ocelot_truth
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Joined: Sat Mar 19, 2005 12:00 am Posts: 3056 Location: Nc, Bitches.
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![Post Post](./styles/acidtech/imageset/icon_topic_latest.gif) Scrim info
I know there are alot of new clans emerging so i found this really good article on scrimming. This was a post made by a guy named whisper, and it will teach you alot about scrimming. If you don't want to read it all, at least scim through it, it has very VERY useful information. Infact i would require your team read it, which will give them, expeirienced or non, a refreshed/better idea on the whole scrimming thing.
Oh well hope you enjoy.
Whisper -
Definitions
ECO Means DO NOT BUY ANYTHING, ESPECIALLY GUNS!!
ECO RUSH Means DO NOT BUY ANYTHING, ESPECIALLY GUNS!! RUSH HARD.
DE RUSH The Desert Eagle Rush where you buy Desert Eagle & Armour, & rush if you think opponent is weak in a particular Area, that might enable you to win a round back after loss of previous round.
MP5 means, Buy MP5, Full Armour, HE Grenade, Kit/Flash Grenade, Partial Primary Ammo, Flash, Full Primary Ammo, Smoke
BUY UP means Get Rifle, Full Armour, HE Grenade, Kit/Flash Grenade, Partial Primary Ammo, Flash, Full Primary Ammo, Smoke
AK RUSH Buy AK & Armour & rush hard
POINT The guy at the front
Basic War Strats
* Kill the enemy. Don't shoot, grenade or flash your own team.
* Get your Microphone working. You can be the best player in the world, but unless you can communicate where the enemy is & in what numbers, you are only half useful, & you are dead when the rest of your team gets annihilated because you didn't tell them the enemy was coming & you are left all by yourself.
* When communicating enemy positions, be precise, & give numbers of players, & weapons when possible.
* Count off dead enemies, start off with 5 T's/CT's, when one dies count one off to yourself, if you are not under pressure announce number of opponents over voice comms, by saying "4 T's", "3 CT's" etc.
* Have Scoreboard bound close by your movement keys so you can easily check team & enemy numbers quickly, without having to take your hand off movement keys.
* Bind a Radio key, preferably something like; "Enemy Spotted" or "Need Backup" close to your movement keys, so your team mates radar will highlight your current position.
* Other than what I have stated above and below, keep voice & radio chat to an absolute minimum, so your team can pick up enemy sounds as early as possible.
* Have your team agree the names of map positions so everybody knows what you are talking about in the previous points.
* Have a plan & stick to it. Have alternate plans if it is obvious that your original plan is never going to work. Like finding out 1 site has 3 AWP's in it & you have no smoke grenades.
* Some strats for both Counter-Terrorist & Terrorist depend upon where you spawn. Learn what the obvious strat will be depending upon where u spawn on each map. Examples are: Dust, Dust2 & Prodigy for both Terrorist & Counter-Terrorist, Train for Terrorist, etc.
* When spawning as Terrorists, everybody should be covering entrances to make sure you don't get rushed while you decide what to do.
* Some maps allow you to determine early what the other teams defence & offence strat is going to be. Figure out which maps these are & how to do it.
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Icon * Buy up on last rounds or sudden death rounds regardless.
* Request Rifle while dead or ASAP in spawn if you die & your team is winning. You need the cash to buy armour & grenades, & not having to buy rifle gives you the spare cash to do so.
* State your cash in Team Chat ASAP & at start of each round, so the person calling the strats will know how much you all have & be able to make an informed decision.
* Have buy binds for things like all grenades, usual guns, & the 2 different levels of armour.
* If you have over $5000 & are already fully geared up, offer to buy Rifles for rest of team, ask "Who needs a Gun?" You are a lot better off with team mates that have weapons that actually damage & kill the enemy.
* If you have over $10,000 & are already fully geared up, it is very important that you buy Rifles for anybody who has only $7,000 or less. You cannot save more than $16,000, therefore it is better for the teams total cash reserves that you buy a gun for somebody else, rather than have somebody deplete their personal cash reserves when you have so much cash in hand. Feel free to ignore this if you all have over $10,000
* Don't pick up enemy guns if somebody else in your team needs it. If you pick up enemy gun, do not drop it again, because you will keep all the bullets, & the gun is practically useless to whoever else picks it up, because the gun won't have any spare ammo.
* Do pick up guns that enemy drops, if none of your team needs the gun. If you have time, empty & drop them to deny enemy a gun with bullets if they pick it up, since all ammo stays with the person who drops the gun, so long as they are alive when they do it.
