View Full Version : de_dust2
Bluepixie
20th April 2006, 11:43
Map of de_dust2 (http://www.csnation.net/cs2d/submitted/dust2/CS2D_DE_DUST2_SUB2.jpg)
I know this map backwards, but don't really know "how" to play it. I find it particularly difficult playing as CT, but maybe that's just me (it's ment to be a balanced map right?!)
Also tips for rushing B as T's? I know the general setup for flashing B
one in the tunnel first, bouced off the side. then another off the big crate in the middle while person behind throws a frag into the CT camping spot at the back.
Sid
20th April 2006, 15:21
The key to playing any map as CT is about communicating the position of the enemy and reacting quickly. Basic CT tactics for dust2 are usually:
2 watching short - 1 at the bottom of the stairs at short (or pushing out to short if he's fast away) and 1 sitting at the top of the stairs.
1 watches long from inside the site.
1 watches B tunnels from inside the platform at B.
1 watches middle from just outside the window at B.
If the man in B calls, the man at the window turns round to look through the window and can pick off people easily as they rush into B. Upon B being called, the 2 guys at short should jump over down into lower B tunnels and go up behind and the guy watching long should go down to B through CT spawn.
If the Ts full rush long, the man watching it from within A should drop back into the site for cover, call "long" and flash+nade. At this point the guys from short can also flash+nade with the guys from B making their way over.
If they full rush short, the first man at the bottom of the stairs is going to die regardless - his job is basically to call the rush and to do as much damage as possible. Second man at short will nade+flash and spray as many bullets into the crowd as possible. At this same time the long man will nade+flash. As soon as this is called, the guys at B should be rushing down to double doors to hopefully get a few nades into short from behind them - then continue along short to hopefully finish them off.
It is quite important to vary your tactics from round to round to throw the enemy off. For example, it is not uncommon for one CT if he gets a very close spawn to double doors to smoke doors and then rush up the left hand side of middle, sitting at the top of middle (although not pushing beyond the ramp), he can get a few surprise kills or more likely get an accurate listen to see if they're going long. Similarly, if a player gets a close spawn for long, he can rush down and get a nade in quickly. Some teams occasionally send all 3 A guys rushing to get a nade into long while many teams will try to get an awper in short quickly by doing a boost at the boxes.
I'll maybe post some T tactics later. g0r will be able to add far more input than I could - he's a tactical genius, lol.
The best way to practice and work these things out is to get on a server and mess around + play PCWs. Anyone game for a muck-around tonight?
gor
20th April 2006, 15:26
Also tips for rushing B as T's? I know the general setup for flashing B
one in the tunnel first, bouced off the side. then another off the big crate in the middle while person behind throws a frag into the CT camping spot at the back.
I might be able to help you out there pixie, having played b for what seems like forever. Need a bit more information first:
Did microplay use cpl rules, ie. mr15 (max rounds 15), 1.45 round time? or mr12, 3min round time?
Are we assuming this is for a typical 5on5 scenario, or the microplay 3on3 type thing?
I find it particularly difficult playing as CT, but maybe that's just me (it's ment to be a balanced map right?!)
You are right; d2 is classed as a balanced map. However generally in 1.6 terrorists would be expected to take 10 + rounds in a half. So yeah, ct is commonly the harder half (I presume this is still true in source). The 'balanced' tag is more reference to the way in which each site can be approached, A and B has pros and cons that overall probably balance each other out.
If you want me to expand on anything, I will.
Bluepixie
21st April 2006, 11:21
the 3v3 toury at microplay used mr15 (max rounds 15), 1.45 round time.
I'm interested in both 3v3 and 5v5 tactics, as both are played in matches. Was playing de_dust2 yesterday on some public servers and was fairly handing it out. But that's more down to my own personal play rather than the team. Was playing T's and found that smoking and faints work v.well. Also found hanging back at the A long double doors to counter rushes works well too.
gor
22nd April 2006, 16:10
Your best form of attack, is knowing the defence. You need to call upon knowledge of defending as CT when planning a rush of some sort – this raises the question: How do you play CT, in order to deceive em?
