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.



You and your buddy are going to split, with one going Monster (Player A) and the other pushing Construction (Player B).

Player B will smoke off Site from Tracks (the area on the T-spawn side of Monster).  This will take awhile to actually pop, time which will be utilized to push into Construction. This smoke will cut off a bit of vision from Heaven, protecting Player B once he gets on site. However, the gap between Construction and Site will still be vulnerable to player in Heaven, Lower, and Safe.


Player B's site smoke
A few moments after the first smoke is thrown, Player A will throw his smoke to Toxic from Tracks. This smoke should also block off any vision from Heaven on that side of the pillar.

I found that this smoke can be a bit inconsistent, try both smokes from Jamiew_'s video and see what works best for you. You want there to be no gap between the pillar and the smoke.

Player A's Toxic smoke
Both smokes should pop at about the same time.

The next part of the execute is crucial to countering the remaining vulnerabilities. Player A will throw a Flashbang over Construction, which should blind any player in Safe, Short, or Heaven. Player B will throw a flash (often I use the medium throw power for this one) on the right side of the pillar as viewed from Construction. He will then push around the corner of Construction just as the flash from Tracks pops above his Head. His goal will be to get into the relative safety of Site.

I advise against pushing the canal side of the pillar from Construction.

Heaven view of smokes plus the approximate location of the Flash, notice how Site is protected.

Player A should push through Monster into Canal. Both players still have their molotovs. Player B can use his molotov to delay a rotation through Lower.

Player B can also opt to save his flash to help defend the site or to clean up enemies in Pit. It's not as essential as Player A's flash.

Heaven is the most worrying position now. Honestly, after the bomb is planted, one player can play Site and the other play Construction, and just never even attempt to peek Heaven at all. A player on Site can peek lower without exposing himself to Heaven.

Player A can also try and molly Heaven from behind the Smoke. If there seems to be nobody in Heaven, it's also a viable (but somewhat predictable) to defend the retake from under Heaven.

Be weary of any flanks from Connector. Hopefully by now your teammates are somewhere nearby and contributing to the defense.

Order of events:
  1. Player B smokes Site and runs into Construction
  2. Player A smokes Toxic
  3. Player B flashes Toxic
  4. Player A flashes Player B onto Site
  5. Player B pushes Site from Construction
  6. Player A pushes Site from Canal
  7. Both players use their molotovs to defend against retakes (especially recommended to cover Lower)
  8. (Situational) Defend plant when discretion towards Heaven

CT Side

This series isn't as radical from the Counter-Terrorist perspective, as it's usually expected to have two players on a site anyways.

With just two entrances onto Overpass's B Site, the overarching defensive strategy should be a bit obvious: one player watching Monster, the other watching Construction.

Keep in mind the fastest route to Toxic from spawn is through Heaven. You won't take any fall damage if you land in the water.

On pistol round, a suggest an early incendiary into Monster. With the proper timing (i.e. throwing it as early as possible), it will land just as the Ts are entering the tunnel, and thus the Ts at the front will try and turn and run back into Monster, but will be blocked by teammates. With no armor, a single molotov can do a huge amount of Damage to these Ts.

Likewise, if they push through the molotov, the will still be heavily damaged - in the range of 50-70 damage without armor.

Monster should be smoked pretty much every other round. If you smoke it short, you should probably play Toxic, unless the Ts are starting to prefire you too effetively.

However, a lot of players opt to smoke Monster deep and then drop into Canal and peek. Blindly spamming through smoke can do a lot of damage, just make sure you're in a more defensible position by the time the smoke clears.

If you have a P250 and want to try and get a cheap headshot on an eco round, you can play the corner on the entrance to Canal from Monster. Once in position, press the back movement button and you'll begin to slide up the side of the sewer, which may throw off the head-level aim of anyone quickly checking the corner on the way through. a USP with silencer or any non-pistol will stick out and be noticed by the Ts pushing through Monster.
Peeking Monster, deep smoke. Notice the position mentioned above to the left of Monster.


