Tarea123

Páginas: 40 (9869 palabras) Publicado: 15 de octubre de 2012
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In my opinion, Nuke has the most strategic depth of all the maps played in competitive CS. Playing well on Nuke is a science because it requires all of your players to be reading off the same page, playing each situation intelligently, and coordinating with their teammates at all times. In order for you to get the most out of this article, you must read my previous article on Train.Arguably the key to victory on Nuke, and CS in general, is money control and manipulation. Money control is a complex subject and will be the covered in my next article. There will be no discussion of money strategy and manipulation in this article apart from how much is required to execute a specific tactic.


Offense

A lot of teams like to play slow-spam-rafters-pick tactics on Nuke. I viewthis style to be unreliable because it allows the defending team to get into comfortable positions to stop your eventual attack. It also gives the defending team the freedom to push into, and control, the lobby. Giving the defensive team the ability to control the tempo and style of the game on Nuke is never a good idea. It’s not a good idea on any side of any map, full stop.

The main flaw ofspam tactics on Nuke is that it becomes hard to hold the defense back if they decide to push. This often leads to losing players early in the round to no avail; giving the opposition the player and positional advantage. For example, if you have three players spamming the rafters that leaves only two to cover lobby and outside which may allow the defense to push lobby, get a frag, and fall back,due to inadequate cover. For this reason, I am not a strong proponent of spam and pick tactics on Nuke. Like on Train, I prefer fast coordinated play to keep the defense on their back foot.

3/2 – Fast Upper Split


The principle behind this tactic is that the brunt of the attack comes from the main entrance, while the other players provide flashes from lobby. It is important for the lobbyplayers to remember this fact and avoid running into upper stupidly. This tactic has added effectiveness because the defense will have to be looking at the hut and squeaky doors as they will be expecting an attack to come from there. That is two places they have to watch that the main attack is not coming from.

The 3/2 is completely spawn based with the first three players rushing outside and intomain entrance, while the back two players go into lobby and flash upper. It is important for the last player out of spawn to have the bomb.

The first player rushes outside, flashes over the crate and off the offensive red box to blind a potential AWPer. He then smokes over the crate to the corner of the defense red box and garage. He then proceeds around the back of the offense red box andthrows his second flash over the defense red box before attacking into main entrance. He will probably be the second or third player into main entrance due to his detour around the red box to check for a pushed player from the opposition.

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The second player rushes outside, smokes over the rock to smoke the pipe, then throws a jumping flash to blind any members of the defense on thecatwalk or next to main entrance. He then flashes over the defense red box and runs into main entrance with his gun up. Note that his high flash should not blind his teammate who's strategic mindset is outlined above as he should be behind the crate when it detonates.

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The third player can smoke off the garage roof to smoke the window room at the bottom of the big ladder ifhe wishes. He then uses one or two flashes to blind any opposing players behind the red box.

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The fourth player runs into lobby, smokes open the door and flashes out of the hut twice; once low and once high. He then turns around and watches radio room for the fast ramp flank. If the defending team is halfway competent, they will start rushing ramp when you abuse the...
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