops weren’t able to find any more victories, losing out to the eventual finalists, OG and Gambit, but the playoff appearance at a tournament of this caliber shined a ray of light on a team that has undergone several roster changes and is currently in between coaches after recently parting ways with Wilton “⁠zews⁠” Prado.

EG hope to keep building upon their recent IEM Summer playoff run

Ahead of Evil Geniuses journey at the BLAST Premier Spring Final, the Canadian in-game leader opened up about a range of topics, including their recent struggles, the importance of the IEM Summer victories and what they’re looking for in a new coach. He also offered his take on Ancient, saying that while the map “plays well” and is a welcome addition to the pool, it still requires some fine-tuning to the colors.

Let’s start off by talking about the most recent roster change. What was the motivation behind parting ways with zews? Are there plans for a new coach to come in?

The motivation for the change was to get better. We’ve been struggling for a long time and we felt like we needed a change that wasn’t necessarily with the players, so we decided to make that change and so far it’s paying off. We’re working on getting a new coach but we obviously can’t say too much right now.

You’ve gone through a couple of player changes already in the past few months, the latest one being MICHU for tarik. The first couple of events in North America were tough, but it got better at IEM Summer. What has his adaptation been like?

It’s been a tough transition period. tarik was the kind of player that always created space and was very selfless, as was Ethan, so losing two of those players is always going to hurt a team. We’ve had to rework a lot of positions and tactics to get MICHU and oBo accustomed to our playstyle, and that’s why the first couple of events were so rough for us, because we were still trying to figure those things out.

Now that we’ve actually gotten back to a bootcamp and had a fresh start, we feel like we’re getting closer to figuring out the puzzle and putting everyone in their correct positions. We’re still tweaking a few things, but it’s flowing a lot better than it was when we first started and it just comes down to putting in the time and work.

What is it you’re figuring out with the new players that is allowing you to put together the puzzle and get on the right track? Are there any examples you can give me?

The easiest example I can give you is on Inferno. If we’re going to do a halls pop, tarik used to be the guy who would pull out his knife and jump backwards, but MICHU has like a 0.0 sensitivity and he’s not capable of doing that [laughs], so we have to either put oBo or me there, someone else has to go first, so it just comes down to using everyone to their strengths and with the loss of tarik we’re just having to figure out who can fill that void.

What would you say MICHU’s strengths are? What does he add to the team?

He’s just all-around a great teammate. He works hard, he has very good aim, he’s very calm, and he brings a lot of ideas. I don’t have a single bad thing to say about him.

It has been a bit longer since oBo came in, about three months ago. Now that you’ve had some time with him, how has his integration into the team been?

It has been tough to integrate him because he doesn’t have as much experience as the rest of us, but he’s stepping up to the plate a lot more recently. He’s giving a lot of ideas, as well. He’s obviously very gifted at the game and he has incredible aim. He’s kind of the X-factor on our team if we’re ever in need of something special — he’ll just pull it out of his pocket and that’s great to have. So hopefully, with more time, he’ll get more match experience under his belt and we’ll keep on improving and integrating him into the system.

oBo has been stepping up for EG more and more, stanislaw says

Brehze seems to be in a bit of a slump, at least statistically speaking. Has he been having some trouble adjusting to the new players coming in?

Yeah, he’s the one who has probably had to change the most in terms of positions, but we’re still tweaking a few things to get him as comfortable as he can be because he’s one of the best players in the world. He’s had to change the most, so that’s probably why he has struggled, but we’re not too worried about it — he’ll bounce back, he’s a great player.

I imagine that being in between coaches, you now have a bit more freedom or you can do things your own way without outside influence. Considering this time of rebuilding and restructuring, what is it like for you as a leader?

It’s been fun. I’ve had to step up a lot and carry the weight of two jobs, essentially, but it’s been fun. I love watching demos, I love learning, I get to come up with some new creative things and I hope that it continues with the new coach.

You can’t reveal details about the possible new coach, but can you tell me the profile you’re looking for? Is it someone very tactical or rather someone who can help more with the psychological side of the game? What is it you’re looking for in the next coach?

That’s a tough question, but I think we just want someone who is going to bring the best out of everyone because we have five very unique personalities on this team and they can’t be tended to in the same way, so hopefully this new coach will put a lot of time into bringing the best out of each person individually.

How would you compare the potential of this team, this lineup, to the best Evil Geniuses we’ve seen in the past?

I think the potential is the same, I wouldn’t be on a team if I didn’t feel that way. All of us on this team, on our day, we can beat anybody, and I think we’ve shown that before. It’s just a matter of building up our consistency again. I know for a fact that we’re capable of that because we’ve done it before and practice usually goes pretty well. We’ll hopefully get a new coach and it’ll be a fresh start for us to build up that consistency that we once had. We were a top team for a long time and I hope we can get back there sooner rather than later.

You’ve said that you have full confidence in this team now. What makes you say that? What makes you think you’ll reach the same heights that you have reached before?

We’re all working hard and we believe in ourselves again. Like I said before, it’ll be a fresh start with the coaching change and we can play the game that we want to play. Everyone is going to have to step up to the plate and perform at their best. I feel much more confident after the showing that we just had, and the atmosphere in the team is really positive. We’re all feeding off of each other and hopefully that will carry on in the future.

The first half of the year has been pretty tough, with roster changes and repeated last-place finishes at events. These disappointments must have been quite draining. How are you dealing with the mental struggles that come with such a rough period? How are you leaving it behind and looking forward to, as you said in an interview during IEM Summer, “a brighter future?”

