Dead Men Walking

Old Server Admin Section => dMw Matches and Training (Private) => Archived Feb 09 => Tactics - Map Specific => Topic started by: Dr Sadako on October 23, 2002, 08:00:05 AM

Title: de_dust2
Post by: Dr Sadako on October 23, 2002, 08:00:05 AM
When guarding long A. Stay at the bombsite and avoid sticking your head out. Let the Ts advance to the bottleneck and then attack them. We tried this yesterday with very satifying results. The virtue of a CT is patience. Remember that CT win by default if the time runs out before the bomb goes off.
Title: de_dust2
Post by: Armitage on October 23, 2002, 07:58:08 PM
it's probably good idea. but we still must mix things up, It's easy to defeat a defending team if they are always in the same place.
Title: de_dust2
Post by: Dr Sadako on October 23, 2002, 08:45:41 PM
Quoteit's probably good idea. but we still must mix things up, It's easy to defeat a defending team if they are always in the same place.

The score was 6-0 and we had only had 7 (of possible 36) deaths in those 6 rounds ...
Title: de_dust2
Post by: Armitage on October 23, 2002, 09:04:14 PM
just shows they weren't very good :)
Title: de_dust2
Post by: TeaLeaf on December 03, 2002, 07:51:47 PM
We have a match on de_dust2 this Thursday evening, so it would be good to see if we can post up some tactics that are slightly more specific.  So can I ask everyone to post their ideas here so that we can tune them up for the match?  Our opponents are known as 'sneaky' and run many 'split/diversionary' attacks as T, so bear that in mind when writing your tactics (they have been known to ALL hide in the tunnel as Ts!).

Oh, and the match is 5 v 5, so don't go planning for 6  :D
Thanks.

TL.  8)
Title: de_dust2
Post by: FBG on December 04, 2002, 09:24:58 AM
my favourite on getting a head start is this. Only really usable for the first few rounds, peek through the dds at CT and look up to the T ramp. Theres a small light patch, whatch this and you can see if the T's are heading to either a long or short A route. If you see nowt then you pretty much can guess at B.

There, you all probably new that anyway.

ps, dont get awped after the first few rounds.
Title: de_dust2
Post by: TeaLeaf on December 08, 2002, 06:49:49 PM
OK, so we know we are woefully short on CT tactics for this map so I've been doing some digging around and watching some demos to try to get some pointers.  Our previosuly tried "2A, 2B and 1 middle" just doesn't do the job well enough.  So here's a summary of the CT dust2 tactics that I found:

1.  The CT standing in the middle sniping through the double doors is potentially good early on, but as soon as the T get an AWM then that post is usually no longer viable as the AWM is there before the CT.

2.  Most teams I watched sent 3 to Top A and 2 to B.  As there are 2 main routes to A and only 1 main route to B then this kind of makes sense.

3.  At B there was ALWAYS one CT stood behind the boxes next to the exit from the mincer (not further back in the cubby hole).  The second stood either at the back of the raised area to snipe into the mincer, or behind the main boxes at teh bomb site, again to snipe towards the mincer exit.

4.  At A - first point is that they were ALWAYS at TOP A and never on the lower levels.  Height is a distinct advantage on this map.

5.  At A most demos usually placed a man on the wall immediately above CT spawn, behind the boxes at short A.  The other 2 were placed one at the bomb site itself (to cover long A initially unless his attention was called to short A by the first man) and the other was against the corner by the rear map wall to either snipe down long A or trun and cover short A as called for by the first CT.

6.  None of the demos showed any successful team consistently placing a CT to snipe towards T spawn through the double doors.  However, several teams had a quick 'running past' look to see if they could see movement at T spawn.  If they saw none then it meant B, if they saw some movement it meant A.

7.  I noticed that on a round where T over-powered CT at B and planted the bomb, that it wasn;t worth sending more than a single man from A to B via the mincer.  It took too long and just set the CTs up in a queue to be shot as they exited the mincer into the bombsite.  Better for 2 to go directly through spawn and only 1 or none through the mincer.

8.  A T tactic mentioned to me that I thought worth repeating was that if T wanted to go A but didn't want to give the game away by being spotted moving across the double doors sniping line. then they could all wait 40 secs or so at spawn and then go A.  By this stage the middle sniper or lookout has usually abandoned his post.

OK, so that was what I found.  Any thoughts, comments or anecdotes?

TL.  8)
Title: de_dust2
Post by: TeaLeaf on December 09, 2002, 08:05:34 AM
FREE SEX

I just figured that after 2 attempts to generate a discussion about dust2 tactics and having had no responses, that I ought to try a different approach.  Please post your ideas and comments on de_dust2 strategy here asap.  And if you're after the free sex then please see Secret Squirrel, the clan's 'not-exactly-omni-present biatch'  :wink:  at least that's what Smite told me SS was......  :D

TL.  8)
Title: de_dust2
Post by: Dr Sadako on December 09, 2002, 08:55:34 AM
Quote
4. At A - first point is that they were ALWAYS at TOP A and never on the lower levels. Height is a distinct advantage on this map.
TL. 8)

I agree, but the problem with being at higher ground is that you expose only the upper half i.e. headshots are more likely to occur.

As CT we should consider one or two rounds to attack with one guy through the middle or short A. This will make the Ts a bit more careful. If we always are at the bombsites they get comfortable and we would want that.

As T I have seen a tactic that is sometimes very effective. Ts place one guy with a scoped weapon in the middle on the left (CTs right) by the boxes. In this position the T have a clear shot of short A and could also take out CTs coming through mincer to short A.

The T w8ing tactic is nice but one should be careful of the advancing CTs. By that time they could be very close to T spawn if they play agressive.
Title: de_dust2
Post by: FBG on December 09, 2002, 10:16:05 AM
Something we haven't developed in any of the maps is a rushing tactic, could this work in anway way?

i.e. middle sniper guess (educated i hope) at direction of Ts. AL, AS or B.

AL could mean a rush up and attack from behind. Maybe a half team split, to get them in a cross fire. 2 at topBS and 3 from behind.

AS is a difficult one, but essentially the same. a couple of flashes and grenades would give Bsite CTS time to go through mincer and come at AS from behind. Middle guy could reinforce top bomb site.

B site would benefit from a delayed rear attack from 2CTs coming from short A into mincer. They should wait ideally until Ts are coming into the Bsite. Anylater and Ts will be covering the tunnel.

Not sure a full team rush would really work unless we get a possitive call very early on. Or guess at where they might go. i.e. whole team though long A. Pointless rushing B because if were wrong then there isn't much chance of getting to A before they plant and cover all the entrances.
Title: de_dust2
Post by: Dr Sadako on December 09, 2002, 10:32:27 AM
Say we have 2 at B and 3 at A.

B guys arrive and notice that there is no attack. One of the CTs goes immediately through the mincer to short A/long A for flank attack. This way we know very quickly that B is "clear" and that the attack to be expected at A. Sure if the Ts do the waiting tactic B is open. But the waiting tactic is done to advance to A and avoid being seen by middle guy. So I think it is something we should try in a practice session.

Regarding short A, a smoke through middle doors to short A route might slow down Ts long enough for a CT from A to cover it.

At B, place the flash just at the entrance. If thrown too far we only flash the last guy.