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Discussion: Counter-Strike Source / Counter-Strike - Tactics Discussion - Pre-nading - My personal opinion is the pre-nading should be illegal. Why not use a flash instead
  1. #16

    [FnA] Bandicoot's Avatar

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    Re: Pre-nading

    My personal opinion is the pre-nading should be illegal. Why not use a flash instead to slow the down the potential rush, gather your thoughts, and debate if using that grenade may be an wise option. Another issue with pre-nading is that it encourages to re-buy, which in my opinion is like using a stock pile.

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  3. #17
    Xen
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    Re: Pre-nading

    Well, first off I would say Pre-nading can be very useful defensively. I'll use long hall on italy_tactics_2 for my examples.

    If you pre nade the end of that hallway, it forces the CT's to slow down and causes them to look short first at the sewer entrance, helping the sniper at the house have a precious second or two more to take his shot. It may not hit anyone but it anounces to the CT's that there is someone there. Tactically they would have to then clear the sewer entrance, before moving up the hall/sewer. In doing so, this can mess up timing on plans as those at the end of long hall must take the time to deal with the T sitting there. Usually, afterwards even if you don't prenade for the rest of the map, they still move slowly because, now they don't know if a nade will come flying at them from that area. Pre Nading can create a chokepoint without having to have someone there, it causes them to stop and wait to see if another nade is coming.

    Now, there are spots like this on many of the maps we have, Pre nading helps Defenders break up the timing of the Attackers. As for Attackers, it telegraphs where they are. It doesn't make sense for attacker to Blind nade an area unless, they want to insure that the area is clear and do now want to break cover.




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  5. #18
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    Re: Pre-nading

    Bumping, since no one replied since I posted. Is this topic now clarified and/or resolved? Just curious as I tend to do it in certain situations.




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    Re: Pre-nading

    It's explained clearly in the this SOP.

    http://www.tacticalgamer.com/counter...fications.html

    Shooting, flashing, nading without a target is not a good idea.

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  9. #20

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    Re: Pre-nading

    thanks on the clarification..... THERE NEEDS TO BE A TARGET CALLED before a nade can be thrown.

    if a nade is thrown then you must follow that nade, unless your on the offense and used such nade as a distraction





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  11. #21
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    Re: Pre-nading

    But in my example, I am no where near a buy point or buying multiple nades. Pre nading is not nade Spaming. And as I explained, I'm using it to slow or distract the offense. In this instance is it acceptable? If the offense sees a black spot in an area they usually gather in, they tend to check hiding spots close by, in doing so, they sometimes expose themselves to long range sniper fire. This can be useful if your working in tandem with a sniper on defense. That's what I was trying to clarify.




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  13. #22

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    Re: Pre-nading

    i understand your tactic and it is a good one, but again i state, why waste such a valuable resource (nade) when there is no confirmation of a target?

    and i agree with you, this isnt spaming (buying multiple nades) this is a pre-nade





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  15. #23
    Xen
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    Re: Pre-nading

    I would use a smoke or a flash if they left a mark on the ground, only HE's do that, and that's the purpose of the tactic, announcing to the offense that a defender is close by. it causes them to slow down and get jumpy.




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  17. #24

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    Re: Pre-nading

    yes but you still have no target to confirm anyone is even going there to notice it. That's why the rule is in place.

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    Re: Pre-nading

    Kewl that's all I need to know, I'll stop using it as a tactic then.




    Curiosity is going to kill this Cat.

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    Re: Pre-nading

    There is a catch here though xen that maybe you didn't think about. If you get them spotted before the spot and on route to it, then feel free to make them pee in their pants as they approach.

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    Re: Pre-nading

    When I think of pre-nading I think of this prime example:

    On cs_covert, as a ct, everytime I play terrorists throw nades past the fish tank just because they know that is one of the only ways to come in. I think that is exploiting the maps design. Just because you KNOW that they are going to be coming there does not mean that you should throw a nade there. That's how I see it anyway.
    "We can not ensure success, but we can deserve it." - John Adams
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  25. #28

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    Re: Pre-nading

    You can always stay clear until they've used up their nades and buy time...OR...you could use the vents on that map. I don't think its exploitative personally. Its a pretty logical solution to keep the CT's from setting up shop in the fish room.

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  27. #29

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    Re: Pre-nading

    i still disagree.... you do not have a CONTACT.... just b/c you know where the ct's come from does not give you CONFIRMATTION that they WILL be there.

    now if you chucked your nade and then followed it in to clear that short area in cleph's example then it would be ok.....but why do it when there is no contact and wast a nade when you can trap them in the middle of the hallway and then they have no where to run and take cover from your insuing fire





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  29. #30

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    Re: Pre-nading

    Well in real life we would be able to have a few snipers on the windows in the back where the hostages are at..... which in itself might be a good idea, edit the map so you could come in through the rear as well. But that is another topic for another forum.

    Anyway, nobody in real life would toss a grenade right there without knowing someone was there, especially when they are limited. For one, a real grenade would destroy the doorway and whole them in there.

    Yes, I know there is the arguement of "Let them waste their nades." However they can run back and buy another one really quick, or have someone waiting in spawn to buy another one for that matter. Of course you "could" wait back a little bit for the buy time to pass, but then you have to take breaching at a slow pace, which is not always effective. Taking the fishtank room in this instance is often vital to the outcome of the map. That's what happens when there are really only two "main" entry points, one being that front door and one being vents, where both can be easily covered.

    Certain maps it makes sense to throw a nade out there as a scare tactic, but for the most part it is, in my eyes, a nuicance to tactical gameplay.
    "We can not ensure success, but we can deserve it." - John Adams
    "Sometimes I guess there just aren't enough rocks." - Forrest Gump





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