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Thread: Slow Play... yes... no... maybe?
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01-26-10, 09:49 PM #12
Re: Slow Play... yes... no... maybe?
It's very simple. If your calls are getting stopped in site, keep calling them, switch them up, fake them out.
If you are getting stopped before you get to your site...call a slow play and pick off the overly aggressive CT's. Keep the honest.
CT's should sit in thier respective sites, and wait to see a bomb...T's should make strategies to get the bomb planted...whatever it takes.
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01-27-10, 10:21 AM #14
Re: Slow Play... yes... no... maybe?
Originally Posted by Master_MagusI broadcast gaming videos on Twitch TV and my finished videos are on YouTube! Recently I shoutcasted the Counter Strike Tournament at PAX Prime 2012!
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01-27-10, 01:38 PM #15Re: Slow Play... yes... no... maybe?
If CTs are doing a good enough job locking down both sites on Dust2, you might as well call it slow death instead of slow play. One or two people get impatient and die, then when the clock gets down to the last minute you're forced to finally rush in. Repeat a few times, then the server clears out or people try to RTV. Sometimes creative play calling (Pootie) helps, and sometimes you're pretty much screwed til the teams get shuffled or a new map loads.
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01-28-10, 07:01 PM #16
Re: Slow Play... yes... no... maybe?
There is a lot more to Slow Plays than just camping behind a box. Most people fail to understand this. A slow play is meant to spread out the team, hold choke points, and slowly use teamwork to get picks. Using all the time you can on a slow play is vital. If enough CT's have not pushed through to their death and are holding back choke points instead of pushing, then you want to use your time wisely and plan an attack. On a successful slow play, the T's end up outnumbering the CT's by a few kills which enables them to push a site with the advantage of more gun power.
I can understand how a slow play for 3 minutes can be frustrating, but that's only if you don't appreciate the concept of the strategy. In TTP, we are given 3 minutes per round and so therefore, should take advantage of it. In the competitive scene however, you are awarded less time which fastens up the pace of a slow play requiring a bit more teamwork to work a pick and a lot more teamwork to take a site.
What really bugs me is that on a slow play T's really have the tendency to peak without a partner and attempt to get the picks. Now this is fine, because he/she might get it, but it's stupid at the same time because peaking alone will most likely get him/her killed leaving T's with one less player which is not the intention of a slow play.
But in overall, a slow play is very beneficial if executed correctly and the proper use of teamwork is applied while using your time wisely and to your advantage (which is crucial in a slow play).
I find slow plays fun, challenging, and a great strategy to win.
**Just my opinion**
-Ace.
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01-28-10, 09:00 PM #17
Re: Slow Play... yes... no... maybe?
Originally Posted by felixdacat
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01-28-10, 10:19 PM #18
Re: Slow Play... yes... no... maybe?
I've always been a supporter of a shorter round time, but it hasn't happened, so we have to make do with the rules that are in place. That being said, if the T's are communicating together to slow play, are executing the plan set in place by the caller and they achieve the objective in doing so, they are doing their job.
I don't like slow plays personally, but every now and again, the situation calls for it.
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01-28-10, 10:21 PM #19
Re: Slow Play... yes... no... maybe?
Originally Posted by Sawemoff
Slow plays to me are about obtaining an advantage of numbers through patient picking off of the enemy team members (generally a strategy used after multiple failed rush attempts). If you find yourself slow playing a patient team, a new plan needs to be set in place. Just my opinion.
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