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Italy Tactik discussion.

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  • Potshot
    replied
    Re: Italy Tactik discussion.

    First of all, rushes are hard to repel on most maps, and Italy Tactik is one of them. Second, if you have the defense set up as I explained, the only spot you could get close enough to nade is the upper hostie room, and even then the only available option is a flash. If you have one of the "floaters" near or on the stairs, he'll be able to quickly take over. I've thought it out and tested it on a few occasions, the only real weakness in it is the hostie room window, and even then it's not a very critical one. Of course, there's always human error, but we can't really change that, now can we?

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  • Clefspeare
    replied
    Re: Italy Tactik discussion.

    As I stated before, those people up top are all going to get hit with one grenade. I don't see how letting them get so close to the hostages without so much as a fight is a good strategy. They could all rush in at once from mid, take out the guy in the window, and rush through the front door killing everyone as long as they watch their flank. Close combat isn't a good idea when there is plenty of open space you can take them out in.

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  • Potshot
    replied
    Re: Italy Tactik discussion.

    If you have two people at long hall window and the balcony, they've already got 2 entrances covered. Then you have one at the other window, mainly watching stairs but being ready to nade the dark room when needed. One near or in the sewers, ready to jump out when someone calls enemies in there. Then you have one as a distraction at the main entrance, who will peek out and fire a shot or two as soon as the sniper on the balcony asks for it. That's five people. The other two should be out farther, and then back up when under pressure to be reinforcements if someone falls within the house. This doesn't guarantee victory, but it keeps the enemies at longer ranges so they can't nade important areas. If the enemy gets close, you should try to flank them. If they get in from the main entrance, drop of the balcony and come behind him. If they get in through the window, or have it covered, nade the corner of the house or if you think it's safe enough to jump out and run up to them, do it.

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  • .tritone.
    replied
    Re: Italy Tactik discussion.

    I'll side with potshot.

    Given a map as concentrated as Italy, I'd be a big proponent of a very, very tight defense.

    Keep everyone in the house in a position to guard the three entrances, (front door, sewer, boxes window), and there's no way for them to get in.

    They can flash, but if you keep people at proper angles and call the flashes as soon as they happen so someone can flip over to cover you a well organized team can repel the opposition every time - as long as they're patient enough not to peek out.

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  • Clefspeare
    replied
    Re: Italy Tactik discussion.

    Originally posted by Potshot View Post
    I personally like to keep the defense tight. If we have to have people at the tree house/apartments, I think they should fall back right after they pick of the first CT or the CT's start putting pressure on you. Besides, you can control nearly all the entrances even when you pull back, the only tough spot is the stairs. Though I do agree that against most strategies you need to hold the outer areas for atleast the first steps of the match.
    A tight defense can be good at times, and so can mine. You can't always do what I suggest, but most of the time it does work.

    The problem with having everyone in the house is that they aren't doing anything and get in the way. If I am sniping, I want the whole upstairs to myself. I don't want people blocking me if I need to get to a certain position such as the balchony or the side window. Everytime I see a tight defense, I also see three people dying from one grenade. It gets too cluttered and hard to work with your team. Also, if you are all in the same spot, it's a bit difficult to communicate because you are all right there seeing the same things.

    I think what most people will think the problem with my strategy is that everyone will die away from the house and get nothing accomplished. While that is sometimes the case, it really depends on the person. You should be able to put yourself in a position where if you get hit, you aren't out in the open. A soldier with a little health is better than one with none. Some people need to remember that.

    I personally, can not work well when I have three other people near me. So, when we are all in or near the house, I end up dying first. The strategy I stated works well with good communication, people who don't mind pulling back, and giving up getting a kill if needed (Which is sort of the point anyway, not kill hunting).

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  • Potshot
    replied
    Re: Italy Tactik discussion.

    I personally like to keep the defense tight. If we have to have people at the tree house/apartments, I think they should fall back right after they pick of the first CT or the CT's start putting pressure on you. Besides, you can control nearly all the entrances even when you pull back, the only tough spot is the stairs. Though I do agree that against most strategies you need to hold the outer areas for atleast the first steps of the match.

    For the CTs, The best way to break defenses is to push through from one spot. As soon as the defense is cracked, the Ts usually "collapse" for a while after a CT gets into the house or manages to pick someone off, and this is one of the most crucial moments that most people never realise. Every T will fall back to get a slice of the action or to back up their allies, and pushing up close as well as nading the few spots that can be naded will do a lot of damage to the defence. At this point falling back to pick off enemies trying to compensate for the crack in the defense is one option, or you can push even harder. It all depends on the team. Some people are better at picking people off from a distance, while others like to get personal.

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  • Clefspeare
    started a topic Italy Tactik discussion.

    Italy Tactik discussion.

    Alright this is pretty much my favorite map that we play. It is best played though when both sides understand strong and weak points of the map. I will explain my strategies that work for both T and CT sides.

    From Terrorist perspective:
    I am a strong believer that if the Counter Terrorists take Apartments/Middle, then all is lost. Honestly, it only requires two people to cover long hall. A scouter and one good rifleman either at the end of the sewer or at the tree. The first time I started this, Gogeta was at the tree and I was scouting from the house. We took out about 2 or 3 at long hall every round unless they all decided to go a different way. And because we have only 2 near house, it allows for the other five members of the team to cover the other areas well. If it was me, I would put one person tree room, two near apartment corner (Maybe even one in that room of the apartment if they are good enough), and then two in middle (Either above the bridge, at the box, or in the wine cellar). If that is the case anyway, then the tree room guy could go down to cellar. Now don't get me wrong, if you need to pull back to the house, then pull back! I am not saying stay out there until you get killed. If your partner goes down, pull back to middle or something. When me and Gogeta did this, we went 7-0 against the cts.

    From Counter Terrorist perspective:
    So, with that strategy being said, I believe that a CT's main objective is to take that apartment corner/tree room/dark room. I have found that if we take tree room quickly, it is a great base of operations for an attack on the house. One reason is that no sane terrorist will go to apartments by himself because there could be many cts there. It is generally easy to capture dark room once you have tree room, just toss a nade or two in there and there you go. Instead of scouting long hall, I have had a much easier time scouting from the apartment corner, but either way is a risk. So, best way to do this strat is to send one or two wine cellar (Although not many people cover it), get two or three to go apartment (One up top, two below), and two going middle (One covering the other as he moves up). Obviously, good communication is required for any decent strategy. So, you must be able to come up with something on the fly. Take your time and see if you can pick off a couple people in the side window. Some people are impatient and poke their heads out. If you are going to go into the house from the boxes, make sure you flash the window, maybe twice.

    As far as long hall is concerned, you don't really need to go that way. But if you must, I have a couple of suggestions. Smoke the hall enough to where they can assume that you are running into the sewer, then run to it but run back, and they will think you went in there. This has happened to me and I ended up freaking out and sending a guy down there when he could have been used somewhere else. Confusion is a great ally of the CTs, as long as the CTs aren't the ones confused.

    Another good thing to try for long hall is smoke only one side of the hall, have one person behind the smoke blind firing the window and have the scouter on the side where the smoke isn't at and scout the house. Cover fire is amazing and should be utilized.


    That's all that I can think of for now. I hope this is a help. I want this map to be as much of a challenge as possible. It is played often and people should know some decent strategies. If you have any other points to make, feel free to post it.

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