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Thread: Teamplay Tactics

  1. Registered TeamPlayer
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    #1

    Teamplay Tactics

    I am no tactician. I'm especially bad at making calls. So don't look to me for the solution to the problem I'm seeing.

    The problem is, calling for the team to all go one way seems to me to be the most nub thing you can call, on some maps. On dust2, all t's running B or all long A is the biggest waste. Seems like most times the rushers get flashed and you end up with the first 4-5 dead, if they were brave/stupid/listening to call. Same with long A... you cant rush those double doors without serious flashing, even if you have cleverly thrown yours over the walls already. All this rushing just seems to create bottlenecks and lined up targets.

    I feel like teamplay should consist of smaller grps spread out over the map, coordinating together. Sure, call a rush sometimes, but it seems like every call that is made is either a straight slow play(dont show yourself) or a rush for a bombsite. These tactics get old, and usually have poor results.

    I just think the idea teamplay is being dumbed down to rush a bombsite. It could/should be so much more.

    Brays

  2. Registered TeamPlayer CivilWars's Avatar
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    #2

    Re: Teamplay Tactics

    I am a relative newb to CS:S, but the advantage I see to a straight rush is victory by superior numbers. If you are playing 10v10 on Dust 2, and you have one T watching mid you can count how many CTs each side, and go the shot side. If you have 9v4 on that site you should be able to kill the 4, plant, and set up defense.


  3. Registered TeamPlayer
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    Re: Teamplay Tactics

    This doesnt happen everytime. With the flashes I refer to, I've watched the superior numbers fall to the 4, especially when the pressure of the admins even is to rush through the flash, to your death.

  4. Registered TeamPlayer CivilWars's Avatar
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    #4

    Re: Teamplay Tactics

    So do you think if 5 go A and 5 go B that they won't throw flashes both places?


  5. Registered TeamPlayer
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    Re: Teamplay Tactics

    Sure, both sides get flashed. When you are not rushing though, these flashes can be nullified. Being flashed and then running into the room the flash came from is a tactic encouraged by the rush.

  6. Registered TeamPlayer Adretheon's Avatar
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    #6

    Re: Teamplay Tactics

    Quote Originally Posted by saugustus
    Quote Originally Posted by CivilWars
    So do you think if 5 go A and 5 go B that they won't throw flashes both places?
    Sure, both sides get flashed. When you are not rushing though, these flashes can be nullified. Being flashed and then running into the room the flash came from is a tactic encouraged by the rush.
    Quote Originally Posted by saugustus
    Seems like most times the rushers get flashed and you end up with the first 4-5 dead, if they were brave/stupid/listening to call.
    You seem to be contradicting yourself. If the first 4-5 people always get flashed\killed, then whats the point in sending only 4-5 people to each site, if all of them will die?

    The point of having everyone rushing one site is so that when the CT's are focused on killing the people flashed, then people that aren't flashed come in and clear the site. We just have a problem with people thinking that K\D is is a big thing. The first 4 people should know they're going to die, and therefore if the first person in has a large enough jump, then they should flash twice, and blind themselves so they make sure they get all the ct's.

    Another thing is that we don't always rush everyone to one site, decoys are also called as well. However most of th time you'll have some stupid idiot who, despite being told not to be seen, sticks his head out and ruins the whole call.

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    #7

    Re: Teamplay Tactics

    if the t's ALL rush and none of them stop.. this is definitely a great tactic in many situations..
    as stated earlier, the cts usually split the map (de maps), and will be greatly outnumbered even if a few t's die from the flash
    I mean, lets face it.. if every t buys a p90 and rushes straight into a site its pretty much awesome

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    #8

    Re: Teamplay Tactics

    Plus if say the team going B gets the site and the team at long A gets wiped out the you have 4-5 guys uselessly at B while the CTs just wait for them to come and get the bomb and will probably get killed cause they'll probably be ready for a flash/rush from all over

  9. Registered TeamPlayer
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    #9

    Re: Teamplay Tactics

    However, it IS smart sometimes to send groups of 3-4 to each chokepoint (mid/short, long, and B).

    Have you ever seen a CT team who rotates at the first CT/T death? You'll have all the CT's constantly running around while T's pick off shots. This is generally referred to as slow play, since it's not rushing, but it's very effective. It especially works when you know the CT team is full of spazzes who over rotate or full of guys you know try and flank all the time.

  10. Registered TeamPlayer
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    #10

    Re: Teamplay Tactics

    I think more complex calls would be made if everyone followed the easy ones first, but there's always one or two noobs or stat whores that can't seem to have the mental capacity to follow the easy calls such as rush B. So if you can' do the easy stuff why make it more complex?

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