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Thread: Your Team vs TTP's Best

  1. Registered TeamPlayer idunn's Avatar
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    #51

    Re: Your Team vs TTP's Best

    snf anyone?
    http://i187.photobucket.com/albums/x167/idunn04/ramp_sig_idunn.jpg

  2. Registered TeamPlayer (2)manno's Avatar
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    #52

    Re: Your Team vs TTP's Best

    rgr.

    snf ftw.

    lol that's 3x 3 letter words. damn i rule.
    Quote Originally Posted by Murker1 View Post
    You don't find (2)manno...(2)manno finds you.

  3. Registered TeamPlayer Xtreme's Avatar
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    #53

    Re: Your Team vs TTP's Best

    I will come too, if all those other top 9 would show up it would be a miracle.

  4. Registered TeamPlayer Raush's Avatar
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    #54

    Re: Your Team vs TTP's Best

    Quote Originally Posted by Xtreme
    I will come too, if all those other top 9 would show up it would be a miracle.
    Oh i would be there. I miss SNF badly, and top 10 vs a quality team of regs would be a blast.
    I miss you guys....-tczyl2-png

  5. Registered TeamPlayer *Rob's Avatar
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    #55

    Re: Your Team vs TTP's Best

    My Settings

    Map = Pira

    • Big enough to contain 10 v 10.
    • Top10 Team has a lot of good callers, but this map has less room for trick plays. Hopefully this will reduce the chance the Top10 Team will fake us out.
    • When lots of people die, it becomes a clutch game. My Team has lots of strong clutch players.
    • I wanted to pick Contra, but I don't know the map well enough to come up with great strats.
    • Contra is the tie breaker map.


    Awps/Autos = OFF

    • This was a tough choice. I have lots of great AWPers on My Team (sorry Kokes), but I wanted to mirror TTP rules as closely as possible.
    • Also, sometimes it just gets too crazy when AWPs are out and it's 10 v 10.


    Bunny Hopping = OFF

    Friendly Fire = ON

    First Half = My Team is Terrorist

    Time = 15 sec freeze time, 3 minute rounds



    Top10 Analysis

    1. Vafa (rusher, caller, ak/p90/mp5)
    2. Pimp (non-rusher, caller, deagle/ak/m4)
    3. Cukulata (so deadly with ak)
    4. Scrum (rusher, caller, allweps)
    5. Xtreme
    6. Toker
    7. Manno (caller)
    8. Jambi
    9. Ace
    10. Raush (camper - that's right i said it)

    Things to watch out for on their Terrorist Side
    • They will almost always have at least one person watching the flank or roaming around to catch rotaters.
    • They will almost never send their entire team through one choke point.
    • Pimp likes to pick from T side roof (you've killed me so many times as I run across A courtyard).
    • Vafa's call: a few straight B, everyone else roof to B.
    • Manno's call: top2/3 and bomb hide in B courtyard, everyone else split A.


    Things to watch out for on their CT Side
    • Rushers pushing choke points, especially mid.
    • CT's playing A site with smoke.
    • Heavy straight out of CT Arch in order to cover A site or to rush Sneaky/T Arch.
    • Might try to full rush us at least one round in order to throw us off.
    • Nade stack on Roof.
    • Delay rush on Roof.
    • They will always leave at least one person covering each site, unless they see bomb. Even then, they may still leave one to guard other site until bomb is planted.




    My Team

    1. Rob
    2. Scotty (awesome with deagle)
    3. Susan (main pick)
    4. iDunn (main pick)
    5. Kokes (main pick)
    6. Bunni (main pick)
    7. Cyanide (anti Ace, this spot was almost given to Duddy)
    8. Yung (anti Killers, this spot was almost given to Magus)
    9. Smoken (anti Chozen, this spot was almost given to Sawemoff)
    10. Hanselx (last pick)

    • Needed solid players with solid shots in order to win slow plays/peaking matches.
    • Needed players who are great in the pistol rounds (Scotty's Deagle, Susan's USP).
    • Needed clutch power (basically everyone).
    • Needed players who can 'read' the other team. If Cy, Yung, or Smoken 'feel' something, I'm going to trust them.
    • Only weakness is we don't have great team syngergy. However, I feel Pira is a map where individuals can simply cover 'positions', instead of using complicated teamwork, to win the round.


