Monday, April 6, 2009

What is the purpose of a smoke grenade

Many times while playing online, the use of smoke has been mistreated to gain an unfair advantage, which will make this article seem like a cover for that. But really, smoke is the best defensive grenade you have in your inventory, it’s just a matter of knowing how to use it.

Most times when smoke is used on the offensive side it’s to screen a section of the map, so that your team can cross to another section. This is one of the most commonly used roles for the smoke grenade, but the reason for this article is to explain the other role that this grenade plays, mostly on the defensive side.


The “defensive smoke” is uses the same principle that the “offensive smoke” does. You screen a section of the map off so you can safely stand on the other side, although in this case you are persuading the enemy to continue pushing by not flashing them, and if they push through the smoke you will very much see them before they see you.

Here is an example of what the defender can see, as opposed to the offence
when smoke is used in this way.



In this picture you can see the silhouette of the offensive player as he comes through the smoke, but at the same point in time the offensive player can’t see the defensive player, who is standing back out of the smoke. This is a prime example of how smoke grenades should be used as Counter-Terrorists.

Unfortunately, smoke grenades don’t last entire rounds, so deciding on when to use it is probably the hardest choice. You can use a smoke to counter a rushing Terrorist team, or wait until late in the round to put it down if you think your site will be bombarded with thirty seconds to go. It’s a judgement call on your behalf, but either way practicing this style of smoking will enhance your CT side a lot, and enable you to keep those flashes handy for another purpose, most likely to be a site retake.

I’m going to go over some very effective smoke lanes for each maps choke points, they can be used at any time in the round, some are more beneficial as counter rush smokes, some are good any time you think the enemy is going to attempt to take your bombsite.

Dust 2

B Tunnel



One of the most important roles of a B site defender is knowing how to stop the B rush. The best way to do this is by throwing a smoke into the B Corridor, which can be done many different ways. I like to bounce the smoke off of the rock so that it bursts on the stairs, that way if they are rushing B they have to literally be coming into the site before they take a shot at you.

Middle Double Door



A lot of teams like to throw a smoke grenade at the very start of the round as they run out of CT spawn heading towards the B bombsite as to cover a crossing safely. If I’m holding mid I prefer to save my smoke grenade for later in the round, and simply run across the door, as nine out of ten times the awper will not hit his shot through the door. So as you can see in the picture, after making sure the B bombsite isn’t being bombarded you can throw a smoke on the way back that lands inside of the double door, making it easy to get the frag on any stray terrorists coming your way.

Short A



Short A is often the most commonly used area of attack for the Terrorists. So it makes sense to play defensive in there, as you will more than likely be outnumbered a lot of the time. This smoke grenade can be thrown at the start of the round from near the A bombsite, and it lands at the top of the stairs. If you stand back at a random method type angle on short you will easily be able to frag people that try to come through the smoke, not aware that they are playing into your plan.

Long A



Long A is often a difficult place to set up a defensive smoke, as the offensive team can get their very quickly, but well timed flashes you will be able to position yourself with this smoke. Its very good for catching slowly pushing terrorists off guard.

Inferno

Bombsite B



This smoke is the perfect counter to a B rush. I like to use it to provoke the offensive team to come into the site by not flashing but only dropping a smoke. It works a charm, but be ready for “16 bit” calls by ignorant players who have no idea what the function of a smoke is.



Another useful smoke to catch the opponent off guard is an offensive smoke thrown into the top of banana. You can sit at the box next to the archway and try and pick off a T attempting to do the same thing, then fallback into the side with your team having an early advantage.

Pillars



Covering the top of mid on Inferno can often be a hard task, but once again the correct use of smoke can help you out a lot. This is just one smoke you can throw down to help cover one of the choke points that the top of mid will have to deal with. If your teammate also does one on the other side you have yourselves a nasty crossfire, which is screened by smoke so the Terrorists won’t know what hit them.

Carpet



This smoke is useful later on in the round, when you have run out of flashes to throw into the carpet. By throwing this smoke you can hold the line without having to worry about an enemy popping out and instabinking you.

Nuke

Ramps Corridor



I believe that any team not using smoke to hold ramps is gimping themselves by a country mile. The use of this first smoke is priceless, you can throw it, spam down through the gap, and the only way the Terrorists can shoot you back is if they do the same. It’s a very good anti rush smoke.

