Feel free to move this thread to tactics, but this is fairly important and this section gets the most traffic (Even more than the SOP's :-o)
Lately on the CS:S servers, and even before, there are 2 things that have pestered the servers too much. Bad rushes, and window snipers (most notably at the A entrance in cbble and the walkway in compound). Now, both of these things are far more damaging/existant than they should be, and teams get slaughtered. So I will give a little informative guide/reguide on how to deal with or avoid these problems.
Rushing: I'm sure you all know what I mean. Sending a mass of T'c/CT's blitzing out to catch an enemy with their pants down, or just catch them. Now, for something so, well, crude, people seem to be unable to grasp the simple and subtle eloquencies.
-If there is a bomber, he should be in the middle, or on the side closest to the objective (in Aztec rushing the double doors, he should be on the left of the mass, with 2-3 people in front of him and to the right to clear out the second doors by the marker). In chateau, rushing A the bomber should be smack clean in the middle with 1-2 people at MOST in the water behind him. The rest should be evenly split on either side of the bomber with 1 each at his shoulder points. At that point all should move into the windows.
-If there is someone with a Para, he should be either the first, second, or last person in the group. If he is in the middle, he can do nothing, as a para that isnt on full auto with half regard to target is nothing in a rush. In front, he will likely die, but if someone has merely a spawn pistol, they can stay right behind him to running catch his gun and continue. If he is second, the first is a meat shield. If he is last, this is only a counter flank, with maps like cbble B, where he would be the last one out the door, on his way to clear out the mid hall entrance. If he dies more than a few seconds in, ignore his gun. It SHOULD be nearly empty, and reloading has no place in a rush.
-Make sure you have a usable secondary weapon. As said earlier, reloading has NO PLACE WHATSOEVER in a rush. If you run out of ALL bullets, you have better chance of killing with a knife, since by that time you should be within arms reach of an enemy and you likely have low health. Once you primary weapon runs out of ammo, immediately switch to your secondary and use it. If your secondary falls, and you are somehow too far from the enemy to have any chance of knifing, unless you are the last person knife out. The bane of rushes will be my last rush point, and it is why you should knife anyways.
-Keep your finger ON that TRIGGER. If you are rushing, KEEP FIRING. ALWAYS. NEVER stop firing. EVER. PERIOD. Tonight I had a para in my group on cbble at B. When I died, I specced to see him die inside the tunnel (I was on the stairs), and I didnt once hear his gun fire. The map changed before I could chew him out. But even if you have a deagle, dont stop to focus your shots. Enough people sending shots in a general direction will kill anybody exposed.
-When there is a rush, NOONE is exempt. This is most horrible at cbble and dust2. In dust2 I see people staying in the tunnel to fire. Guess what? 2 targets max are visible there: The guy immediately to the left (who should die instantly) and the guy behind the box, whose head is too small to attack head on. But people stay in the tunnels, ignoring the CT's to the right that slaughter the T's so often. At cbble and B, people stay on that big crate and fire out. But there is at most 1 CT that will be likely to be shootable from there. Dont go there during a rush. All this means that EVERYONE rushes. When there is a rush, unless you are otherwise ordered, even the god damn sniper should be firing his glock with the rest of them.
-Do NOT STOP. EVER. PERIOD. END SUBJECT. Well, not end subject. I CANNOT say enough on this subject. Yes, teammates will die in a rush. In front of you. Brutally. From all directions. Their first step will end in a fall, and blood shall flow like the Nile. But you cant stop. Not to reload (shame!), not because you are afraid, and ESPECIALLY not to kill someone. If you cant kill them while you are moving, you cant kill them while you stand. Circle strafe outwards and kill them, but keep moving. This is THE most important point of rushing. DO. NOT. STOP. Otherwise it wouldn't be called a rush. And unless I am told otherwise by an admin, I will indeed slay people on my team who fail to commit to either this or the previous point, because last I checked that would be disobeying direct orders.
That was the first and most frequant one. This next one is more a tactic than a basic skill. And its pretty simple
Window Spam: I'm sure we've all been on compound as CT's and we go right, but get slaughtered by people in the windows. Or on cbble the bomber gets sniped running to A. It happens all the time, and people dont generally deal with it well. Maybe 1 or 2 guys max pop out and take pot shots, but the sniper (be it scout, m4, or ak) deals with them patiently 1 at a time. Teams get picked off or withered down. Then they lose after that. Heres a nice little counter. Everyone at once pops out and (depending on the material) showers or directs small controlled bursts on the window. If its a case like cbble where the window is surrounded by stone, everyone pops out at the exact same instant and starts bursting spurts of bullets through the window the sniper was seen at. He may fire back a little, but he will at least retreat. On maps like compound, though, its more complex. There are at least 2 windows, possible 4 if they shoot out the boards. This is different, and requires more thinking. You assign 3-4 people (the whole team if its small) to the walkway, and any remainders to the actual windows. 2 people fire controlled bursts into the actuall walkway window, whilst the other 2 just unload waves onto the metal on either side of the window. The remaining 1-3 people check the glass for a T. If they see him, all but one fire at him, and the 1 fires at the catwalk right next to the brick. If they fail to see one at the glass, they begin to spray the entire catwalk with bullets.
The heart of this tactic is unity. Everybody with a gun fires. At best, one of the dozens of bullets will catch the guy in all the wrong places, and at worst he will leap back scared ****less, leaving you free to cross the danger zone. Use this tactic, and use it well.