    • It is essential that we have a good chance at winning the Pistol Rounds.
    • Winning the pistol round usually leads to round 2 & 3 wins.


    • There are so many honorable mentions. Just look at iDunn's list.




    TERRORIST SIDE

    General Positions - Can be changed according to preference

    1. Rob (Roof, running across to preflash/prenade CT side Roof)
    2. Scotty (Sneaky, Mid, or Bomb Team)
    3. Susan (Sneaky, Mid, or Bomb Team)
    4. iDunn (T Arch, picking CT Arch)
    5. Kokes (T Sniper Window, picking A courtyard and CT Arch)
    6. Bunni (Roof, picking A courtyard and CT side Roof)
    7. Cyanide (Sneaky, Mid, or Bomb Team)
    8. Yung (Sneaky, Mid, or Bomb Team)
    9. Smoken (straight out flash, calling CT arch)
    10. Hanselx (watching B courtyard flank, pushing B site to flank A if opportunity arises)

    Pistol Round - Fake Standard A, Bomb Team delays mid rush to B


    1. Rob (fb, fb, nade)
    2. Scotty (deagle)
    3. Susan
    4. iDunn (deagle)
    5. Kokes (deagle)
    6. Bunni (deagle)
    7. Cyanide
    8. Yung
    9. Smoken (fb, fb, nade)
    10. Hanselx (deagle)

    • This is the only play I'm not confident about.
    • I really like Standard A, but against the Top10, I wanted to do something unexpected on Round 1.


    Rounds 2 & 3 (won the pistol round) - Standard A

    1. Rob (mp5, fb, fb, nade, helmet)
    2. Scotty (helmet and deagle)
    3. Susan
    4. iDunn (ak and helmet)
    5. Kokes (ak and helmet)
    6. Bunni (ak and helmet)
    7. Cyanide
    8. Yung
    9. Smoken (gun, fb, fb, nade, helmet)
    10. Hanselx (ak and helmet)

    Rounds 2 & 3 (loss the pistol round) - Fake Roof to B, Bomb Plants at A

    1. Rob (fb, nade): pushes across roof
    2. Scotty (deagle): escorts bomb
    3. Susan
    4. iDunn
    5. Kokes
    6. Bunni
    7. Cyanide
    8. Yung
    9. Smoken (fb): pushes
    10. Hanselx (fb, fb): watches b courtyard

    • CT's will have range on us, so we need to keep the fight close range.
    • We can't pick straight out or sniper window.
    • Full save except for a few fbs, nades, and maybe a couple of deagles.
    • One person gets straight out flash.
    • One person will get mid flash.
    • One person watches B courtyard, and later fake pushes B site.
    • Everyone else nade stacks roof, drops down (most mid, some sneaky), and we push to A.
    • One person pushes across roof completely to sell 'Roof to B'.
    • Plant behind box for safe plant - only real goal is to get money.


    Rounds 2 & 3 (loss the pistol round) - Fake Roof to B, Bomb Plants B

    • Same as above, but split is on B.


    Gun Round - Standard A

    Gun Round - Minor Slow Play, Heavy Picks on A Courtyard

    • Two T Arch, picking. One player pushes once A Courtyard is clear (picks up Bomb if dropped).
    • Two Sniper Window, picking. One player pushes once A Courtyard is clear (picks up Bomb if dropped).
    • One Roof, nade stacking across.
    • Two Roof, picking A courtyard.
    • Two Mid, preflashing and making sure Mid is clear. One player escorts bomb or covers B courtyard, if necessary.
    • Bomb goes towards Sneaky alone. Flashes B along the way. Prenades sneaky if a CT made it there).


