Tactics (Basics) - Information for Matches

Started by Dr Sadako, February 03, 2004, 11:16:29 AM

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Benny

Just a quick one while I remeber..

When you rush the doors site with the bomb, you can cut the corner on the ramp (jump duck) and again to get back to the top level.

It may add a half second to the route, but the cutting corner saves that and also doesn't put you direct in the line of fire from the hiding CT's at the doors or behind the blocks.
===============
Master of maybe

Dr Sadako

CT 5 vs 5 tactic

First 3 CT out of spawn goes to B (right site, not spawn). CT1 throws Flash into the mincer. Make sure that you hit the boxes in the corridor or to the left of the boxes. After flashing runs into B. Last CT to enter the double doors to the sight has the responisibility to guard the doors for any middle rushers. Image will be added.

CT4 and CT5 guards the ramp and left exit from mincer. They should vary their positions every round if possible e.g. one on balcony and one on the right side of ramp etc. Image will be added. If the Ts advance either ramp or left these CT should delay with smoke/flash and call for backup. If possible get a AWP/Auto on the balcony to scare them to go to B instead.

In the CZ version of this map there are barrels in the middle that are excellent cover btw.

T 5 vs 5 tactic
First round
 rush mincer and turn right and go out ramp/balcony side. Jump over edge to box (2-3 Ts) and rush up the ramp and go to CT spawn.

Second round
Win: Left rush to B
Loss: Eco left rush to B

Following rounds
Left rush to B and vary it with a mincer middle to B or CT spawn.

Notes: look out for CTs rushing into the mincer. If the first T is going to throw a nade throw it early. Even better is if T1 has a gun out and T2-T? throws nades to middle.
-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein

TeaLeaf

The CT variation we have tried with some considerable success in the early rounds is to send 4 to B (3 in the site, one near double doors) and then the 5th stay by the archway towards CT spawn looking towards the balcony end of the mincer/tunnel/ramp.  

In the early rounds Ts usually really hammer B for an early cahs advantage and having 4 peeps there really murders them.  Later in the half you usually start dropping back to the more conventional 3-2 spli as described by Sadako above.  The variation keeps the Ts guessing and with a bit of luck you are in the right place each time :D

TL.
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

TeaLeaf

ITB schooled us in this map tonight and we lost 6-18, so whilst the wounds and are still sufficiently raw I thought I would try to put some thoughts down.
  • As T they always sent one left to keep our defenders busy.  Unfortunately as he was a bloody good shot then he also often took both our right side defenders out on his own.
  • They always sent someone house route and then back in via vent.
  • They coordinated the attack of the now sniper window man with FB's up the middle and emerged from both sniper window and middle at the same time.
  • As CT the defended the new route bombsite with a man boosted on to the box which is the other side of the boxes we usually plant at to defend via balcony.  I have not seen anyone do this and it was an effective tactic.
  • They guessed on one round that we owuld come up middle and unfortunately for us we did.  They were lined up 3 of them against the wall on the far left as you crested the ramp and a 4th in the sniper line towards CT spawn.  The 5th was on our right.  They quickly wiped out 4 of us and then killed IceHawk too.
  • At the 'left left' site they put on man in the bomb site and another on CT spawn side.  Both men had FBs and HEs drawn and cocked, ready to throw.  These HEs/FBs pretty much ruined out left rushes as T.  The man in the bomb site was on the nearside left in the boxes and the man on the right (CT spawn side) was on the lefthand side of the arch as we went through.  They created a crossfire which worked really well.  We coudl only attack one of them and usually we were partially blind and HE damaged at the time too, so we were not that effective.
That's all I can accurately recall, but if anyone else has some other tactical memories then please post them as we may be able to use some of this tuff against other teams.

TL.
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

Grimnar

It seems we have a match tonight on this map <_<

So i checked some sites for some tactics, if you have something to say plz do if it can help the team ;)

1. This is the main postion for the CT's if they are getting owned by rushing T's



How to get here?
Where you start as a CT behind the green truck there is a ladder up to this postion. Move up this ladder and ya there.

Points to watch
Okay to the right of this postion and down is the back door of the building, some T's rush this section but you should be able to hear the door creak open. The area where the three red crates are T's rush this area so be sure to watch that. The main area is the roof of the T building as some T's come onto the roof and you may no see em if you zoomed in!

