Saturday, March 21, 2009
Thursday, February 5, 2009
some advices
communication//
the bare minimum of what you need to call:
- anything you throw (nades, flashes, etc) and where ur throwing them
- on ct, where exactly ur playing and where u want ur teamate to play (call everything u hear and see. footsteps, nades, flashes, smokes, guns..if u hear 2 aks and an awp fire, that means theres 3 ppl there. u might wanna call that. also if u hear them run back etc.)
- on t, where ur going, watching, covering, the more we know b4 u die the easier it'll be to get them after u die
- where they will be coming from if u die
- BOMB???!?!? call it.
- need help? say it. ur not cal-i like me
- if ur getting raped, discuss while dead what u need to do the next round to beat them.
- if we are doing a default to see how they play, u need to call everything u saw in terms of how they play it, if they push, defensive, or if they flash certain spots or if they boost etc.)
- if u need a teamate to cover, flash, smoke or nade something, TELL THEM!! THEY CANT READ MINDS!!!!!!! and if a teamate asks u to do something DO IT. if u think it was bad thing to do (discuss after scrim) and make sure u knwo what to do come match time
- u CANNOT let one person on the other team kill MORE THAN ONE person, u hvae to TRADE deaths. constnatly i see us kill 3 ppl then 1 of them kills 3 of us and then we lose 2 on 2 like retarded idiot sucks
- if ur covering a site, tell ur teamates where ur watching, and where u need them to cover!, also let htem know EXACTLY WHERE the bomb is planted (whoevers planting's job to say this)
- if we have the bomb down or number advantage such as 1v3, 2v4, 3v5, DO NOT RUSH FOR KILLS, work with your teammates, we have had a number advantage in every match so far we didn't win ONE god damned pistol round because we rush for kills!
- I DONT CARE IF UR 40-2 IF U DONT LISTEN UR NOT A PART OF THE TEAM AND BEING LIKE WON'T GET US ANYWHERE
the bare minimum of what you need to call:
- anything you throw (nades, flashes, etc) and where ur throwing them
- on ct, where exactly ur playing and where u want ur teamate to play (call everything u hear and see. footsteps, nades, flashes, smokes, guns..if u hear 2 aks and an awp fire, that means theres 3 ppl there. u might wanna call that. also if u hear them run back etc.)
- on t, where ur going, watching, covering, the more we know b4 u die the easier it'll be to get them after u die
- where they will be coming from if u die
- BOMB???!?!? call it.
- need help? say it. ur not cal-i like me
- if ur getting raped, discuss while dead what u need to do the next round to beat them.
- if we are doing a default to see how they play, u need to call everything u saw in terms of how they play it, if they push, defensive, or if they flash certain spots or if they boost etc.)
- if u need a teamate to cover, flash, smoke or nade something, TELL THEM!! THEY CANT READ MINDS!!!!!!! and if a teamate asks u to do something DO IT. if u think it was bad thing to do (discuss after scrim) and make sure u knwo what to do come match time
- u CANNOT let one person on the other team kill MORE THAN ONE person, u hvae to TRADE deaths. constnatly i see us kill 3 ppl then 1 of them kills 3 of us and then we lose 2 on 2 like retarded idiot sucks
- if ur covering a site, tell ur teamates where ur watching, and where u need them to cover!, also let htem know EXACTLY WHERE the bomb is planted (whoevers planting's job to say this)
- if we have the bomb down or number advantage such as 1v3, 2v4, 3v5, DO NOT RUSH FOR KILLS, work with your teammates, we have had a number advantage in every match so far we didn't win ONE god damned pistol round because we rush for kills!
- I DONT CARE IF UR 40-2 IF U DONT LISTEN UR NOT A PART OF THE TEAM AND BEING LIKE WON'T GET US ANYWHERE
Monday, March 10, 2008
Playbook d2
Offense [Terrorist Side]
Mario walks from lower B to flash Catwalk. Klutch holds the flank at long A. The rest of the team crouch walks down catwalk - Klutch eventually joins them. Everyone buys armor excluding mario, who goes with flashbang, flashbang, optional grenade.

mario tosses a flash out the door at this angle.

mario then flashes catwalk at this angle. This is an important flash to keep in mind. We will throw it with great frequency.

We will rush catwalk after the flash explodes.
Attack any choke point with all 5 members.

cain spots middle with an AK. mario, non, and menace jump into immediate middle and setup in a triangle. Klutch watches the Long A flank.
How the triangle should look like:
http://www.gotfrag.com/files/upload/karpov_nippb_dust2_t_antieco1_2.jpg

We will walk up middle / catwalk and toss a barrage of nades, first HE's, then flashbangs, and finally do a rush up cat.
Our offensive strategy on de_dust2 is based solely off of our default; the team will begin nearly 100% of the rounds in some form of this setup. The goal is to take control of catwalk with 3 players. If the 3 players are shut down on their catwalk approach the team will reassemble in either B halls or long A depending on what non and Klutch see.