    Gun Round - Fake Standard A, Bomb goes B

    • Bomb Team goes Sniper Window, to Sneaky, to B Courtyard, to B.
    • Once Bomb Team is in B Courtyard, all other T's start pushing towards B.


    Gun Round - Slow Play, Smoke and Push through B site to Flank A

    • Standard A set up.
    • Bomb will be dropped somewhere safe in T Castle.
    • Bomb Team (without the bomb) will smoke B (not all at once) and try to safely push through B in order to flank A choke points.
    • Bomb eventually gets picked up and planted at A.


    Gun Round - CT Arch to B

    • Standard A set up.
    • Bomb goes Sneaky, to CT Arch, to CT Mid, to B.
    • When Bomb pushes CT Arch, T's in T Arch and Sniper Window go to A Courtyard, to Sneaky, to B Courtyard, to B.
    • When Bomb pushes CT Arch, T's in mid push mid to B.
    • When Bomb pushes CT Mid, T's on roof push roof to B.


    Save Round - See Rounds 2 & 3 (loss the pistol round)

    Notes:
    We will NEVER do a full team straight B rush.
    I wanted to come up with more calls that utilized smoke, but didn't come up with any yet.




    CT SIDE

    General Positions - Can be changed according to preference

    1. Rob (lower B): will always preflash/prenade B
    2. Scotty (mid, sneaky, A courtyard, or A site)
    3. Susan (mid, sneaky, A courtyard, or A site)
    4. iDunn (CT Arch, picking T Arch)
    5. Kokes (Roof, getting initial pick then playing passive and picking across)
    6. Bunni (Roof, getting initial pick then playing passive and picking across)
    7. Cyanide (mid, sneaky, A courtyard, or A site)
    8. Yung (mid, sneaky, A courtyard, or A site)
    9. Smoken (mid, sneaky, A courtyard, or A site)
    10. Hanselx (upper B)

    • At least two in mid.
    • At least one in A site with smoke.
    • Maybe one playing A courtyard/sneaky.
    • At least one playing closer to B site at the start of the round.


    Pistol Round

    1. Rob (fb, fb, nade)
    2. Scotty
    3. Susan
    4. iDunn
    5. Kokes
    6. Bunni
    7. Cyanide
    8. Yung
    9. Smoken
    10. Hanselx

    • Some Deagles, at least 4 kits.


    Rounds 2 & 3 (won the pistol round)

    1. Rob (helmet, mp5, fb, fb, nade)
    2. Scotty (helmet, deagle)
    3. Susan (helmet, mp5, kit, maybe nades)
    4. iDunn (helmet, m4)
    5. Kokes (helmet, m4)
    6. Bunni (helmet, m4)
    7. Cyanide (helmet, mp5, kit, maybe nades)
    8. Yung (helmet, mp5, kit, maybe nades)
    9. Smoken (helmet, mp5, kit, maybe nades)
    10. Hanselx (helmet, mp5, kit, maybe nades)

    Rounds 2 & 3 (loss the pistol round) - Full Save

    Rounds 2 & 3 (loss the pistol round) - Nade Stack on Roof

    Gun Round - Standard Set Up

    Gun Round - Full CT Rush

    • We will do this at least once to try to throw them off.
    • We will rush all of the choke points.


    Save Round - Nade Stack on Roof

    Notes:
    I really wanted to come up with more complicated and detailed plays, as well as give better descriptions, but man it just takes so much time.
    I broadcast gaming videos on Twitch TV and my finished videos are on YouTube! Recently I shoutcasted the Counter Strike Tournament at PAX Prime 2012!


