I have a theory, people who top frag by a large margin actually make teams weaker. I've noticed that when I get queued with players who have ADHD pushing tendencies (normally fucking french canadians, 13 year olds, or SA's), I lose a lot more, but they always seem to top frag, or come close. This made me think, "How is it that they get all these kills, but we don't win?" And I thought of this theory-shit.
I think the reason for this is related to risk versus reward, and the inherent value on a single player. First I'd like to discuss inherent value, and how it plays in to this. At the beginning of the round, CT players are inherently more valuable than T players. Why? Because they are on the defensive side, and that gives them the elements of 1) surprise, and 2) control, and 3) information. This is why, in fair games, it takes all 5 T players to take a site, despite the fact that there may only be 2 CT's guarding it. Thus, CT players are greatly more valuable than T players, in some circumstances 1 CT could have a value exceeding three times that of a T. This value system reverses when T's take a site, and then become the defensive force.
Next is risk versus reward. When a CT player decides to leave a site, or make a risky push (all pushes on CT are risky by the way), he will almost never get reward that is worth the risk he is taking on. Why? Because he is putting himself in a position that decreases his value to the team, he is giving up the defensive edge and lowering the total number of CTs on the site. Should he die, even if he were to take 2 T's with him, he leaves one site vulnerable, or even free for the taking. That last sentence is the key to the topfragger effect, see, if he fucks your team over for a quick impulsive kill hunt, and does this routinely, it is likely that he will end up at the top of the scoreboard, and the cost of your site holding ability. This player may get kills, but don't be fooled, its not skill that gets him those kills, its purely the nature of the game, and that fact that he is in essence stealing potential kills from his team mates (who he will later get angry at and call GG noob team in all chat) like some kind of game ruining vampire faggotlord. The argument can be made that kill hunting gets the team information, and this is true to an extent, but It gives the terrorists information as well, it tells them that one of the sites is missing a player, and on most maps it's very easy to pinpoint which one. Furthermore, any information you get from kill hunting is on the table for both teams. To explain what that means, simply, the enemy KNOWS what you know, this essentially makes what you know worthless. Thus, kill hunting will not improve your sense of information, it will only decrease your site holding power, unless you manage to kill more than a CT is worth, which is very very unlikely. Thus, kill hunt pushes should be avoided, unless you either have all the information you need to make a risk-less push, or desperately need information you're lacking. When you REALLY need information, for instance if two team mates get picked, and you need to rotate to a site before the enemy gets there, information pushes are okay. Pushes for information will temporarily decrease your worth, and make you vulnerable, but if you don't die and move back into the site right after, the knowledge you gain may give your team a massive advantage. As a side note, the same applies to T side after a bomb plant, don't fucking leave the site unless its so guard the site from a safer position. Seriously, leaving the site fucks everyone, its the same as kill hunting, and as a side side note, one sure fire way to spot a kill hunter or baiter (the baiter will go hide in a corner, the kill hunter will go run at the enemy) is to see who leaves a site first after the bomb is planted. I could write all day long about my burning hate for baiters, but that's more theory shit and a lot more hate for me to write out.
To end, TL;DR, anybody can fucking kill hunt, you're not a special snowflake whos just too good for his rank, you're there for a reason, and that reason is you're a motherfucker who should be dragged through the street and stoned to death like the piece of human shit you are, THE GAME OF CS:GO DOES NOT REVOLVE AROUND FUCKING KILLS, IT IS A GAME ABOUT PLANTING A BOMB AND YOU NOT UNDERSTANDING THAT IS FUCKING YOUR TEAM
TL;DR 2 (for people who aren't kill hunters)
Remember never to push unless its absolutely necessary, and the safest way to rotate is through your spawn. Even though playing smart can be boring, if you're playing to win then it is the only way. Furthermore, in a bait-free killhunter-free game, everyone's scores should be close together (except the B site player, he gets to sit out on the site nobody cares about while everyone else plays because hes the weird kid ); )