I'll try to stick to pixies original post - the attacking and defending of B.
Ideally tactics would be explained over voice comms, on a server, in specs, but here we go.
T1 = mogwai, T2 = strings, T3 = pixie etc. Or whoever - It should be self explanatory.
Attacking B (Terrorists)
It is to be expected that CTs will have 1 in B, 1 outside B, and the rest covering A. So this is your order of contact, 3 waves if you like.* The order of your 5 terrorists, is usually a strict one. The bomb is given to the same person during freezetime (3rd or 4th in line). The flashes are carried out by the same people, the clearance of lower B by the same person etc. The 3 waves of CTs are usually the priority of the equivalent order of terrorists – the first 3 Ts concentrate on waves one and two, and the remaining 2 Ts concentrate on getting in position to counter the back up (wave 3) – in theory. Over time players can take over each others roles and freestyle a bit, but for the not so experienced it is always safer to have specifics.
Wave 1 – as pixie mentioned the most popular method to eliminate the first CT is to flash off the wall next to the B logo in complex and then flash off the platform box. Blinding the back of site, window and gay spot. (T1 performs this)
Wave 2 – T2 throws 2 flashes over the wall (over the tower box to the right of entrance) and T3 lands a smoke just infront of the double doors. This movement is done swiftly and still within the tunnel entrance, cutting the risk of being gay’d from the right or window. If timed correctly T1 and T2 can double flash before touching the floor of B. Once in the site:
T1 moves towards platform – clear it out, and cover window.
T2 checks to the right (gay spot, or closet as sometimes called) and holds.
T3 will typically smoke DD, and plant – checking in the site on the way obviously - sitting on the bomb. (bomb position is vital – INFRONT of the boxes UNDER window)
T4 backs up man on platform – and holds this area.
T5 holds complex.
Wave 3 – this wave should take care of itself, if the positioning is correct. Outside the double door is obviously the main choke point – so focus all remaining nades over the wall to delay the back up.
All Ts should be hidden from immediate view. If I was a CT and peered through window for an easy pick, there shouldn’t be a T in sight. Enticing the CTs to come through will work to your advantage (if positioning is still correct), T3 and T5 will have contact first … these brave soles act as cannon fodder, and allow T1, T2 and T4 to appear out of hiding (bait ‘em dare I say).
Team leader is likely to brief each player on their role within each phase – clearing site – and defending site. Preparation action recovery and all that.
The move is practiced over and over. In the past I have played pcw’s (practice clan wars) where the one tactic is used for the entire terrorist half (15 rounds) – until the team leader is happy with it.
Obviously there are thousands of different variations on the above – speed is a major variant – fast rush are dependent on the spawn etc. And I could go into detail on weapon selection, speed differences and actual positioning (screenies needed), but in answer to simply “how to rush b?� - It does the trick.
Tactics like the following are usually the kind of thing the team leader will put into practice:
#1
One player moves to long double doors to cover CT flank. The remaining four players walk B without being seen. The bomb gets a position in B tunnels, while the rest of the team moves middle to lower. The long player moves to middle with the other three. They throw four nades catwalk (short A) and rush out middle, smoking ct spawn. One player stays behind by ct spawn to watch for rotation, while the other three rush B from mid. The bomb moves into B as well, pinching the enemy.
#2
All five players rush into B tunnels, throwing a few smokes and flashes. They then fall back and rush into lower B, making it seem like a rush A. They wait in lower for a rotation, then walk back to upper B tunnels and move in slowly until spotted. All nades are thrown over the wall and at rotating enemy.
I’ll attempt defending B (CT) soon. Please share any issues or tactics of your own, it really does help. Keep in mind public performance is void in matches – in every way.
*In source the double doors at B are angled inwards (opposite in 1.6) – this may encourage two CTs in B and none outside. Certainly in 1.6 it was common for an awp to cover B from OUTSIDE (peering between the doors at B). Perhaps someone like strings or mogwai could clear up what is common practice in source matches.
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