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This article is going to be a lot shorter than most, because the subject is not very complicated, just something very overlooked. One thing that hardly any Counter-Strike teams do, on any level of play, is playing for the half, rather than the round. It is too much set into the mind frame of not only in-game leaders, but the players, that you are playing round for round and that is all that matters.
Basically what I am trying to get across is that there are a million things that you can do, just out of default tactics, to set you up for later rounds. These are a few simple things that you can do that will set you up for the last eight or nine rounds of the 15 round half.
Just think of this sort of strategizing like training a dog. The defense is your dog and you are going to train them to not do certain things. How will you do this? Grenades are your rolled up newspapers to hit the defense on the nose with, and they are also your best friends.
First, we'll start off with Dust2. This is an old modified zEx default tactic from ESWC 2003 that really works well. Basically, it kills two birds with one stone. It is at least two players faking a B rush every round, they do this by running into the B tunnels throwing one flash and one smoke out of the door, maybe firing an AK bullet or two and running straight down the stairs. On a lower level of play, you will most likely pull off the actual B fake and get the catwalk players to push up a lot, letting anyone in the middle pick them off suspect. But other than a low level, this is at least going to move the catwalk players to the stairs area. From here throw at LEAST two HE grenades onto the stairs from middle or lower B tunnels. Do this every round.
Why?
Just like I said, you are training a dog. If the defense sees two HE grenades here every round, are they ever going to sit there? Maybe, but not likely if they like having more than half of their health in a gunfight. Sometimes you can even go a little overkill and throw four HE grenades here. About 75% of teams play Dust2 with two players catwalk, and about 90% of those teams play with them somewhere on the catwalk. Whether it is the stairs or near the boxes, it is somewhere around here. This will ensure them being HE grenaded every round, but we don't want to kill them, we want to make them adjust.
A defensive team that is being HE grenaded by anywhere from two to four HE grenades every round will begin to refuse to play their normal spot. BINGO. You have just won. You have made the two catwalk players play very defensively and this is something they have not practiced. Once you can make a defense play in the middle of a match to something they have not practiced, you have practically won. And once they start playing far back, you smoke and flash them and get the bomb down and then you are right in their blind faces to take them down in their unpracticed positions.
Sounds fun, doesn’t it?
Many teams do the other situation I will go over now, but they don't really understand why they are doing it most of the time. This situation is played on Nuke and I first saw it done effectively by EG at EverLAN, but there are many teams doing this as of late. This is a spawn-based default that has to be done starting from the fourth round no matter what. It HAS to be the priority of the person with the best spawn to have a smoke grenade at least. The next person can have flashes, or the first person can. What you are going to do every round, whoever has the best spawn, is smoke/flash the door. Throw a smoke grenade at the door just to open it up, and then throw one flashbang to the outside entrance. From here you run out and pick the blinded floor player no matter what (I like to have the second best spawn go shed and distract the rafters player so that the door rush doesn't get shot in the back).
Once you do this every round you will cause the floor player to start going rafters and dropping down. That is what many teams are beginning to do because of this very tactic. If you can ensure that this player isn't going to come entrance ever again in your match you have completely eliminated a spot of the map. It now has their outside weaker, and their floor player doing things he has not practiced.
There are infinite possibilities on each map to do these sorts of tactics. It is just knowing what the most common spots are and making sure that the defense never wants to play them again while they are in a server with you. Even if it doesn't win you the first few rounds, it is deleting spots of the map that the opposing team is playing and that will eventually put the match in your favor.
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User Comments
The 'around the world' strat on dust-2 is very well known at this point, my team usually knows to rotate back into a defensive setup when there has been tentative action a b-site. From the point that the ineffective nades have gone off, there is always an oppertunity to flash-peak any movement at cat, and retake an agressive defensive positioning, or at least take away the oppositions knowledge of how you are playing (if you choose not to actually peak). It's a pretty basic principle, 'trading nades'.
On the other hand, a successful CT defense on nuke is similarly flexible. Switching between floor, 2 rafters, drop down, or one looking door from connector, gives a small selections of ways to successfully defend the inner bombsite in varying capacities. The smoke-flash might work similarly to picking hut (without as much nade damage potential), but it also brings about some disadvantages later in the round for Terrorists, especially if one rafters is covering squeaky initially.]
The point is that if the opposing team has more than one effective setup, the nades you have used to bring them into their other setup are inneffective. The other problems is that if the CT's time a push expecting the Terrorists to have changed their tactic, it can be doubly-unsuspected by the Terrorist-side, even if the nades damage the push!
What I'm trying to say is that while these tactics might be effective for a round, with the current level of tactic involved in CT-side, they aren't the key to successful match. Instead the most important factor is to play with their rotation, manipulating where they think your forces are consentrated, and where they perceive the bomb is going to be planted. A good example of a psychological trick is for the CT-side to see the terrorists jump down with the bomb into middle (cpl_fire). When this happens, the nade placements, and rotations become mid-centric for CT's. If the bomb has been quickly boosted back up, you've opened up the entire map in which to distribute the bomb. At this point, a fast rotation towards b could catch a unsuspecting CT force intent on dropping the bomb at middle. In later rounds, they won't be able to trust whether the bomb is actually middle or not, making rotation inneffectual, and making it easier to pull off other similarly psychologically frustrating tactics. Another great example is to take a site with the bomb, and then rather than planting it, quickly rotate the majority of your team around to the other site. This allows for you to pick unsuspecting rotation en masse, but also further makes the opposition doubt where the bomb is going. Later in the game, you might take a site, but keep the bomb out of view. Slowly rotate the team back... and then retake and plant the original site. The CT's have no idea what is going on!
The priciple continues T-side, but I think i've said enough for now, and hopefully we see a little more about psychologically winning over the other team. What I mean is, the tactics that I've mentioned will make the opposing team give up, even if they have admirable aim, if they aren't able to adapt to your tactics, it just becomes frustration.
very good read, wow 3d is lucky ^^;;
Hope your job with 3D doesn't mean an end to your work for gotfrag.
coene-
"it's a conflict of interest for Bootman to write for Gotfrag while being involved with a team in any formal capacity. He's been weighing his choices for a while, and I feel that he made the right decision - coaching is where his heart was pulling him. He's no longer an active staff writer for Gotfrag.
I'd like to extend an official good luck to bootman from the staff at Gotfrag - he's done a lot with us and will be missed. At the same time, you can be assured that even in his absence, we won't miss a beat."
i hate playing in a "un-praticed" praticed spot:)
btw #25 where did u read that ?
http://gotfrag.com/cs/news/comments/2957/
Comment #28
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