Ramps Entrance



Another good smoke at ramps is this defensive one. Holding from elbow, if you see flashes bombarding the ramp room, you can simply drop this in the entrance where they will attempt to run through, not being able to see you while you take off a couple of heads or more.

Hut Entrance



Once again we look at anti rush smokes on Nuke, and this one is again priceless. A lot of teams when they hit a hard top will send at least one or two coming out of the hut, and with this smoke they will lose their bearings and have no idea where to shoot at, while you will see them emerging from the hut while they stand inside the blinding smoke.

Brown Boxes



Holding outside is often a tough task if you’re not an awper, but the use of smoke can once again help here. You will most likely need to throw a pre-flash or two, but once you lay this smoke down and get into position you should easily be able to cleanup what comes your way.

Low Ramp



If you want to play semi aggressive on low ramp, this is the smoke for you. Its probably a good idea to go for the first pick and then fallback as it’s not the best position to be stuck in if the offence decides they want to hit inside.

Vines



The Vines smoke is fairly common these days, mine is good because you can throw it from the back of vines / 5 train out of halms way and it lands right in the middle of the corridor. Be careful sitting behind this smoke though, a lot of players will spam through it knowing exactly what you are doing.

On that same note, with all defensive smokes, always remember that the enemy can use it for the same purpose, and can also predict what you are doing and spam through it, so always try to stay at a random angle, being the least likely line the enemy would spam through.

Now that you know what smokes can do for the CTs, remember that on 32 bit you have to be in the smoke to be shot at, if you’re being shot on the other side of smokes you can be fairly sure that the person shooting is cheating.

A good thing to remember when your deciding to go through a smoke grenade or not is… “Smoking Kills"

The Art of Planting


Counter-Strike, can be broken down into a game of Offence and Defence, with both teams playing different roles each half. What some people don’t often realise is that roles change when the bomb is planted. As Terrorists when you plant, the Counter-Terrorists become the offensive team, the Terrorists, defensive, and vice- versa.

Many people will say that Counter-Terrorists have the advantage no matter what map you play, with the argument that if the Terrorists flash, they can counter and still have the same amount of nades. The fact is, as a CT, you are generally waiting for the play to come to you, and there are only a few choke points that the offence can come from. Although as Ts, it’s harder to determine where the defence is going to be set-up and holding from.

I believe the sides even out when you take into account all of the variables. Firstly, the Terrorists have 5 players that they can utilize to hit the one site that will generally have two or three players holding. The reason being is they have to split up to cover two separate sites. Once a site has been cleared and the bomb is planted, the advantage switches to the Terrorists, as the bomb figuratively counts as a player, forcing the enemy to defuse if you stay hidden.

Where you plant the bomb can decide whether or not it gives you an advantage, or a disadvantage. There is usually two generic positions to plant the bomb in each bombsite, and I will go over these, explain why they are used, and try to show some special places to use in a clutch situation that will catch your enemy off guard.

Dust2

Bombsite A

This is usually the bombsite that is held with three players, and another player generally watching one of the entries (catwalk from middle) to the bombsite. Once managing to clear the bombsite there is two main places to plant to the bomb.

Planting for Short A

This is most commonly used plant at Bombsite A. It’s effective for the fact that most teams will take the site from Short A, so by quickly planting the bomb here and rushing back to where you’ve cleared you have already done half your job in holding off a defensive retake. As long as your teammates can cover A ramp, and ensure that a mid defender didn’t rush up middle to flank the planter, this should be simple.



When holding off a retake on this plant, you should ensure that catwalk is clear, and then you can come back up the stairs, and know that the enemy is coming from either CT spawn, or Long A. Practicing your timing on when to step is very important, especially in clutch situations. Knowing when people are faking or not is also a good skill to pick up.

Planting for Long A

The Long plant is commonly used when an offensive team has an awper that can get into a cleared pit. The ability to shoot the defence when they try to defuse from here is a huge advantage, especially with a scoped weapon. There is other ways to plant for long, but this is the most common. While planting you have to be sure none of the defence are coming from CT spawn or can step from short, because you are very vulnerable to these areas. Long A should also be clear at all times while performing this plant.



Once the defence realises that the bomb is planted for long they will automatically be looking towards you, so make sure you either hide until the right time, or hit your shot before they hit theirs. The bomb, as I referred to as a player earlier, wont mind you baiting him, so use it for all its worth.

