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"

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