|
|||
![]() Let’s start the map by map breakdown on the king of all fake maps, Dust 2. Most see Dust 2 as the Finals map of the current age of Counter-Strike, and there are plenty of reasons for it. It’s wide open play and free movement for both sides creates plenty of fake opportunities. This brings me to my first axiom of faking; generally the lesser defended bombsite of the map is easier to fake. Why is this? Let’s take a look! So Sneaky: Fake B, attack A via catwalk Bombsite B is the preferred choice of most professional teams. Team Schroet Kommando’s success rate of taking bombsite B is nearly 70% during recent games. Whenever you’re able to attack a single site with such success, there are two effects upon the defensive team’s play. First, it makes for quicker rotations by Bombsite A defenders. Second, it leads to sloppy communications by players covering bombsite B. These elements combined create a perfect situation for fakes. An offensive team that can constantly enter Bombsite B but can’t always hold the site until the bomb has been detonated can really take advantage of these strategies. Pro Tip Sell your fake attacks by using smoke to mask the number of players you are sending to the faked site. Start the round by showing the Counter-Terrorists what they expect – a full-on rush to bombsite B. Then, sneak up catwalk undetected for a plant in Bombsite A. The key to this very basic fake is the sneak up catwalk. The offensive team must sell the rush at Bombsite B, even use smokes to cloud their numbers inside of that bombsite (one at double doors and one at the exit of B halls). The catwalk team must be able to sneak up undetected. Avoid getting eyed by any defensive player in the middle, and watch the rotation from Bombsite A through your catwalk area. Save and Fake: Fake A, plant B with pistols One popular save round or even pistol round fake strategy is very similar, but it instead placing two offensive players on the long route to bombsite A. During pistol rounds, most teams choose to defend from a Long A rush by choosing to either stack catwalk or play in CT spawn. This creates a chance to fake them. Again it must be said that scouting out a team and knowing what they tend to do allows you to call this type of strategy much more effectively. Sending two (or even three) offensive players Long A allows you to create a good presence there, and will usually force the CT’s to react by entering Bombsite A. You can mask your actual rushing count by using properly placed smoke grenades. Most CTs will do two things in this scenario; head for catwalk and/or quickly rush up from CT spawn. Both are fine because while two guys come in hard from Long A the rest of remaining Ts sneak into Bombsite B for a plant. Pro Tip When faking on save rounds, it can be just as important to plant the bomb as to win the round. This same strategy can be done on save rounds but you have to know that a team will be playing off Long A (not spotting it) and the timing must be faster. Also, you will need to use four players instead of two or three to make the Long A rush. Otherwise, you risk not making the impact required for the push to work (and the rotation to occur). Again on a save round fake the goal is to plant the bomb, not win the round - so protecting the plant in Bombsite B is hopeless anyway. It’s better to sell the fake with those additional players. |








User Comments
- 29 Comments» This story has had 29 comments posted since May 02, 2004 at 3:49 PM EDT.