Planting for CT Spawn

This plant is the least common, mainly because you plant the bomb towards the direction the defence is coming from. Having said that there is a time for this plant, and if performed will generally ensure a round win for your team. Say you have cleared A site, and you know that the remaining players are coming from short and long. You plant for CT spawn, and don’t have to worry about two guys coming from both directions, all you need to worry about is hitting your first shot when they go for the defuse.



This plant is a once off, but if you manage to get it down you give yourself an incredible advantage.

Bombsite B

Generally, this bombsite is held with one player inside of the site, and one player holding mid. The reason for this is that it’s easy to flash over the walls and retake a blind offensive side, but if you know how the enemy is going to play you can easily counter this.

When taking bombsite B there really is only one place to plant, and none are 100% correct .You should just remember to try and plant in the most open spot as possible, which sounds stupid, but when you think about it… if you have to plant in the open, the enemy will have to defuse in the open. The most common place to plant in bombsite B is shown in the picture below. You and your team will need to be wary of the defence busting in the double door before the bomb is down to catch an off guard planter, and the bomb planter himself will have to be weary of a spam spot outside of B in between the boxes.



Once the bomb plant is down, the CTs will set up for a retake and generally flash over the walls and then charge in. To counter this you should either hide from the flashes and step on them when they run in, or save some of your own flashes, wait till they build up outside of the site, and pre flash the defence to push on them. In this bombsite it’s not always wise to hide and use the bomb as bait, especially in a clutch situations.

Inferno

Bombsite A

This is the main area of attack for an offensive team on Inferno, mainly because it’s hard to take B with only one choke point, and the CTs ability to counter-flash effectively in a small entry area. By default, it’s held with two players on the carpet and big pit side, and one CT archway. Most times, unless you are rushing, there will be two players at the CT Spawn side as one usually rotates from B if there is action at A.

Planting for Mid / Carpet

This is the default plant spot that will be used nine out of ten times when the offence takes bombsite A. It’s effective because the box gives you cover from where the defence will be rotating from. Once the bomb is down, you can cover it from a variety of places that the defence will have a hard time scouting out in thirty seconds. If a B player pushed banana quickly he could flank up to the top of mid unawares to your teammates, unlikely as it is, be aware of it.



Once the bomb has been planted hiding is a great advantage, forcing the defence to push, and usually with not enough time to walk. This gives you plenty of opportunity to pick them off when they get close enough, making this site fairly easy to hold off retakes.

Planting for Library / Mini pit

This is once again a less used plant spot, generally used in 2v2 or less type situations where the Terrorists try to get an edge by planting in a different spot.



If you manage to get this plant down and avoid the rotating defence you can really cause some havoc when they are forced to defuse, by holding from library, and even by hiding underneath mini pit.

Bombsite B

The two-man site on this map by default is held with one playing in the site, and one holding archway side. If you can manage to smoke out either the stairs or archway as you come in, you can effectively single out one of the defenders to take the site more easily.

Middle of Site Plant

Once again this is the plant that is most likely to be used when an offensive team takes down B but a lot of players seem to plant next to the box, which is less effective as planting it back from the box, and more in the open.



Most players in this plant spot will fake the defuse unless they know where you are, so if you hold from banana without being spotted you can sneak up and bob to look over the ledge, seeing whether the defuser is faking or not.

Plant for CT Spawn

Once again another useful clutch round plant, which enables you to view the bomb from an awkward position, in this case, CT Spawn. You could use this plant if you knew the defence was rotating through middle to banana, or you could get the plant off and ninja your way around snake.



If there is more than one player alive this will be a hard plant to pull off, but once into position you would have to really mess up or be outplayed to lose.

Nuke

Top Site

This site by default will be held with one holding above ladder or in the rafters, and one on the floor, generally near bomb box, or next to the CT side vent.

Plant for Annex / Hut / Squeaky Door

This is the default plant for top site; up against the box annex side. It’s the most ideal position to plant as your shielded from top of ladder, and the bomb is visible from all of the areas in which you will be holding from, after clearing the site. Defensive players may try to flash in annex or from rafters to step and kill you while you are planting but if your teammates are alive it shouldn’t be a problem.



In most cases it’s a good idea to stay hidden until the defence starts their push onto the bomb.