* Don't run behind each other, fan out in as widespread a pattern as possible, so you can't get owned by a single player. You may want to disobey this deliberately if you have a specific flash rush strat, but I think it will be rare.
* Don't block your team mates in, the guy in the line of fire has right of way.
* Don't run with your knife out, at least have a pistol out.
* Do run from spawn at the start of round with your knife out when it is your intention to get to a choke point as soon as possible.
* Don't make any noise whatsoever unless you really really have to, one foot step, zoom sound, or weapon switch is all it can take to alert the enemy to your position. This includes throwing grenades, shooting, & switching weapons unnecessarily.
* You can move quickly when there is a lot of gun fire & grenades going off as the sound of Gun Fire, Especially AK's, which will cover the sounds of your footsteps. It is one of the reasons why people use silenced Colts in wars.
* Another reason to use a silenced Colt is so you can hear the thud of your bullets hitting you enemy when you are shooting through walls.
* Do make a lot of noise if it is your intention to act as a decoy or create a diversion.
* Learn to tell the number of opponents by the sounds of their footsteps. Its easy to pick a lone opponent versus 2 sets of running footsteps, which in turn can usually be differentiated from 3 or more, at which point you are going to be able to say, "there are at least 3 enemy at location X".
* Don't break Windows & Vents when you are close to them, or you need them intact to alert you to possible enemy movement.
* Do break Windows & Vents when you are far away from them & its to your advantage that they punched out. Punching the top vents on de_nuke as Counter-Terrorist, the bottom vents of de_nuke before you plant in the bottom site as a Terrorist, the Vent in the Counter-Terrorists Sniper nest as Terrorists are good examples of these.
* It can be advantageous to pick up other teams guns, so if you are a Terrorist you have a Colt or if you are a Counter-Terrorist you have an AK, since you may get a slight delay in response because opponents cannot tell your gun sound from their own teams gun sound. This slight delay in response time can make all the difference.
* Just about everybody in a half decent clan can aim & shoot when they are supposed to. If you don't throw a Flash(s)/Grenade(s) to make them move, or Smoke Grenades to obscure their vision, they will have you pre-lined up for a headshot, & you will lose the majority of these encounters.
* Don't allow yourself to get picked off from obvious camping spots. Learn to know where these camping spots are & avoid them when possible.
* Don't stand still to take on a camped enemy. You will just get spammed to death along with the rest of you team. The entrance to site B on dust2 from the tunnels is a classic example of why you don't stop to take the guys camped outside B double doors. You will die & cause the rest of your team to die as the get stuck behind your lifeless body.
* Point should be a guy with a rifle excepting special places on maps where an AWP'er should go first. In which case the point man should act as a fast moving decoy to attract fire from snipers, & let your snipers have a free shot.
* Point always watches the front, & sweeps all corners as you move around map, rest of team watches spots opposition can appear from once the point guy has swept that spot, UNLESS
* Whoever is last in line, looks backward to cover your backs & should also have a Rifle, unless you are going to hang right back with a AWP.
* Pair up, & make sure you pair up a strong players with a weak players. The weak players should be the point & act as decoy for strong players.
* When working in pairs, the front guy should be crouched while the guy right behind him stands. Guys in front should generally be crouched when working their way quietly around a map. Feel free to ignore this if your location is well & truly known to opposition.
* When working in pairs approaching a single sided corner, learn to work out the correct distance you need to be so the inside guy & far side guy reveal themselves at the same time. The inside guy needs to be at the front.
* When approaching entrances with 2 sides, the left hand guy looks right, the right hand guy looks left. I know this sounds like really basic crap, but I've seen this screwed up often.
* Always pick up dropped AWP's if you are winning round or have won it. At respawn drop picked up AWP for your clans AWP'er (DO NOT BUY GUN, unless of course you have a lot of cash) Unless they are low on cash, Clan Awper Buys Rifle for the person who drops AWP.
* The teams AWP'er(s) NEVER carries the bomb! Unless of course you all have AWP's.
* Don't stand in front of AWP'ers, crouch or get out of the friggin way.
* Decoys & Players covering away from main body of attack should constantly communicate their position & the position, numbers & disposition (are they pushing up, rushing or holding back) of the enemy.
* If you are hard rushing, only the first 2 guys should be throwing Flashes/Smoke & HE, otherwise you just end up screwing your own team up.
* The bomb carrier does not lead the charge nor should they be last, they should be the 3rd or 4th person in, so bomb does not get dropped in a heavily defended position, or gets there too late or taken out in back play. If we lose 4 guys, you are probably going to lose the round no matter what.