The round begins with non and menace going into the B halls while cain and mario spot the middle and Klutch holds long A.

non should begin every round by spamming from this spot.

menace will clear out lower B slowly and make his way to middle. He will smoke this box to provide cover for cain and mario while they make their way up catwalk.


To clear the initial chokepoint, menace will toss a grenade towards catwalk allowing cain to peek the corner. After that, menace joins the team on catwalk before the all out attack commences. During this time, non rotates to the middle looking for any rotating defenders. non will flank out the double doors after the bomb has been planted in A.

The full out attack begins with cain and mario tossing flashbangs over the catwalk high box and into the bombsite.

During this time Klutch slowly makes his way up long A. Klutch should have an excellent sense of the defense. If Klutch feels strength at long A, he should abandon his flank and opt to help the catwalk approach.

4 members walk B slowly. Klutch holds the Long A flank.

Klutch at Long A.

non stays in B hall with the bomb. He will enter the bombsite once his teammates clear middle and approach the "backdoor" of B.

From there, the 4 throw grenades at Catwalk and prepare to go out middle.

One flash is thrown at Catwalk to keep any defenders at bay and two flashes are thrown out middle.

The 4 get out middle quickly and toss smokes and flashes into the CT spawn choke point. By this time Klutch has left Long A and has joined his teammates in middle.

cain, mario, and menace then attack B's backdoor.

Klutch stays in middle holding the flank.
Defense [Counter Terrorist Side]

Klutch spots B. cain spots middle. non, mario, and menace stack on Catwalk.

mario and non stacked watching Catwalk. menace is to their left and roams free. He occasionally spots Long A.

cain in middle.

mario's angle on Catwalk.

klutch spotting B.

In save round, Klutch spots B

and the remaining members walk Long A slowly.
#2

mario, menace, and non setup on Catwalk.

menace's angle while peeking on catwalk.

mario eventually plays behind this wall. He peeks when menace fires.

non "baits" his teammate

cain and klutch should stack on this box on save rounds.

cain at B. non and klutch double middle. mario and menace double Long A.

non and kluch head stack in middle.

cain spots B from the platform.

cain in B alone. klutch holding middle from CT spawn. menace spots Long A from ramp. non and mario on Catwalk.

menace on the ramp.

non's angle on Catwalk.

mario's angle on Catwalk.

mario and non on Catwalk.

cain playing behind the boxes in B. (Or on platform, wherever)

klutch spots middle from CT spawn.
Setup #3 (Just in case they work B a lot - don't do it in the beginning)

non and mario double Long A to stop any rush.

From there mario boosts non onto this box to peek for anyone holding Long A.

If no one is spotted non moves off the box and into the pit at Long A.

mario then rotates to the Long A chokepoint and watches middle.

menace holds Catwalk from the ledge.

cain and klutch stack inside B.