2. This is on the bridge and is good for getting back door T's :-) and front door T's:-



How to get here?
Run as a CT from the spawn point in the direction that the truck is facing, then turn right up the ramp then down to the end of the bridge. Once here face to your right and your set (you must run here quickly as T's can get out here really fast!).

Points to watch
There are really only the roof of the T building to watch for as they can creep here and you wouldnt see em if you were zoomed in. Also watch for the ramp of the bridge as any sneaky T's can get round here with out you noticing.

3. This postion is good for nabing the T's that rush the front door:-



How to get there?
Exactly the same as postion 2 but turn left instead of right up the ramp and crouch in the dark area.

Points to watch
I'd suggest only look at what your aiming at which is directly infront of you. Dont stay at this postion too
long!

4. Here as a T you can clearly see the corner of the door into the warehouse:-

http://www.planethalflife.com/cstactics/sn...cs_assault4.jpg

How to get there?
Most terrorist's start right next to this postion so its easy and quick to get to.

Points to watch
The main points to watch are the vent near to this section and also the vent that drops out near the hostage room. Also watch the back door as CT's can come in here (you'll be able to hear the door creak open, if ya do just pop a round into the door as some CT's open the door and step back.

5. This postion covers the whole of the front door and can easily cover the back door:-



How to get there?
Just go down the ramp from where you respawn and run over to where the glass is, then crouch behind the box then face the front door and your ready to go.

Points to watch
Your gonna wanna mostly concentrate on the front door, but watch out for the back door as most CT's will open the door and throw flash bangs or he's round if they do just either run or turn you back and when you hear it go off turn round quickly to be ready for them :-). Watch the air vents (but this is only if your alone as some team members will be up in that area.


This info comes from planethalflife.

But i have 1 thing to add for the T's. I prefer to be on the ladder (you see that ladder on pic 4) You can see the vent exits you can see the big door the little door. (from there you cover a large area from the map (building) But you are on a weak position if you get attacked by 2 sides at the same time. For the rest i think it is a very good position. (it is not a sniper position maybe a autosniper but not for a awm)

Grimnar

part 2 from plannet half-life.

Possibly one of the most played maps [next to de_dust] cs_assault is the *french accent* creme de la creme of playable maps :). Well the basic idea behind this map is the mean old t's have taken hold of a warehouse and captured some inocent by standers on the way :) and the cts are gonna kick some ass :).





Well inacutal fact this map is a bit lopp sided towards the t's. If the t's wanna camp on this map then they have got some of the best deffensive postions. For the poor old ct's it would seem that they have a very hard time getting into this place.

Terrorist's
Okay your a terrorist, you have probably got the easiest time on this map. No joke you have so many options you can take on this map.

1. You can camp in the base with either a Sig, AK-47, AWP or G3 and your gonna have no problems. Unless of course that you dont have any one covering the two vent exits. As this can alow those sneaky little ct's to get in behind you.

2. You can charge the front/back door. This can be very effective also, as the ct's wont be expecting this and due to the open area that they start on they have little if no cover. If your gonna storm the fron/back doors I suggest that you arm your self with any weapon EXCEPT of course sniper rifles [G3, AWP, Stery scout] or your gonna be in big trouble :).
When you storm the back door watch out for that tower near the ct's spawn point as that is a favourite place for snipers to lurk, and if your not careful your gonna just be an easy target.
If you choose to storm the front door then I suggest you do it quickly and gunz a blazing :) cause them ct's are gonna all be hanging out there. So take some of your t freinds to meet em :). The best weapons for this route the same as the ones for the back door. Watch out for ct's on that bridge [they tend to get there a little later than the t's get out the door so watch your back]. Also keep an eye out for those pesky snipers :) again on the tower.

3. Storm to the vent - [if your lucky enough to start there then even better] armed with a AWP or some other sniper weapon get on that rood and begin sniping those damn'd ct's. Watch out for the tower opostie you and the two ladders up to your postion. If you have some team mates covering you you should be okay.


Counter terrorists
Well im sorry to say this but you are gonna find it very very difficult to win this level if all the t's decide to camp in side. You have a few options if they decide to camp in the base.

