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Counter-Strike: Map X-Ray: de_nuke

By: Andrew MacKenzie - Published January 19, 2005 at 12:48 AM EST - Writer Archive

T Strats:

  • Terrorists need to be very careful attacking the bombsites in nuke. A poorly thought-out rush can end in complete disaster. It is not uncommon to see a Counter-Terrorist who knows where to sit getting two, three, or even four kills in under a second, especially in the ramp room. There are two important things the terrorists can do to avoid getting slaughtered when going through choke points: they can create distractions, and they can use grenades.
    • Distractions: A distraction aims to give the CTs false knowledge about the Terrorists' plan of attack, causing them to shift their positions and leave vital locations undefended. There are two main ways to create useful distractions on nuke: nade/ak spam and full-fledged fake attacks.
      • Spam: Nuke has a lot of spaces where the Ts and CTs are separated by only one wall. By shooting through these walls in the right places and by throwing hegrenades (remember, all that determines an hegrenade's damage is distance from the blast - walls have nothing to do with it), the Ts can cause the CT defense to shift into less useful positions in order to avoid damage - or, if the CTs are not so smart, the Ts can actually inflict quite a lot of damage through these spam spots. The hallways and upper bombsite are a particularly good example of where nade/ak spam is useful. With four Ts shooting through the walls like this (1, 2) into upper bombsite and throwing he's into the site like this (1a, 1b, 2a, 2b, 2c), the team can create a lot of havoc. Things to note about these pictures: the shots fired through the shed are aimed at a very common camping spot and can be very effective, but the shots must be fired through the shed, and not the thick wall, which stops all bullets; the first hegrenade, if thrown properly, also opens the door, thus creating further confusion; and the second hegrenade, if timed properly, will hit the CT who checks outside and then goes inside through A entrance (a very common position) smack in the face. Finally, remember to always keep the last T in a position like this (1, 2) in order to pick off CTs trying to flank from the ramp room.
      • Fake attacks: Spam is useful on its own, but it can only actually help the Ts to win the round when combined with a good fake attack; otherwise, any patient CT defense, worn down though it may be, will still be in a decent position when the real attack comes. A good fake attack needs to make the CT defense move out of position without incuring any T casualties or taking any Ts so far out of the action that they can't play a useful part in the real attack. A good fake attack will send either one or two Ts armed with full flashbangs (preferably full grenades) to either the outside area or the hallways. The rest of the team will attack the other direction after a sufficient time interval. The Ts faking the attack should throw all of their grenades at the spots where they will be noticed by the most CTs, and attack enemies only if they are sure that they can do so without getting killed. Staying alive is even more important than making lots of noise. Often, the best idea is to use smoke to help avoid enemy fire, and to keep the CTs unaware of how many Ts are attacking them. These are four very good locations in which to use smoke grenades (1a, 1b, 1c, 2a, 2b, 3a, 3b). After the real attack has begun, the T(s) involved in the fake attack should rush to help as fast as possible; if possible, they should attack the site from a different entrance than the rest of the team.
    • Grenades: Using grenades properly is necessary in any nuke strategy, especially for Ts. The ramp room should never be attacked when all CTs are alive unless at least three flashbangs are thrown into it; one should always be thrown this way. In general, the ramp itself (leading down to the lower bombsite), the CT half of outside (especially the garage), and the upper bombsite should all be flooded with grenades before any T goes inside. Try to coordinate flashbang use so that every possible angle is covered, and every CT is either blinded or forced to retreat from the room.
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