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Thread: Dust2: What was the call?

  1. #21

    Re: Dust2: What was the call?

    Quote Originally Posted by QuickLightning
    Quote Originally Posted by flame
    Maybe I should play when your on, last few times I have been on... slow play, over and over.
    I hate it, lets camp spwan and hope they rush and we kill them... Offense people offense.
    Yeah, those are always annoying games. Especially when it is not working and the Ts just keep on calling it...
    It's because they are doing it wrong.. See above...

  2. #22
    Registered TeamPlayer CivilWars's Avatar
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    Re: Dust2: What was the call?

    Quote Originally Posted by Toker
    Quote Originally Posted by QuickLightning
    Quote Originally Posted by flame
    Maybe I should play when your on, last few times I have been on... slow play, over and over.
    I hate it, lets camp spwan and hope they rush and we kill them... Offense people offense.
    Yeah, those are always annoying games. Especially when it is not working and the Ts just keep on calling it...
    It's because they are doing it wrong.. See above...
    Check my "call" for slowplay, and see if that about covers it.


  3. #23

    Re: Dust2: What was the call?

    Quote Originally Posted by CivilWars
    Quote Originally Posted by Toker
    Quote Originally Posted by QuickLightning
    Quote Originally Posted by flame
    Maybe I should play when your on, last few times I have been on... slow play, over and over.
    I hate it, lets camp spwan and hope they rush and we kill them... Offense people offense.
    Yeah, those are always annoying games. Especially when it is not working and the Ts just keep on calling it...
    It's because they are doing it wrong.. See above...
    Check my "call" for slowplay, and see if that about covers it.
    Looks good. I would add a *useful tip* of not flashing long and trying to stay quiet to entice them out of long. I think the key to slow play is to cover mid well and get those guys who rush short, mid doors, and from lower b tuns, then make your move...

  4. #24

    Re: Dust2: What was the call?

    This is really good.

    I think an important thing is to emphasize the use of smokes. I feel like not enough people buy them and if they do they're not sure where to throw them. Smoking or not on some calls can make or break the round.

  5. #25

    Re: Dust2: What was the call?

    Quote Originally Posted by Toker
    Quote Originally Posted by CivilWars
    Quote Originally Posted by Toker
    Quote Originally Posted by QuickLightning
    Quote Originally Posted by flame
    Maybe I should play when your on, last few times I have been on... slow play, over and over.
    I hate it, lets camp spwan and hope they rush and we kill them... Offense people offense.
    Yeah, those are always annoying games. Especially when it is not working and the Ts just keep on calling it...
    It's because they are doing it wrong.. See above...
    Check my "call" for slowplay, and see if that about covers it.
    Looks good. I would add a *useful tip* of not flashing long and trying to stay quiet to entice them out of long. I think the key to slow play is to cover mid well and get those guys who rush short, mid doors, and from lower b tuns, then make your move...
    Yea toker's right. And I'll say there are at least two kinds of "slow play".

    1. You try to camp them - i.e. you stay quiet and out of sight and let them come out so you can shoot them.
    2. You're actively trying to pick them - i.e. you're peeking through and picking them off where they're camping.

    I tend to prefer #1. If I wanted to do #2, I'd just as soon rush 'em with flashes, but that's just me

    Although, as I think about it there's a 3rd. One where you try to set them up in a favorable way, allowing you to make a move at the right time... like the slow play to walk short A call. Aztec is full of those.
    Quote Originally Posted by Murker1 View Post
    You don't find (2)manno...(2)manno finds you.

  6. #26

    Re: Dust2: What was the call?

    Fake split A: everyone smokes mid (really funny) and everyone goes straight down mid and jumps up on short while spamming mid doors...then everyone flashes over short and nades back of site and turns around and hits straight through double doors to b (if you go lower, they will hear u). It's also a good idea to have 3 terroists fake long so the cts make an early call of long, while the terroists stop any quick rushes on the flank


  7. #27

    Re: Dust2: What was the call?

    May also be a good Idea to add in the some CT setups. How the split should go, and measures taken by the CT. I have seen many bad-games turn around for the CTs cause they start splitting up right and executing the counter-measures.

