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Welcome to the second installment of Bootman's Gun Positioning series. This week we'll take a look at de_inferno.
This first spot is one that Volcano showed me during my time in 3D. He had an odd way of playing the banana by himself. Rather than playing the traditional left corner towards the site, or the boxes on the right (because they are very easily predicted), he picked a spot that was in between. This puts you out in the open, but the offense will really never expect it. Once you get that first pick on the opponent that isn't expecting you here, you can fall back to a trendier spot that is used. Make sure that you are equipped with plenty of flashes and HE's to slow down any sort of rush that may come to you, so that your team will have enough time to rotate. If you are playing with a partner that is using a colt inside of the bombsite, this spot helps out a lot. Most teams, when taking the B bombsite, will flash the site and smoke the spawn side to make anyone playing back there virtually useless. From this spot, boosted on top of the light, you can almost always see over the smokes due to your height. The only way you will not be able to see over the smoke is if your opponent uses three or more grenades. The small pit position is really for a high class AWPer. The small pit can be a very useful spot, since you can move around a lot and you have a lot of cover from the surrounding walls and the bridge. This exact spot will usually only get you one pick, two if you're lucky. After you hit the shot, I suggest moving under the bridge and getting out of the pit into the library/spawn side area. The offense is going to bombard you with grenades after they realize where that shot came from, and it is a really small area so even one HE grenade landing in the right spot is going to take you down to very low health. This spot takes two boosters to get you up on top of the column. While it works with both columns, use the back one since you will have a lot more cover if you need to fall back. This is a really great spot to play from. The offense will usually not know where you are until they are shot and fragged. This leaves you a lot of viewing range to see anyone running around in the pit or advancing on the bombsite. Just don't be cocky in this position and get hit too many times, because you will also take a significant amount of damage when you get down from this position. Playing in the halls with an AWP seems like a really poor place to play, since the offense can easily rush you with multiple players and not leave you much room to work with. I though this too, until I saw Virtus.Pro use it at ESWC 2005. It is true that they have some of the best AWPs in the world, but this position works on any skill level if you play it smart. The idea is the same as playing the banana, you have a very long range to work with, the only difference is that a team will rarely send an AWP down the halls, since it is such a choke point. This is one of the only times I suggest playing aggressive. The offense will usually expect you to fall back after hitting a shot or missing one. If they are aware of your presence here, it will undoubtedly make them hesitate a little. If you keep peeking on them, you are going to land a shot or two and disrupt their entire tactic. Once you pick off one or two that are taking the halls, you can fall back and help out the middle from the pit, because the offense is more than likely trying a split to the A bombsite. These two spots are usually best used during an eco and they can be used with either a usp or a colt (that was saved from the round before). They are completely unexpected and rarely used on any level of play. The one that is on the inside of the back halls can be used during a gun round if you know that the offense likes to take B a lot, slow or fast, and you have three players set up in B. If you are in an eco round playing with four people in the site, you should put two players up here so you have a better chance of getting some frags, as well as some guns. Whether you are playing with a partner or not, these two spots can be very useful. The player on top of the boxes is just a spotter, you can get a few headshots on the offense if they are working in slow, but this is only if they do not flash you. The flashbang player can use this in any situation though, if his partner is spotting. The second screen shot is one of the most useful flashes on any map. No matter how many of your opponents rush you, one or five, they are going to be using flashes over the walls when they are about to take the bombsite. From here, you will not be blind at all, and if you time it correctly, dumping one or two flashes straight a head to land right in front of the offense, you will completely blind them and be able to have a great opportunity for multi kills. This is a very unexpected head stack that can work during gun rounds or save rounds. If the offense is working the B bombsite slowly, or just sending someone up to scout the area, this will work even better. The offense is going to be focused on checking behind the box in front of you, or getting a wider angle to check out the inside of the bombsite. Playing this close angle can really catch them off guard and stop a B tactic from working. Page:
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- 51 Comments» This story has had 51 comments posted since May 16, 2006 at 2:51 AM EDT.