* If you are not hard rushing, the bomb carrier should be doing the flashing. As I have explained before, he can't be the decoy, & most likely not have & AWP either. He should be 3rd or 4th in line, which is where you want the Flash guy to be.
* Learn to use smoke grenades to provide cover from AWP's or to just cover your movements & numbers. Learn where you need to place them to be effective. In Counter-Strike 1.6, the smoke is not as thick as it used to be & runs out quicker, but starts up a hell of a lot faster, you usually need 2 smoke grenades to provide the same thickness of smoke you used to get in previous versions of Counter-Strike.
* Don't run to the bomb site with the bomb in your hands & your back to the likely spots the Counter-Terrorists will appear from or where they maybe camped. Bombsite B on de_cbble is a good example of where this happens a lot.
* Plant the bomb as wide out in the open as possible. Or previously specified points as per map tactics.
* Protect the bomb planter at all costs. Don't run off leaving them all alone.
* Announce bomb plant position. Eg. Dust2 Site A you can plant for Terrorists Long A or Stairs defence.
* Once the bomb is planted, the aim of the game is to delay! delay! delay! Do not engage the enemy if at all possible, just do everything you can to delay the Counter-Terrorists from trying to defuse the bomb. Try not to die doing this.
* Check scoreboard & announce enemy numbers & likely incoming locations.
* Use flashbangs as T's to defend planted bomb.
* Use unused smoke grenades to defend planted bomb by throwing them in direction enemy will come from, but in such a way that it doesn't affect your view of the incoming enemy. Do this if for no other reason than to drop the fps & lag out incoming opposition.
* Don't defend the planted bomb, when you can do it from a safe location. Snipers should cover long range, rifles should cover short-range attack. eg. BombSite A plant on Dust2, Sniper takes care of Bomb, AK guy covers T Double Doors, split team evenly with emphasis on protecting planted bomb. eg. If we have 3 players left, 2 watch the bomb, 1 watches their backs at double doors.
* Buy defuse kits, otherwise pick up defuse kits off the ground if you don't have one.
* If you move from your assigned spot as a Counter-Terrorist, communicate your location as you move around the map.
* Don't completely abandon your assigned bombsite when you hear that the other bombsite is under attack until the bomb is planted. The attack on the other bombsite may just be a fake. So leave at least 1 man in or near the bombsite to keep an eye on it in case that was the Terrorist plans all along, or they just change their minds on a map that allows them to do so easily. eg. de_inferno. Forget all that if your team has been wiped out from the other bombsite, since it will be highly probable that is where the Terrorists will end up planting.
* If you get rushed, use flashes to buy yourself time for re-enforcement's to arrive, or to allow you time to escape. Throw in front of rushing enemy to slow the rush down, or to thin their numbers out, to reduce the numbers that you have to deal with at any one time.
* Don't die to 4-5 man Terrorist rushes, unless you have a really good spot, its better to fall back & have 5 Counter-Terrorists to take back the bombsite than to die needlessly.
* If you cannot defuse the bomb in time, or even get close enough to the bomb in time, stake the bomb site out to pick off fleeing Terrorists. At the very least, try to make as many of Terrorists as possible buy again the next round.
* If you have ECO'ed & are completely out gunned, but still have 5 people left, & the bombsite permits this type of strat, don't even attempt to defuse the bomb as a Counter-Terrorist, but attempt to keep the Terrorists boxed into the bombsite so the bomb explosion kills them. You were most likely going to lose the round anyway, but having all the Terrorists die, forces them to rebuy from scratch, therefore forcing the Terrorists into a likely ECO round if you win the next round after this one. Of course don't do this if its the last round of the half or sudden death round.
* If its 2 v 5, & bomb in planted don't try to defuse, unless it is the last round of the half or sudden death & you have nothing to lose, meet up & camp a position outside bomb site to pick off as many Terrorists as possible.
* If there 1v5, unless it is the last round of the half or sudden death & you have nothing to lose, & you have a good gun &/or armour, run away & hide, or pick safe camping spot to pick off fleeing Terrorists.
* The fastest beeping sounds of the bomb timer means you have approx 7 seconds left to defuse, don't even bother if you don't have a defuse kit. It takes 5 second to defuse with a defuse kit, 10 seconds to defuse without a defuse kit. The defuse timer has to be over 1/3 the way along before the fast beeps start if you are defusing without a kit, otherwise you die.