    What I consider the all around standard split (10 man team)

    B site:
    Send 3 people towards B.
    Always flash or nade the tunnels on your way into site.
    One person rotates once it is apparent there is no rush to b.
    Other two hold site until the bomb is called out.

    Spawn:
    One counts down mid and acts as a floater.
    If mid counting becomes too dangerous, skip the count entirely and just hold the mid-doors, and listen for lower rush.

    A Site:
    One player boosts at least one other player up the to short from the boxes.
    The booster will than wait and backup the first position that is spotted (also a floater).
    Boostee's do a quick flash onto cat as soon as they are boosted over and down the stairs enough to make the flash around that corner.
    Boostee's next move is entirely down to what rush is encountered. If no rush happens, than all should back out to A site.
    The rest rush to long, readying the nade spam on Long A doors. (Three to Four people left for long A depending how many boosted short)
    If there is no long A rush apparent, one or two should immediately turn back to the site. The other two should hold doors or pit and wait for bomb to be called out.


    In the event of a slow play and no deaths the CTs reversion should look like this.

    2 at long
    3 spread out on A site.
    2 in mid
    3 in B

    And CTs just hold until bomb is spotted.


    The essense of this strat is to push all the rushing points (except mid) immediately, but never cross into T territory. Once no resistance is encountered turn back and rotate for the reversion, or to the bombs position.

    There are several possible flanking scenerios, but this all depends on precise communication from CTs and for the Ts to have overloaded one rush point. This is the most common failing on CT side. To over-extend their positions in an attempt to get a flank, or getting picked off in small groups when the Ts decide to spread out and camp. Let the Ts make the first move.

  8. #28

    Re: Dust2: What was the call?

    Wow Civil, great read. I think it would be great if you could do this for all of the most played maps we do on TTP. I would absolutely love to see a call list and map with labels for Nuke, and Piranesi. It will really help all those new guys we have out there to get oriented a bit quicker to all the standard calls we use in game. Loved this!
    http://www.teamplayergaming.com/signaturepics/sigpic3527_3.gif

  9. #29
    Registered TeamPlayer CivilWars's Avatar
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    Re: Dust2: What was the call?

    I plan to do more maps, or maybe someone else could get motivated.


  10. #30

    Re: Dust2: What was the call?

    First smoke Mid, trying to get Ct spawn and Mid lightly if at all covered. Rush Short A like normal. I usually try to be in front, but whoever calls it the person if front is the key. When you get to short A if you were first position, you have one flash left and 1 smoke. If i have someone I can count on my team which is usually when only when I call it, I assign them a job, like smoke or flash if i die. Tell the team to smoke mid, take short A. Then use your flash to bounce off wall far wall next to A site as you come up stairs on short immediatley. It gives you and the team a split second. I throw my smoke in the connecting area from long and ct spawn like you do if you are rushing Long A. Pre round as you have told the team the plan tell them to flash the shit out of long as your team then drops into ct spawn and push to B.

    Civil you said you wanted the complex! Key is smoke mid so they dont cover it heavy. Next key is the front man after short A is taken quickly flashing next to site. It shouldnt flash you. Then your smoke slows down and limits your immediate attack on your flank giving you numbers on your way to b. The team can help limit this to by telling them they have 2 jobs. Smoke mid and flash long as we drop into ct spawn. Sounds really complex but the caller doesnt have to be that complex if he just does his job and knows what is needed. Basically you open it up for your team.


    It works in situations of heavy push long and b tunnels..... Seen numerous situations when the ct's have little to no clue where in the fuck your team is or where it came from.

    Think about it, where do people sit to watch long or short if not at pit or in short. Next to site, mostly. What happens to scoutners when mid is smoked. They rotate. Caught many a scouters with their pistol out or nade in hand getting rdy to nade short. But we beat them when done right. How hard is short usually covered, and out of all the paths isnt it the easiest to take consistenly with the least number of casualites ? We have all been there for the boost and nade spam attacks but more times then not its 1 guy.

    Again great one for aggressive teams! The call to team is "Smoke mid rush short and jump off to CT spawn and take it straight to b." Not to bad or complex, you just gotta do some work as the leader, as described.

    Smoke


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