Toxic, shorter smoke
In general, you want to be able to engage an enemy as quickly as possible as they push through a smoke, so they don't have time to orient themselves. Be listening for the sounds of Flashbangs though, especially if you're in Canal.

If you're playing barrels, try to avoid being overrun. If they send four or five through Monster, you're probably going to want to try and kill one then fall back to Headshot area to pick anyone push onto site. At the same time, the other player should smoke Construction at the first sign of a push so you can isolate your focus onto Canal area.

 For the player tasked with covering Construction, it's important to be unpredictable. Headshot (sometimes referred to as Default) is easily prefired, smoked, flashed, or mollied, so try to not overuse it.

Instead, Consider playing Safe - the ledge on Pit side of Site. It provides excellent cover from anyone pushing Construction. Also, you can jump peek and look into Construction and then quickly reposition onto Safe to deal with any threats.

Visual into Construction at top of jump peek.

Safe - try to limit any body exposure by playing a little left of the side.
Both players have strong natural retreats, which are especially viable considering the short rotate times between A and B.

The player watching Barrels can fall back to Headshot area. Here, it's possible to position yourself so that you're not exposed to Construction and can peek under through a gap between the concrete and plywood. It's unlikely that you'll actually hit any shots through this gap, but it does give you a split second aiming advantage against anyone pushing onto site from that direction.

This position requires the same skill that's used in holding Appartments from Boiler on Inferno. Notice the small gap between concrete and plywood - use it for an aiming advantage if at all possible.
A Player at Safe can quickly retreat to Lower to try and pick any Ts pushing from Construction onto Site. Note than an AWP can penetrate the box on Site, but any of the rifles will struggle to do any damage through it.

An unnecessary visualization of retreat positioning I made in Paint.
Retreat viability is another reason I prefer Safe over Headshot, as it can be difficult to retreat to a position that can still defend Construction.

Either play can jump into Pit, which can lead to some awkward gunfights and general headaches for Ts trying to push on Site.

Interesting Pit angle under Safe.
Honestly, I don't recommend playing Heaven, as I've found that teammates in Matchmaking are very likely to sit Heaven when they rotate to B. Also, it leaves the player on Site vulnerable to being overrun.

However, a strong AWP in Heaven can shut down Construction, especially in Matchmaking where the Ts are unlikely to fully utilize the utilities. If you're in Heaven, make sure you communicate well with the player below. The guy on Site should also be quicker to fall back when an AWP's in Heaven.

T Side Quick Plant

You can attempt to quick plant on B on a terrorist eco round. This will likely result in few - if any - frags, but a plant can help reinvigorate your team's economy.

Both player can bank smokes off this wall to smoke Bridge and Plant.
Both player go Construction and bank the smokes off this wall. The result should look like this:
Quick plant result (apologies for forgetting to remove viewmodel)
Plant in the smoke behind the Box so you don't get spammed from Heaven. The player without the bomb should attempt to distract anyone trying to spray the planter. Be weary of a player from Toxic pushing around the non-smoked side of Pillar.


Final Notes

Since this is a different style of article than the first installment of this series (which can be found here). I'm interested in reader feedback on this, so I made a strawpoll: vote here.

All the smokes and flashes in this video can be found in Jamiew's videos for Overpass (1) original set and (2) new set. Jamiew_ does an excellent job explaining and demonstrating all the smokes and non-obvious flashes. Look in the description for a particular smoke or flash. You can subscribe to his channel here; he puts out a lot of great content.

You can post any feedback - positive or negative - in the comments below or on the Reddit post, I'd love to hear back from you guys. I try and respond to everyone on Reddit and can guarantee a response if you comment on this site.

Follow me on Twitter (see button at the top right of the sidebar) for announcements on new posts and other general updates.

There will be a new installment of Two Man Matchmaking posted every Tuesday morning.

5 comments:

  1. Love the posts. I am wondering if it would be helpful for you to include what load out would be most effective on both sides during ecos full buys or small buys per site.

    ReplyDelete
    Replies
    1. Thanks for the feedback! I'll be sure to include that in future posts.

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