Plant for Ladder / Hut

This plant spot is useful if players come from ladder to clear top site, or the objective is to get one offensive player up ladder during the round. The plant behind the box makes ladder the ideal position to sit and wait for the defence to attempt a defuse.



Knowing when to step is the key if you manage to get up ladder with this plant. Generally you should only use it in clutch situations, or if you know that the defence is retaking from ramps / annex a lot.

Under Site

Of course you realise that no one holds this site, but they hold ramps, which is the choke point between the ladder base, and the main access to the under bomb site. You either need to pick, or use well timed and placed flashes to take ramps, or the famous vent jump can be used, as commonly seen on offensive economy rounds.

Plant for Doors

The standard plant for under is in front of the doors. Once the bomb is down the Offence can hide in the “Ghetto” and “Fake Ghetto” and wait until the defence tries to defuse, only to be shot through the doors.



Be aware that defensive players with smoke grenades will more then likely use them to sceen the defuse. If you take notice of where you plant and where you are standing when you set up, it shouldn’t really be a problem.

Plant for Vents

This plant is used when there is defensive players in the Ghetto Halls. You can plant the bomb without being visible from the doors, by planting at the base of the down-ramp. This plant is good for offensive players that can find there way into the vents, or alternatively, hold from ramps as well.



Once again, knowing when to step is the key if you manage to make your way into vents. If you show yourself too early it can make the life of the defence very easy, but if you come down at the right time, it is devistating.

Train

Outside

This bombsite is by far the most important to get a bomb plant in. It’s probably the hardest site to retake once the bomb is planted, (apart from perhaps B on Cobble), simply for the fact that the offence can hide in so many different places. Most times there will be defenders on bomb train, at the back of vines, and one around the middle trains or up the big tower.

Plant for Open Side

The most commonly used plant is in front of the bomb train. This is mainly because the faster you get the bomb down, the harder it is for the CTs to win the round. The bomb will be planted in front of the buckle of bomb train, but be aware of quick rotations from inside defenders down ladder to try and take out the bomb planter, and even defence stepping from mid con.



If you play hide and seek with the defence as they come outside with little time to scout around the trains and find you, you should be able to pull of easy round wins.

Plant for Dark Side

This plant is used when the offence takes vines and goes towards CT spawn before planting. After planting you will generally want to push down to CT spawn with a couple of players and have someone at the back of 5 Train.



If more then one of you are alive good communication will make this plant a successful one. Watch out for CTs jumping on the buckle to fake defuse.

Plant for Both Sides

This plant is uncommon, but still has it uses in some situations. For example, you and your teammate are on opposite ends of the train yard, he is at open, and you are dark side. By planting the bomb next to the train against the wall, it enables you to both cover it from either side.



If you time your steps together, its really not hard to pick off the defender defusing, as he has no where to sit but in the middle, on the ground.

Inside Site

Two defensive players generally hold this bombsite, and they will vary their holds each round. Sometimes you will find an aggressive push onto brown halls, other times they will hold back in the site. Either way, if you plan on winning a round inside its vital to get the two picks quickly and get the bomb down as fast as possible, as the defence will be rotating speedily from outside.

Plant for High/Low Ramp

This is the default plant spot after the offence takes the inside bombsite. Its quick and easy to get to, and it allows you to watch the bomb from the area in which you just cleared. Make sure that you check under “Pop Dog” and “Stumpy” train before planting the bomb.



Depending on how many of the defence is left you may want to go for a pick or two before hiding in this position. But once it comes down to the defusing, it’s all about the step and being able to pick off the right enemy

Planting for CT Spawn

This is an uncommon plant spot, mainly used during clutch situations in 1v1s, or 1v2s to catch the opponent off guard with a different plant.



It’s a matter of instincts once you get this plant down, if you want to hide and hold CT spawn you can, although if there is more than one coming to defuse its probably not the best idea. Trying to ninja around the bottom of trains while they assume you are at CT spawn would most likely be more effective.

Keep in mind that this is only a guide, and by no means is the law of Counter-Strike. You can come up with your own plant spots with your teammates or even the people that you play with, the options are endless. However, there is but one thing you need to remember when deciding where you are planting the bomb. Communicating with your team as to where you have planted, as if they know where it is, they will be well aware of how they need to be set up, to stop the defence from defusing