* If the bomb is planted, as a Counter-Terrorist, don't try to enter the bombsite alone. Try to organise yourselves quickly, look up on scoreboard at how many Terrorists are left & annouce via voice comms numbers & likely locations, then communicate what grenades you have, your entry point, & which direction you will head when you enter the bombsite. Grenade & Flash at the same time, & enter bomb site together, & head for your designated point to attack first, so you aren't all aiming for the 1 guy while rest of the opposition shoot you all in the back. This is difficult to do, unless you practise a lot, but it will be the difference between thinking you are good & actually being good, & can prove it. Really good clans have all this stuff prearranged with way points & entry timing & they are left only calling enemy positions. How quickly & smoothly you can retake a bomb site is an excellent demonstration of your clans skill level.
* Try to kill all Terrorists before you begin defusing
* If you have time, check corners for hidden campers, waiting for you to start defusing.
* Let the person with the defuse kit defuse the bomb no matter what. If they kill the bomb defuser the defuse kit will be on top of the bomb.
* If you are going to defuse, call out loudly that you are going to go for the defuse, to make sure you don't have 4 of your team running for the bomb & you all get shot in the back by the one hidden terrorst.
* Crouch when defusing, you are a smaller target.
* Cover the bomb defuser, by surrounding him from points where he can be attacked. If there is no opposition left run away, in case he stuffs up or its close.
Very Basic Buying Strats
1st Round
Counter-Terrorist, is usually 1 HE, 1 Flash, 1 Defuse Kit, 1 extra clip ammo for 3 players the rest get 2 Flash & no defuse for re-taking bomb sites. Sometimes you may want to mix it up with guys who have armour. Suffice it to say, you do not need 5 defuse kits amongst your entire your team for the first round.
Terrorist, is usually Glock armour for majority with 1 or 2 getting grenades & those with grenades are shepherded by the ones with armour. i.e. 2 Armour guys at the front, 1 Armour guy at back.
Alternatively, you get 2 with Glock armour, 2 with Grenades, 1 with DE or USP, or some combination of these.
2nd Round
1st round Win (1-0)
For 2nd round MP5 it
You don't buy a rifle, cause if you die, you give opposition your rifle & they can then win that round.
Use extra flashes either to defend planted bomb or to get you into a bombsite
1st Round Loss (0-1)
For 2nd Round Don't buy anything ECO RUSH depending upon map, & side you are on.
Terrorists Notes for 2nd Round
a) ECO then AK + Armour 3rd round to get an AK + Armour v MP5 + Armour Battle
b) DE RUSH second round & try & win by rushing a site late in the round
c) ECO twice, then buy AWP's 4th round
3rd Round
1st Round Win, 2nd Round Win (2-0)
3rd Round Keep MP5 or Buy Rifles depending upon what Opposition do, top up Grenades (This is map dependant & depends upon whether you are Terrorists or Counter-Terrorists)
1st Round Loss, 2nd Round Loss (0-2)
3rd Round, maybe buy HE, but otherwise just ECO again or AK RUSH if you ECO previous round (more of an option for Terrorists than Counter-Terrorist, popular strat for Dust2 or some I am told by reliable sources)
1st Round Loss, 2nd Round Win (1-1)
Well done, BUY UP on Rifles, unless you already have enemies MP5, as you should be able to get a rifle, armour & a grenade, especially as a Terrorist.
1st Round Win, 2nd Round Loss (1-1)
Well you stuffed up, now u can either ECO, or MP5 its up to you & depends upon map.
4th Round
1st Round Win, 2nd Round Win, 3rd Round Win (3-0)
BUY UP, Buy Rifle, Get AWP, Buy as many grenades as you can afford, Buy others rifles if you haven't died yet.
The other team will have eco'ed Rounds 2 & 3, but now they will have Rifles & Armour too.
1st Round Win, 2nd Round Win, 3rd Round Loss (2-1)
Don't buy anything, check money status of team, then decide whether to ECO or BUY UP.
1st Round Win, 2nd Round Loss, 3rd Round Win (2-1)
BUY UP
1st Round Win, 2nd Round Loss, 3rd Round Loss (1-2)
ECO You are struggling now, you have to save
1st Round Loss, 2nd Round Loss, 3rd Round Win (1-2)
Well Done, BUY UP.
1st Round Loss, 2nd Round Loss, 3rd Round Loss (0-3)
BUY UP after double ECO rounds 2 & 3.
1st Round Loss, 2nd Round Win, 3rd Round Win (1-3)
Well done, BUY UP.
1st Round Loss, 2nd Round Win, 3rd Round Loss (1-2)
Don't buy anything, check money status of team, then decide whether to ECO or BUY UP.
5th Round
If you win 4th Round, you are well on the way to winning the war if this is the 1st half, or you scored 4 or more wins in the 1st half.
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