Both of these points have been on my mind for a while, and I just thought I should share with y'all. :)
Lately on the CS:S servers, and even before, there are 2 things that have pestered the servers too much. Bad rushes, and window snipers (most notably at the A entrance in cbble and the walkway in compound). Now, both of these things are far more damaging/existant than they should be, and teams get slaughtered. So I will give a little informative guide/reguide on how to deal with or avoid these problems.
Rushing: I'm sure you all know what I mean. Sending a mass of T'c/CT's blitzing out to catch an enemy with their pants down, or just catch them. Now, for something so, well, crude, people seem to be unable to grasp the simple and subtle eloquencies.
-If there is a bomber, he should be in the middle, or on the side closest to the objective (in Aztec rushing the double doors, he should be on the left of the mass, with 2-3 people in front of him and to the right to clear out the second doors by the marker). In chateau, rushing A the bomber should be smack clean in the middle with 1-2 people at MOST in the water behind him. The rest should be evenly split on either side of the bomber with 1 each at his shoulder points. At that point all should move into the windows.
-If there is someone with a Para, he should be either the first, second, or last person in the group. If he is in the middle, he can do nothing, as a para that isnt on full auto with half regard to target is nothing in a rush. In front, he will likely die, but if someone has merely a spawn pistol, they can stay right behind him to running catch his gun and continue. If he is second, the first is a meat shield. If he is last, this is only a counter flank, with maps like cbble B, where he would be the last one out the door, on his way to clear out the mid hall entrance. If he dies more than a few seconds in, ignore his gun. It SHOULD be nearly empty, and reloading has no place in a rush.
-Make sure you have a usable secondary weapon. As said earlier, reloading has NO PLACE WHATSOEVER in a rush. If you run out of ALL bullets, you have better chance of killing with a knife, since by that time you should be within arms reach of an enemy and you likely have low health. Once you primary weapon runs out of ammo, immediately switch to your secondary and use it. If your secondary falls, and you are somehow too far from the enemy to have any chance of knifing, unless you are the last person knife out. The bane of rushes will be my last rush point, and it is why you should knife anyways.
-Keep your finger ON that TRIGGER. If you are rushing, KEEP FIRING. ALWAYS. NEVER stop firing. EVER. PERIOD. Tonight I had a para in my group on cbble at B. When I died, I specced to see him die inside the tunnel (I was on the stairs), and I didnt once hear his gun fire. The map changed before I could chew him out. But even if you have a deagle, dont stop to focus your shots. Enough people sending shots in a general direction will kill anybody exposed.
-When there is a rush, NOONE is exempt. This is most horrible at cbble and dust2. In dust2 I see people staying in the tunnel to fire. Guess what? 2 targets max are visible there: The guy immediately to the left (who should die instantly) and the guy behind the box, whose head is too small to attack head on. But people stay in the tunnels, ignoring the CT's to the right that slaughter the T's so often. At cbble and B, people stay on that big crate and fire out. But there is at most 1 CT that will be likely to be shootable from there. Dont go there during a rush. All this means that EVERYONE rushes. When there is a rush, unless you are otherwise ordered, even the god damn sniper should be firing his glock with the rest of them.
-Do NOT STOP. EVER. PERIOD. END SUBJECT. Well, not end subject. I CANNOT say enough on this subject. Yes, teammates will die in a rush. In front of you. Brutally. From all directions. Their first step will end in a fall, and blood shall flow like the Nile. But you cant stop. Not to reload (shame!), not because you are afraid, and ESPECIALLY not to kill someone. If you cant kill them while you are moving, you cant kill them while you stand. Circle strafe outwards and kill them, but keep moving. This is THE most important point of rushing. DO. NOT. STOP. Otherwise it wouldn't be called a rush. And unless I am told otherwise by an admin, I will indeed slay people on my team who fail to commit to either this or the previous point, because last I checked that would be disobeying direct orders.
That was the first and most frequant one. This next one is more a tactic than a basic skill. And its pretty simple
Window Spam: I'm sure we've all been on compound as CT's and we go right, but get slaughtered by people in the windows. Or on cbble the bomber gets sniped running to A. It happens all the time, and people dont generally deal with it well. Maybe 1 or 2 guys max pop out and take pot shots, but the sniper (be it scout, m4, or ak) deals with them patiently 1 at a time. Teams get picked off or withered down. Then they lose after that. Heres a nice little counter. Everyone at once pops out and (depending on the material) showers or directs small controlled bursts on the window. If its a case like cbble where the window is surrounded by stone, everyone pops out at the exact same instant and starts bursting spurts of bullets through the window the sniper was seen at. He may fire back a little, but he will at least retreat. On maps like compound, though, its more complex. There are at least 2 windows, possible 4 if they shoot out the boards. This is different, and requires more thinking. You assign 3-4 people (the whole team if its small) to the walkway, and any remainders to the actual windows. 2 people fire controlled bursts into the actuall walkway window, whilst the other 2 just unload waves onto the metal on either side of the window. The remaining 1-3 people check the glass for a T. If they see him, all but one fire at him, and the 1 fires at the catwalk right next to the brick. If they fail to see one at the glass, they begin to spray the entire catwalk with bullets.
The heart of this tactic is unity. Everybody with a gun fires. At best, one of the dozens of bullets will catch the guy in all the wrong places, and at worst he will leap back scared ****less, leaving you free to cross the danger zone. Use this tactic, and use it well.
Both of these points have been on my mind for a while, and I just thought I should share with y'all. :)
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