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| Counter-Strike - Tactics Discussion Tactics and Map discussion for Counter-Strike Source |
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#16 (permalink) |
![]() ![]() Join Date: Mar 2006
Location: A small planet somewhere in the vicinity of Betelgeuse.
Age: 18
Posts: 1,265
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Re: Schwa's Guide: de_Penstock. Defense.
I don't always find this true. If all the other positions are compromised, and steam room is the only room that hasn't been assaulted, you'd want a pretty decent shooter, right?? Because as you've stated, he can move to either bombsite A or B, and wherever he pops out, he has a pretty good vantage point. Personally, whenever I get the chance to plan, I put a good shooter there, because as you've also stated, he can move up catwalks and provide cover, and can also move to bombsite A. And if the coverage by the steam room guy is sufficient, then he might just take out a few pesky terrorists, etc. You get the idea.
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#17 (permalink) |
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Join Date: Jul 2006
Posts: 527
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Re: Schwa's Guide: de_Penstock. Defense.
Thanks for all the comments guys!
I wasn't expecting the Sewer Guy to be such a hot position! When designing my strategy I wasn't thinking "how can I win every round?" Instead, I was trying to manipulate the map to give the CTs advantage over the course of 17 rounds. It has been my experience on Penstock that a T sewer movement is a rare event. The CT side clearly has a better position here, and one defender will inflict greater damage on the opposing force. However, true for any position, a 6 man T rush probobly will overcome one defender. That isn't important in this case. The typical T Sewer movement is one of stealth. Often the T team will create a diversion elsewhere, and hope to sneak the bomber up the Sewer ladder. If every T attempt at Sewer movement is met with opposition they will likely abandon the route as an option. For this reason, I want the weakest defender to be Sewer Guy, as he won't see much action after the first few rounds. -Aaron |
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#18 (permalink) |
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Join Date: Mar 2007
Posts: 2
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Re: Schwa's Guide: de_Penstock. Defense.
I usually always play sewers when I play this map.(this is sgmtg540) And I NEVER let anyone up the sewers even if 7 guys come out. All u do is spray, flash, nade, flash. They wouldnt be able to get up.
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#19 (permalink) |
![]() Join Date: Jul 2006
Location: Orange County
Age: 19
Posts: 1,028
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Re: Schwa's Guide: de_Penstock. Defense.
I remember doing pretty well in a 2 vrs. 3 match a while ago where there were two CTs, myself included, versus 3 T's. I think it's always a good idea stick to a heavily defensive strategy when you're outnumbered and you're on defense. I believe I had my best ever game then.
On a side note, be wary about jumping over guardrails on that map. As a terrorist I came out towards Bomb site A and was about to jump over the guard rails when I was hit by fire, I still jumped over the guard rails but got called out for jumping while getting shot at. Just be wary that others might have the same intention ![]()
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#20 (permalink) | |
![]() ![]() ![]() Join Date: Jan 2005
Location: Montreal
Age: 30
Posts: 7,336
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Re: Schwa's Guide: de_Penstock. Defense.
Quote:
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#21 (permalink) |
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Join Date: Oct 2006
Location: Texas
Age: 23
Posts: 205
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Re: Schwa's Guide: de_Penstock. Defense.
Sewers are rarely useful. When a Ct is guarding them, they are a deathtrap, and rarely work. If no CTs have been guarding sewers for a few rounds they can be useful. Another strategy that I have used effectively (and sometimes not so effectively), is to have everyone attack catwalks, so that the sewer guy gets drawn out, and then the bomb goes sewers. The most effective use I have seen from sewers is to use it when there are almost no enemies left, because if they are smart, they are guarding positions that have a sight on more than one entrance.
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#22 (permalink) |
![]() ![]() ![]() Join Date: Jan 2005
Location: Montreal
Age: 30
Posts: 7,336
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Re: Schwa's Guide: de_Penstock. Defense.
Oh it's not just catwalks that gets the attention. If they have contacting coming out from all areas, that usually gets them uncomfortable. However if there is 0 communication on the other team then they probably don't care what's happening and are just waiting for the kill.
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#23 (permalink) |
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Join Date: Dec 2006
Location: Texas
Age: 21
Posts: 46
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Re: Schwa's Guide: de_Penstock. Defense.
If Ts make successful rushes through sewers they will almost always get careless and only be worried with the close combat, this is where a good sewer man will hide behind the cars (with clarion, m4, bullpup) protected from any flashes they throw up and just mow them down when they reach the top of the ladder, if he happens to accidentally let one through he is required to communicate with the catwalks team that one evaded his sights. Just another position to consider.
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#24 (permalink) |
![]() Join Date: May 2003
Location: Kansas City area (U.S.A.)
Age: 36
Posts: 993
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Re: Schwa's Guide: de_Penstock. Defense.
One other problem with the sewer rush is getting the entire team into the water without the sound. Crouch, move into the water slowly. But with a big group, it isn't that hard for at least one person (esp if newer) to mess up and splash.
Then someone on CT side might hear (depends on their locations) and shout water. Then even if it wasn't guarded... it is now. |
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#25 (permalink) |
![]() ![]() Join Date: Jan 2007
Location: Louisiana
Posts: 1,930
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Re: Schwa's Guide: de_Penstock. Defense.
YEah u can be heard in the red room also. In the water you must space out until its time to rush up ladder, or you will hop up on top of another player and fall to splash.
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