Wednesday 29 April 2015

CT PISTOL ROUND IN DE_DUST2

The Counter-Terrorist pistol round is one of the most important rounds of the half. Not only is it a pistol round, but how you play it will also determine the third round. In this article I'm going to start off by explaining ideas behind making Counter-Terrorist pistol tactics and then I'll go over a couple I came up with real quick on several different maps. First off, when talking about Counter-Terrorist pistol rounds I have always had a favorite saying. That saying is “If you don't get your HE grenade off in this round, it is a waste of a round”. There is no reason that all five players shouldn't get their HE grenade off before they die in this pistol round, even if you know you are about to die you need to get that HE grenade off, it is crucial. You will see a lot of my tactics like to spot long rage positions in order to give you plenty of time to get your HE grenade off. Always remember that this is not a gun round and not many people are going to be able to pick you off across the map with one bullet to your face. They can, but it is rare. The last, but most important part about creating a good pistol round for the CT side is setting up so that the offense can not get the bomb down. Giving up bombsites is a no-no on this round. A couple good examples are playing outside of the bombsite in B on de_dust2, or playing very far back on de_train in the inner bombsite. As mentioned in my previous article, if the offense gets the bomb down in the pistol round they are guaranteed $4,000 in the third round. If you don't let the offense get the bomb down you are pretty much guaranteed two more rounds just like in the old days. Now we'll get to the fun part! We're going to start out with everyone's favorite map, de_dust2. This is a pretty default setup, nothing too fancy here. First off we'll talk about bombsite A. The long A player is going to boost both catwalk players up to the catwalk and then go to his position.


Now the two catwalk players play in a pretty aggressive positioning, but it gives them so much flexibility to do whatever they want. They can drop B tunnels if there is a B rush, flank long A if there is a full long A rush, or if they just spot some players catwalk the back player still has his flash and both of them both have HE's to slow down any rush long enough for backup. The player peaking catwalk should fire a few shots and then start moving around if he doesn’t kill the first player he sees, because the offense is going to expect him as the only one there and he will have three players shooting at his face. Meanwhile, the back player is hopping up and down next to him to spot lower B halls. This is going to be great for the B setup, which we'll get into later.


Now the two catwalk players play in a pretty aggressive positioning, but it gives them so much flexibility to do whatever they want. They can drop B tunnels if there is a B rush, flank long A if there is a full long A rush, or if they just spot some players catwalk the back player still has his flash and both of them both have HE's to slow down any rush long enough for backup.


The player peaking catwalk should fire a few shots and then start moving around if he doesn’t kill the first player he sees, because the offense is going to expect him as the only one there and he will have three players shooting at his face. Meanwhile, the back player is hopping up and down next to him to spot lower B halls. This is going to be great for the B setup, which we'll get into later.





The long A player has a great opportunity to keep the opponents at a distance for a very long time. All he has to do is strafe back and forth just to keep a tab on how many are coming, and how close they are.


The second screenshot is a great flashbang spot for when they get pretty close to the bombsite.

Bomb Site B:


Now let us move to bombsite B. Let me tell you, if there's one thing that makes me wanna slam my head through a concrete wall, it is any team playing outside of B on pistol round. Any half decent team can get the bomb down in B if you are playing at the window or at double doors. If the offensive team has it set in their minds that they are getting the bomb down, they will.



The first screen is of a player on the platform. He is going to be able to get a LOT of kills with this flashbang. The best way to set this up will be spawn based with the first player heading straight for platform saving his flash while his teammate throws a late flash into the halls to give him cover.




From here the second player can play in the site or wherever he wants, as long as he keeps his eyes on the tunnel entrance. The middle is semi-covered by the two aggressive catwalk players, so I like to have this second player hugging double doors. If you are confident in your catwalk players, you can better position your B players to spot the halls.

ENJOY:D

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