  6. Registered TeamPlayer Senses's Avatar
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    #56

    Re: Your Team vs TTP's Best

    just curious how long it took you to write that out

  7. Registered TeamPlayer Xtreme's Avatar
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    #57

    Re: Your Team vs TTP's Best

    Quote Originally Posted by Senses
    just curious how long it took you to write that out
    HAHAHHA, i keep going down then it came to a point where i stopped reading and scrolled down all the way. Man if you just write down on paper and read it your team will win.

  8. Registered TeamPlayer *Rob's Avatar
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    #58

    Re: Your Team vs TTP's Best

    Quote Originally Posted by Senses
    just curious how long it took you to write that out
    i'm not gonna lie... a couple of hours... but i love coming up with strats... so i had fun doing it.

    also, i'm not entirely sure how accurate my analysis and assumptions are, or how well these calls would work in a real match, but i tried to come up with the plan anyways
    I broadcast gaming videos on Twitch TV and my finished videos are on YouTube! Recently I shoutcasted the Counter Strike Tournament at PAX Prime 2012!


  9. Registered TeamPlayer DuDDy's Avatar
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    #59

    Re: Your Team vs TTP's Best

    Quote Originally Posted by *Rob
    Quote Originally Posted by Senses
    just curious how long it took you to write that out
    i'm not gonna lie... a couple of hours... but i love coming up with strats... so i had fun doing it.

    also, i'm not entirely sure how accurate my analysis and assumptions are, or how well these calls would work in a real match, but i tried to come up with the plan anyways
    cyanide bumps me? oh cmon.

  10. Registered TeamPlayer vafaskillz's Avatar
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    #60

    Re: Your Team vs TTP's Best

    Quote Originally Posted by *Rob
    My Settings

    Map = Pira

    • Big enough to contain 10 v 10.
    • Top10 Team has a lot of good callers, but this map has less room for trick plays. Hopefully this will reduce the chance the Top10 Team will fake us out.
    • When lots of people die, it becomes a clutch game. My Team has lots of strong clutch players.
    • I wanted to pick Contra, but I don't know the map well enough to come up with great strats.
    • Contra is the tie breaker map.


    Awps/Autos = OFF

    • This was a tough choice. I have lots of great AWPers on My Team (sorry Kokes), but I wanted to mirror TTP rules as closely as possible.
    • Also, sometimes it just gets too crazy when AWPs are out and it's 10 v 10.


    Bunny Hopping = OFF

    Friendly Fire = ON

    First Half = My Team is Terrorist

    Time = 15 sec freeze time, 3 minute rounds



    Top10 Analysis

    1. Vafa (rusher, caller, ak/p90/mp5)
    2. Pimp (non-rusher, caller, deagle/ak/m4)
    3. Cukulata (so deadly with ak)
    4. Scrum (rusher, caller, allweps)
    5. Xtreme
    6. Toker
    7. Manno (caller)
    8. Jambi
    9. Ace
    10. Raush (camper - that's right i said it)

    Things to watch out for on their Terrorist Side
    • They will almost always have at least one person watching the flank or roaming around to catch rotaters.
    • They will almost never send their entire team through one choke point.
    • Pimp likes to pick from T side roof (you've killed me so many times as I run across A courtyard).
    • Vafa's call: a few straight B, everyone else roof to B.
    • Manno's call: top2/3 and bomb hide in B courtyard, everyone else split A.


    Things to watch out for on their CT Side
    • Rushers pushing choke points, especially mid.
    • CT's playing A site with smoke.
    • Heavy straight out of CT Arch in order to cover A site or to rush Sneaky/T Arch.
    • Might try to full rush us at least one round in order to throw us off.
    • Nade stack on Roof.
    • Delay rush on Roof.
    • They will always leave at least one person covering each site, unless they see bomb. Even then, they may still leave one to guard other site until bomb is planted.




