Coaching Deep-Dive

📈 Win-Probability model (pure-Go logistic regression trained on our own rounds — a v1 baseline, not gradient-boosting)

Model accuracy
75.7%
vs 50.2% base-rate · log-loss 0.48

Our win-probability through the round, averaged at 10-second marks — green = rounds we won, red = rounds we lost. Where the lines separate is where rounds get decided.

02550751000s10s20s30s40s50s60s— rounds we won— rounds we lost

Win-Probability Added (WPA) — impact weighted by how much each action swung the round

PlayerRoleWPA (pts)
KingGSupport / trade2393.4
KnoxjqEntry rifler (AWP later)3727.0
Sh3nl0ngIGL / flex / secondary-AWP628.8

Where win-probability is won & lost — the round-phase walk (Δ our WP per phase; in LOST rounds, the most-negative phase is the breakdown to fix)

SideRoundsOpening (→ 1st blood)Mid-round (→ plant)Post-plant (→ end)n
Twon1.8%26.0%4.3%491
Tlost-2.3%-19.6%-2.6%511
CTwon2.2%23.7%1.9%555
CTlost-2.4%-25.3%-3.2%481

⏱ Tempo (we have every timestamp — this is where the clock lives)

Avg time-to-plant
52.3s
Avg first contact
17.2s
First-contact spread (σ)
±8.5s

A low first-contact spread = predictable timing (anti-strattable). Late plant times = slow/late commits.

💰 Economy decisions

Win the round AFTER we force
51.0% n=578
Win the round AFTER we eco
51.5% n=565
Dying-rich ($ unspent, lost rounds)
$21793

🛡 Discipline

Impossible defuses started
8
defuse you couldn't finish in time

🔮 Predictability — plant-site preference (entropy: 0 = always same site, 1.0 = perfect 50/50; low = exploitable)

MapABA %Predictability (entropy)
de_anubis1325%0.81
de_overpass82227%0.84
de_mirage442168%0.91
de_dust2915264%0.95
de_cache171063%0.95
de_nuke496244%0.99
de_ancient111346%0.99
de_inferno434648%1.00

📍 Positional predictability (where we die in the same few spots — lowest entropy = most readable; ≥15 deaths)

PlayerMapSideDeathsDistinct spotsPredictability (entropy)
KingGde_nukeCT154280.56
Knoxjqde_nukeT181350.59
KingGde_nukeT157380.61
Sh3nl0ngde_nukeCT139350.63
Knoxjqde_dust2T244530.64
Knoxjqde_mirageCT101290.65
Knoxjqde_infernoT168420.66
Sh3nl0ngde_nukeT145430.67
KingGde_dust2T228560.67
Knoxjqde_dust2CT222530.67
Knoxjqde_nukeCT155430.68
KingGde_infernoCT126400.69

🎯 Clutch by situation (which spots we actually fold)

PlayerSituationWonAttemptsWin %
KingG1v2137118%
KingG1v32554%
KingG1v40590%
KingG1v50250%
Knoxjq1v273719%
Knoxjq1v344210%
Knoxjq1v40330%
Knoxjq1v50150%
Sh3nl0ng1v2238527%
Sh3nl0ng1v3109111%
Sh3nl0ng1v41761%
Sh3nl0ng1v50410%

🗺 Map record (veto picture)

MapWPlayedWin %
de_dust230258651.5%
de_nuke25545456.2%
de_inferno21841252.9%
de_mirage14526355.1%
de_cache5112640.5%
de_overpass4511339.8%
de_ancient236435.9%
de_anubis72035.0%

🧱 Role accountability — time alive, utility & info-trade

PlayerRoleAvg time alive (anchor = buys time)Unused util $ at deathWin % after their 1st-death (info-trade; team avg 34.5%)
KingGSupport / trade48.1s$15122.3%
KnoxjqEntry rifler (AWP later)37.3s$10929.5%
Sh3nl0ngIGL / flex / secondary-AWP48.8s$31138.0%

"Win % after their 1st-death" above 34.5% = that player's early deaths still tend to win the round (they buy info/space — a productive sacrifice); below = costly.