1. Smoke and flash em out - Well there are these things called smoke and flash grenades they are hella usefull for situations like this. Just take a smoke grenade and thow it right at the front door that way any camping t's arent gonna see you coming in. If you feel lucky then throw a two flash bangs in. The first will make em either run for cover/ turn away / get blinded, either way its had the desierd effect now just charge in that front door and hug that wall to the left to avoid snipers on the upper level. Check my grenade tactics here.

2. Go in dat vent - If you can make it to the vent then dont walk down the ladder as it will take longer to get down and any nasty little t's in the vent will have a easier time cappin' ya a$$. So what you do is walk back and stay inline with the vent and run up to it and jump just before you get near it [so that your face hits the wall] and crouch in the air, your now in the vent. You have two options here, (1) Walk straight out the front of the vent (2)Go up the side vent and drop out. I would recomend (2)As not too many people hang out near that exit point and you have a chance of coming behind ever one with out them even knowing :) nice hu?

3. Go back door - No this isnt some sexual innuendo :), go to the back door, and its all about timing on the part, charge in too soon your a gonna, charge in too late no baddies :(. Well just try to listen to the action if you hear a big rucas then charge in cause the chances of the enemy being distracted are quite high. This way is a lovley death trap due to all the t's that decide to camp there. So if you gonna go in this either open the door and charge through or, open the door and run back and wait for bullets to fly through that door :) and then go in while they reload.

Red_Thunder

most of that seemed more common dog [sense] than nething :-/ nice find tho :D

TeaLeaf

In matchplay I would *ALWAYS* elect to go CT first on this map.

You _know_ that when you are T you can camp the hossies and win the map.  If you go T first then they get the idea of camping too.  Going Ct first means that they do nto get the idea of camping from you.  This allows you to see how the game develops and to monitor the score.  By going T second you can then choose to camp *if necessary*.  If it is not necessary then don't as it will be a more enjoyable match without the camping.  But this is about the win..........if you want to enjoy yourself then go jump on the Hook. ;)
TL.
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

Dr Sadako

What it all boils down to.

1. Win the first round as CT.
2. Win all 12 rounds as T.

Is it that obvious I don't like this map?  :whistle:
-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein

DuVeL

I'm up 4 it, don't like the map but okay, a small getting together to work/look for some other tactics?
Survivor of LAN V, VI, VIII, IX, X, XII, XIV, XVI, XVIII, XX, XXIV, XXX, XXXII, XXXIV and XXXVI so far...
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[QUOTE]Cheesepuff...A cyborg is sent from the future on a deadly mission. He has to kill Ninja_Freak, a young Man whose life will have a great significance in years to come.Ninja has only one protector - DuVeL - also sent from the future. The Terminator uses his exceptional intelligence and strength to find Ninja_Freak & attempt to terminate him.
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smilodon

Also useful to use the monitors. Effective use of the monitor and sharp shooting down the length of the duct can make it impossible for the CT's to get in the duct and stay alive as it negates the jump down into the duct tactic. If the T watching the monitor calls it fast the T guarding the duct can take out the CT exactly as he jumps don into the duct opening.

Of course as CT if you supect the T's are using the monitors then liberal use of smoke around the duct entrance can help disguise the exact moment you drop down into the vent.
smilodon
Whatever's gone wrong it's not my fault.

TeaLeaf

Agreed, having someone good on the comms as T is always important, so long as they someone provides backup by covering the vent.

Likewise having a camera man as CT can be quite helpful.

One other point (which I assume still works on this map):  As T, in the early rounds if you get into a situation where you outnumber the remaining CTs/CT then it is worth sending one man out on a solo mission to destroy the arial on the CT truck before you kill the last CT.  If you do then for the rest of the map the CTs' cameras will not work :D

TL.
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

Dr Sadako

Update. You can NOT plant on top of the boxes in the in CZ.
-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein

Hippy

Bump for Charlie Company to have a read and a think about these tactics seeing as our next 3 matches are Dust_2

 ;)

Doris

Hippy and i were looking at good places to throw your nades,

Here are 3 simple steps to flash that annoying person/s on the right:

1)As Terrorist Rush into B, One at the front with the flash throw it to the left...
(the area marked red is on a angled wall make sure you throw it against that to ensure it lands infront of the box on the right.)

2)Then this lands right infront of the CT's stood next to the green boxes on your right, you know where everyone stands  :rolleyes:  ....

3)the outcome..


Effective, as you are already near the site, so they wont recover for a while and therefore easily killing the person behind the boxes.


vG.