    My Team

    1. Rob
    2. Scotty (awesome with deagle)
    3. Susan (main pick)
    4. iDunn (main pick)
    5. Kokes (main pick)
    6. Bunni (main pick)
    7. Cyanide (anti Ace, this spot was almost given to Duddy)
    8. Yung (anti Killers, this spot was almost given to Magus)
    9. Smoken (anti Chozen, this spot was almost given to Sawemoff)
    10. Hanselx (last pick)

    • Needed solid players with solid shots in order to win slow plays/peaking matches.
    • Needed players who are great in the pistol rounds (Scotty's Deagle, Susan's USP).
    • Needed clutch power (basically everyone).
    • Needed players who can 'read' the other team. If Cy, Yung, or Smoken 'feel' something, I'm going to trust them.
    • Only weakness is we don't have great team syngergy. However, I feel Pira is a map where individuals can simply cover 'positions', instead of using complicated teamwork, to win the round.


    • It is essential that we have a good chance at winning the Pistol Rounds.
    • Winning the pistol round usually leads to round 2 & 3 wins.


    • There are so many honorable mentions. Just look at iDunn's list.




    TERRORIST SIDE

    General Positions - Can be changed according to preference

    1. Rob (Roof, running across to preflash/prenade CT side Roof)
    2. Scotty (Sneaky, Mid, or Bomb Team)
    3. Susan (Sneaky, Mid, or Bomb Team)
    4. iDunn (T Arch, picking CT Arch)
    5. Kokes (T Sniper Window, picking A courtyard and CT Arch)
    6. Bunni (Roof, picking A courtyard and CT side Roof)
    7. Cyanide (Sneaky, Mid, or Bomb Team)
    8. Yung (Sneaky, Mid, or Bomb Team)
    9. Smoken (straight out flash, calling CT arch)
    10. Hanselx (watching B courtyard flank, pushing B site to flank A if opportunity arises)

    Pistol Round - Fake Standard A, Bomb Team delays mid rush to B


    1. Rob (fb, fb, nade)
    2. Scotty (deagle)
    3. Susan
    4. iDunn (deagle)
    5. Kokes (deagle)
    6. Bunni (deagle)
    7. Cyanide
    8. Yung
    9. Smoken (fb, fb, nade)
    10. Hanselx (deagle)

    • This is the only play I'm not confident about.
    • I really like Standard A, but against the Top10, I wanted to do something unexpected on Round 1.


    Rounds 2 & 3 (won the pistol round) - Standard A

    1. Rob (mp5, fb, fb, nade, helmet)
    2. Scotty (helmet and deagle)
    3. Susan
    4. iDunn (ak and helmet)
    5. Kokes (ak and helmet)
    6. Bunni (ak and helmet)
    7. Cyanide
    8. Yung
    9. Smoken (gun, fb, fb, nade, helmet)
    10. Hanselx (ak and helmet)

    Rounds 2 & 3 (loss the pistol round) - Fake Roof to B, Bomb Plants at A

    1. Rob (fb, nade): pushes across roof
    2. Scotty (deagle): escorts bomb
    3. Susan
    4. iDunn
    5. Kokes
    6. Bunni
    7. Cyanide
    8. Yung
    9. Smoken (fb): pushes
    10. Hanselx (fb, fb): watches b courtyard

    • CT's will have range on us, so we need to keep the fight close range.
    • We can't pick straight out or sniper window.
    • Full save except for a few fbs, nades, and maybe a couple of deagles.
    • One person gets straight out flash.
    • One person will get mid flash.
    • One person watches B courtyard, and later fake pushes B site.
    • Everyone else nade stacks roof, drops down (most mid, some sneaky), and we push to A.
    • One person pushes across roof completely to sell 'Roof to B'.
    • Plant behind box for safe plant - only real goal is to get money.


    Rounds 2 & 3 (loss the pistol round) - Fake Roof to B, Bomb Plants B

    • Same as above, but split is on B.


