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Showing posts with label Two Man Matchmaking. Show all posts
Showing posts with label Two Man Matchmaking. Show all posts

Tuesday, January 26, 2016

Two Man Matchmaking: Overpass B Site (T/CT)

 If you're new to Two Man Matchmaking, you can read the introduction to the series here.
Link to other parts of the series here.

Unlike the previous installment of Two Man Matchmaking, we'll be focusing on just one bombsite in this post. To compensate, I'll also look into the mechanics of holding the site as well.

B Site on Overpass only has two viable entries: Monster and Construction. Yet, the predictable and limited CT defensive positions help curb any potential imbalance.

Let's quickly review the callouts I'll be using, just to clear up any potential confusion.
B Site Callouts (apologies for forgetting to remove viewmodel)

T Side

Due to the limited access to B Site, you'll need to use a full array of utilities to effectively push site. Like mentioned earlier, there are only a few positions that the CTs will probably play:
  • Toxic/Barrels
  • Headshot/Default
  • Safe
  • Heaven/Sniper's Nest
As such, we are going to want to use our two smokes to cut off as many of these positions as possible.

Thursday, January 14, 2016

Two Man Matchmaking - Cache


If you're new to Two Man Matchmaking, you can read the introduction to the series here.
Link to other parts of the series here.


Cache lends itself particularly well to the goals of this series as both bomb sites can be reasonably well covered with just two smokes. Usually, two smokes cannot cover an entire site, so the idea is to limit the positions of the CTs, so you can focus on the common default spots that were not smoked.

This is not supposed to be a guide on how to actually perform these smokes, but instead how to combine them into the most advantageous execution possible. See link at end of article for a guide to all the smokes I use.

(Some readers have left excellent feedback on improving these strategies. I'll be heavily revising B take and potentially making some small changes for A as well. Check back later for the updates.)


B Site (revised)


The narrow entrances to B Site make it a tough site to push. However, the CT's default positioning is quite predictable, so we're going to use our smokes to block any rotates, creating a much fairer fight for you, your buddy and any other teammates.

This will be a timing-heavy execute, as everything should be done within the burn time of a molotov. As such, I'll break this site take down chronologically:

To start things off, Player A throws mollies Headshot from Sun Room, hopefully pushing the CT's farther back into Generator or onto Site. With any molotov, the goal is really to make them change position at a vulnerable time. After this molotov is throw, Player A needs to hurry out of Sun Room.

As Player A leaves Sun Room, Player B first throw the CT/Tree smoke. Then he throws his molotov into deep Checkers.

Just throw from B Main - try and cover as much of back Checkers as possible.
This molotov should cover all of the back of Checkers if throw correctly. Player A will throw a flashbang off the door-frame onto site to cover Player B flashing and entering into Checkers.

Headshot Molotov - note: this is not in Jamiew's video.


Heaven smoke (run throw) - throw it when crosshair clears the door frame. Throw lower to smoke CT.

Player A will throw his Heaven Smoke, wait a second for it to pop, then enter onto site as Player B peeks out of Checkers. Player B should be preaiming generator while Player A covers the rest of Site.

This requires some of the more advanced timing you will see in this guide. Hopefully though, you're smokes will make it a 2+x vs. 2 fight as all the rotates besides vents and B Main are covered.

Player A can also use his flashbang to protect him crossing into Sun Room or instead save it to help enter Site.

Final product (ground level)

Final Product (birds eye)

Tuesday, January 12, 2016

Two Man Matchmaking Links


 Introduction to the Series

 Maps: 

Cache


Coming soon: 
Dust 2
Inferno
Mirage
Cobblestone
Train 
Overpass
Nuke

Links to Jamiew_ tutorial videos:
Cache

I always use his smokes unless otherwise stated. You can subscribe to him here. He puts out a lot of great content.
 

Two Man Matchmaking - Introduction

We can't always play in a well organized five man team. Instead, most of the time we are playing with randoms. As such, performing coherent executes - usually using utilities to take a site - can be difficult or impossible to organize.

However, it's much easier to find a single friend to play with. If you don't, be friendly in MM and try to add skilled and (more importantly) smart and mature players to play with in the future.

With this, Two Man Matchmaking is a series that will present strategic plays and executes that can be performed by just two coordinated players. Occasionally, I will offer additional actions for a third player, but the focus of the series will be on just two players.

For these executes to work best, you should try and maintain basic communication with your team. On T side, make them aware that you and your buddy know some executes, and it would be great if they could help out. At the very least, try and make everyone agree on a site to push, as it's really hard to take B if you have two teammates peaking mid and one player lurking A. Even if they don't actually throw the smokes, it helps immensely if you can get them to delay a push until after the smokes and flashes pop.

Each installment will be based around a single map. I will provide multiple executes for every site, as well as various other important executes on a map by map basis, with an analysis of what I think are the strongest plays, as well as adapting to the tendencies of the other team.