klutch's angle.
MID: Cain do not peek with an AWP. play passive for couple of rounds.
CAT: Do a lot of flashes banked off the wall to mid, nade them, jump and check lower b, and boost on the boxes
LONG: Menace you can play aggressive if you want, or if u decide stay on platform. In case they take B, you are most likely last guy thats gonna rotate to B, if necessary ur main task is to watch dd mid for the flankers while rest of the team is retaking the site.
* On offense: If we are losing rounds consecutively, they divert from our complex strategies and send all 5 players the same direction; i.e. 5 long, 5 cat, etc.
* On defense: klutch tend to play middle from the dark boxes in CT spawn.
* On defense/offense: do not peek mid with an awp. there is no need for that in the beginning. be disciplined.
* On defense: Do passive strats in the beginning, in case they do not work, switch to an aggressive "mode"
*On offense: ECO is simple, attack any of the choke points (cat, long, mid...) and try to get as many kills as possible. End those rounds quickly, dont let them gain self confidence from killing you with glocks.
*If things don't start off good, mix up the positions, if ecos don't work, stack one site.if they go opposite, it doesn't matter get exits. if u get a weapon during exits, give it to klutch and do NoA stack with him on top. rest of you play ur spots.
*Its a balanced map(dust2), couple of rounds don't mean anything (remember bloodline 0-8 ct side?), find the spots they play and know your role in the team, and we can beat them.
good luck.
- 1st round strat:
Mario walks from lower B to flash Catwalk. Klutch holds the flank at long A. The rest of the team crouch walks down catwalk - Klutch eventually joins them. Everyone buys armor excluding mario, who goes with flashbang, flashbang, optional grenade.
mario tosses a flash out the door at this angle.
mario then flashes catwalk at this angle. This is an important flash to keep in mind. We will throw it with great frequency.
We will rush catwalk after the flash explodes.
- Eco Rounds
Attack any choke point with all 5 members.
- Anti-Eco Rounds
cain spots middle with an AK. mario, non, and menace jump into immediate middle and setup in a triangle. Klutch watches the Long A flank.
How the triangle should look like:
http://www.gotfrag.com/files/upload/karpov_nippb_dust2_t_antieco1_2.jpg
We will walk up middle / catwalk and toss a barrage of nades, first HE's, then flashbangs, and finally do a rush up cat.
- Default Gun Round Strategy [A Split]
Our offensive strategy on de_dust2 is based solely off of our default; the team will begin nearly 100% of the rounds in some form of this setup. The goal is to take control of catwalk with 3 players. If the 3 players are shut down on their catwalk approach the team will reassemble in either B halls or long A depending on what non and Klutch see.
The round begins with non and menace going into the B halls while cain and mario spot the middle and Klutch holds long A.
non should begin every round by spamming from this spot.
menace will clear out lower B slowly and make his way to middle. He will smoke this box to provide cover for cain and mario while they make their way up catwalk.
To clear the initial chokepoint, menace will toss a grenade towards catwalk allowing cain to peek the corner. After that, menace joins the team on catwalk before the all out attack commences. During this time, non rotates to the middle looking for any rotating defenders. non will flank out the double doors after the bomb has been planted in A.
The full out attack begins with cain and mario tossing flashbangs over the catwalk high box and into the bombsite.
During this time Klutch slowly makes his way up long A. Klutch should have an excellent sense of the defense. If Klutch feels strength at long A, he should abandon his flank and opt to help the catwalk approach.
- Secondary Gun Round Strategy [Pinch B]
4 members walk B slowly. Klutch holds the Long A flank.
Klutch at Long A.
non stays in B hall with the bomb. He will enter the bombsite once his teammates clear middle and approach the "backdoor" of B.
From there, the 4 throw grenades at Catwalk and prepare to go out middle.
One flash is thrown at Catwalk to keep any defenders at bay and two flashes are thrown out middle.
The 4 get out middle quickly and toss smokes and flashes into the CT spawn choke point. By this time Klutch has left Long A and has joined his teammates in middle.
cain, mario, and menace then attack B's backdoor.
Klutch stays in middle holding the flank.
Defense [Counter Terrorist Side]
- Pistol Round 1
Klutch spots B. cain spots middle. non, mario, and menace stack on Catwalk.
mario and non stacked watching Catwalk. menace is to their left and roams free. He occasionally spots Long A.
cain in middle.
mario's angle on Catwalk.
klutch spotting B.
- SAVE ROUND
In save round, Klutch spots B
and the remaining members walk Long A slowly.
#2
mario, menace, and non setup on Catwalk.
menace's angle while peeking on catwalk.
mario eventually plays behind this wall. He peeks when menace fires.
non "baits" his teammate
cain and klutch should stack on this box on save rounds.
- Setup #1 (when we get weapons 1st thing we are doing)
cain at B. non and klutch double middle. mario and menace double Long A.
non and kluch head stack in middle.
cain spots B from the platform.
- Setup #2
cain in B alone. klutch holding middle from CT spawn. menace spots Long A from ramp. non and mario on Catwalk.
menace on the ramp.
non's angle on Catwalk.
mario's angle on Catwalk.
mario and non on Catwalk.
cain playing behind the boxes in B. (Or on platform, wherever)
klutch spots middle from CT spawn.
Setup #3 (Just in case they work B a lot - don't do it in the beginning)
non and mario double Long A to stop any rush.
From there mario boosts non onto this box to peek for anyone holding Long A.
If no one is spotted non moves off the box and into the pit at Long A.
mario then rotates to the Long A chokepoint and watches middle.
menace holds Catwalk from the ledge.
cain and klutch stack inside B.
klutch's angle.
- Setup #4
MID: Cain do not peek with an AWP. play passive for couple of rounds.
CAT: Do a lot of flashes banked off the wall to mid, nade them, jump and check lower b, and boost on the boxes
LONG: Menace you can play aggressive if you want, or if u decide stay on platform. In case they take B, you are most likely last guy thats gonna rotate to B, if necessary ur main task is to watch dd mid for the flankers while rest of the team is retaking the site.
* On offense: If we are losing rounds consecutively, they divert from our complex strategies and send all 5 players the same direction; i.e. 5 long, 5 cat, etc.
* On defense: klutch tend to play middle from the dark boxes in CT spawn.
* On defense/offense: do not peek mid with an awp. there is no need for that in the beginning. be disciplined.
* On defense: Do passive strats in the beginning, in case they do not work, switch to an aggressive "mode"
*On offense: ECO is simple, attack any of the choke points (cat, long, mid...) and try to get as many kills as possible. End those rounds quickly, dont let them gain self confidence from killing you with glocks.
*If things don't start off good, mix up the positions, if ecos don't work, stack one site.if they go opposite, it doesn't matter get exits. if u get a weapon during exits, give it to klutch and do NoA stack with him on top. rest of you play ur spots.
*Its a balanced map(dust2), couple of rounds don't mean anything (remember bloodline 0-8 ct side?), find the spots they play and know your role in the team, and we can beat them.
good luck.
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