    Gun Round - Standard A

    Gun Round - Minor Slow Play, Heavy Picks on A Courtyard

    • Two T Arch, picking. One player pushes once A Courtyard is clear (picks up Bomb if dropped).
    • Two Sniper Window, picking. One player pushes once A Courtyard is clear (picks up Bomb if dropped).
    • One Roof, nade stacking across.
    • Two Roof, picking A courtyard.
    • Two Mid, preflashing and making sure Mid is clear. One player escorts bomb or covers B courtyard, if necessary.
    • Bomb goes towards Sneaky alone. Flashes B along the way. Prenades sneaky if a CT made it there).


    Gun Round - Fake Standard A, Bomb goes B

    • Bomb Team goes Sniper Window, to Sneaky, to B Courtyard, to B.
    • Once Bomb Team is in B Courtyard, all other T's start pushing towards B.


    Gun Round - Slow Play, Smoke and Push through B site to Flank A

    • Standard A set up.
    • Bomb will be dropped somewhere safe in T Castle.
    • Bomb Team (without the bomb) will smoke B (not all at once) and try to safely push through B in order to flank A choke points.
    • Bomb eventually gets picked up and planted at A.


    Gun Round - CT Arch to B

    • Standard A set up.
    • Bomb goes Sneaky, to CT Arch, to CT Mid, to B.
    • When Bomb pushes CT Arch, T's in T Arch and Sniper Window go to A Courtyard, to Sneaky, to B Courtyard, to B.
    • When Bomb pushes CT Arch, T's in mid push mid to B.
    • When Bomb pushes CT Mid, T's on roof push roof to B.


    Save Round - See Rounds 2 & 3 (loss the pistol round)

    Notes:
    We will NEVER do a full team straight B rush.
    I wanted to come up with more calls that utilized smoke, but didn't come up with any yet.




    CT SIDE

    General Positions - Can be changed according to preference

    1. Rob (lower B): will always preflash/prenade B
    2. Scotty (mid, sneaky, A courtyard, or A site)
    3. Susan (mid, sneaky, A courtyard, or A site)
    4. iDunn (CT Arch, picking T Arch)
    5. Kokes (Roof, getting initial pick then playing passive and picking across)
    6. Bunni (Roof, getting initial pick then playing passive and picking across)
    7. Cyanide (mid, sneaky, A courtyard, or A site)
    8. Yung (mid, sneaky, A courtyard, or A site)
    9. Smoken (mid, sneaky, A courtyard, or A site)
    10. Hanselx (upper B)

    • At least two in mid.
    • At least one in A site with smoke.
    • Maybe one playing A courtyard/sneaky.
    • At least one playing closer to B site at the start of the round.


    Pistol Round

    1. Rob (fb, fb, nade)
    2. Scotty
    3. Susan
    4. iDunn
    5. Kokes
    6. Bunni
    7. Cyanide
    8. Yung
    9. Smoken
    10. Hanselx

    • Some Deagles, at least 4 kits.


    Rounds 2 & 3 (won the pistol round)

    1. Rob (helmet, mp5, fb, fb, nade)
    2. Scotty (helmet, deagle)
    3. Susan (helmet, mp5, kit, maybe nades)
    4. iDunn (helmet, m4)
    5. Kokes (helmet, m4)
    6. Bunni (helmet, m4)
    7. Cyanide (helmet, mp5, kit, maybe nades)
    8. Yung (helmet, mp5, kit, maybe nades)
    9. Smoken (helmet, mp5, kit, maybe nades)
    10. Hanselx (helmet, mp5, kit, maybe nades)

    Rounds 2 & 3 (loss the pistol round) - Full Save

    Rounds 2 & 3 (loss the pistol round) - Nade Stack on Roof

    Gun Round - Standard Set Up

    Gun Round - Full CT Rush

    • We will do this at least once to try to throw them off.
    • We will rush all of the choke points.


    Save Round - Nade Stack on Roof

    Notes:
    I really wanted to come up with more complicated and detailed plays, as well as give better descriptions, but man it just takes so much time.
    Fucking awesome.

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