With each change there were a lot of struggles, and if we don’t perform that just adds to the pressure that we already put on ourselves. Our confidence has also been very low for the past year, but I feel like each change gave us a breath of fresh air and a new chance to believe in ourselves again. Hopefully, we won’t make more changes in the foreseeable future other than a new coach coming in, and I hope that stability will help us make progress on the fresh start that we have so we can finally just focus on the game itself.

Talking about pressure. What pressure has the team been under during this period? How have you dealt with it?

I don’t think that anyone who isn’t in our shoes can really understand what we feel. Not only is there pressure from the community and obviously the organization we represent, but also the pressure that we put on ourselves because we know what we’re capable of. So when you compile those three and you’re at your low point, it’s very tough. But I’m proud to say that we didn’t give up, and I think our belief at this moment is the highest it has been in the past year and that’s something to look forward to.

It was a pleasant surprise to see you get some big victories at IEM Summer, starting with the opening best-of-one against Spirit and continuing with the huge series win against Heroic, a top-three team in the world, especially after you had been in such a slump. How did you experience such results, especially when compared to your expectations?

Coming here we didn’t really have any expectations since it was such a fresh start and we’re still kind of in the unknown because we don’t have a coach, but it was kind of nice to come to a tournament and not really have that pressure as obviously nobody really expected us to perform in any kind of way. When we did perform well in the first match, it really carried over into the next one.

Ever since we got here we’ve just been using the fact that we really don’t have any pressure right now as motivation. It’s a new chance for us to start to get a new level of consistency and build upon this. We’re obviously disappointed with the OG and Gambit results, but this was a good first showing. Overall, we can be proud of our finish at IEM Summer and hopefully we’ll have an even better one at BLAST Premier Fall Final.

Do you think that the lack of stress from not having any expectations has given you more comfort and confidence of late?

Yes, when you don’t have that pressure you’re obviously going to play better. Now we just have to figure out a way to play that well even when there is pressure, and that’s just going to be a learning experience for this team. The longer we’re together and the more matches we play, the quicker we’ll learn.

With the coaching change we’ve been able to focus more on ourselves and play the way that we want to play, and hopefully, our new coach will help us improve on what we’re starting to build. We’re really excited about that and it’s been fun so far.

Your first match at BLAST Premier Spring Final is going to be against Gambit, the No.1 team in the world, who are in great shape and just won IEM Summer. Having lost to them in the IEM playoffs, how do you see yourselves going into this opening match?

I’m always confident when we play against Gambit, we beat them in IEM Katowice and last time we played I felt like it was competitive. I know they’re on top of the world right now and they’re the type of team that punishes mistakes. And we’re going to make those mistakes, which is why we lost, but I don’t feel like we got blown out by any means and I feel like it was a competitive match until we lost a few rounds that swung it [in their favor].

The results show 16-10 and 16-11, but to me, it could have been a 16-13, 16-14 match if one or two rounds went our way and we didn’t make some of the mistakes that we did. But you know, that’s what separates the No.1 team in the world from us right now. A team like that will punish mistakes — hopefully, as days go by we can minimize those mistakes and become the team that punishes them.

It’s not happening quite yet at BLAST Premier Spring Finals, but LANs are on the horizon and more are now being announced, including BLAST’s Fall Final. How do you see that affecting the game? Do you think it’s going to be something good for a team like yours, which has several experienced LAN players as opposed to the likes of Gambit. How do you see that unfolding eventually?

Yeah, we’re a LAN team. You’ll see that when some of these kids return to LAN they’re going to cave under the pressure and I’m sure the rankings are going to show a drastic change.

That being said, what do you expect from the BLAST Premier Spring Finals?

I think that we can make it through [the bracket] if we perform the way we did at IEM Summer and we build on that result.

You recently bounced back into the top 30 in the world rankings. Do you think it’s where you’re at or do you see yourselves rocketing up even higher soon?

I can’t really say right now. I think the ranking is currently fair, but at the same time, it’s not, because we’re a North American team in a European climate and once we’re finished with this bootcamp, we can probably actually evaluate where we are as a team. We’ll have a lot more tournaments under our belts and we can make a fairer evaluation. Just playing one tournament here and the past couple of tournaments being in North America just really isn’t a fair evaluation of where we are as a team. We have to give it more time.

Changing topics, Ancient seems like a map that’s being taken up by a lot of teams and is starting to see a fair amount of play, even just in its first few tournaments. Is it a map you’re incorporating into your map pool?

Yeah, we’ve already incorporated it, but my opinion is that it’s a stupid map with stupid colors. It plays well, but why is it all green? I don’t understand that. We haven’t played a match on it yet, but we’re prepared.

So you think it needs some changes, especially in the color?

Yeah, it’s just the color. It plays really well and is really interesting, but the color… It hurts me!

Do you think it’s spicing up vetoes and map selection a bit more?

Yes, it was a much-needed change. We had the same maps for far too long and it’s going to be fun to finally learn a new map. We’re going to see a lot of creative things from everybody, I’m sure.

Now that you have a renewed sense of confidence and things could be picking back up for EG. What are your goals in this last stretch before the player break?

We haven’t really discussed it as a team yet. We want to get our new coach and finally set some tangible goals, but personally, for the foreseeable future, I just want us to make the playoffs at the remaining tournaments we play. I think that would be a pretty nice achievement and it would give us a nice confidence boost going into the player break.

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Source: https://www.hltv.org/news/31916/stanislaw-im-proud-to-say-that-we-didnt-give-up-and-i-think-our-belief-at-this-moment-is-the-highest-its-been-in-the-past-year

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