![]() So, I'm going to stick with CT-sided, even though we're starting to see some tendencies where it favors the Ts a bit more. ![]() A good Nuke team will rotate seemingly all over the place without leaving much room for the Ts to take advantage. A lot of open spaces, a lot of ground that can be taken early - CTs can take control of the round early, the same goes for the Ts, which usually results in early fights and those can go to either side.” Nukeįavored Side: Counter-Terrorist (53,5% side wins)į0rest disagrees with the stats, leaning towards T-sided: “I would say that Nuke is starting to lean towards T-sided, but good teams on it will punish the Terrorists with the way their rotations work. I think it's pretty close and either side runs away with big halves of very close scorelines, just because of the map layout. Regarding how to counter it, just notice the tendencies that they're doing and try to read it, use the grenades later, maybe try to pop-flash mid-round, and take aggressive peeks when they're setting up.” Overpassįavored Side: Counter-Terrorist (50,2% side wins)į0rest adds: “I would say 50/50 on that map. If they run out of utility, it usually ends up with Ts just running them over. ![]() It's a very hard for CTs to hold any sort of ground, you can push early and try to fight, but usually, Ts just hold back and wait for the Smokes and Grenades to fade away and as the CTs use a lot of utility to fight for A control, the Ts will just eventually take back A Ramp which will force the CTs back on site. One important step would definitely be to take Popdog control if you can and try to take that position away from the CTs, giving you more map control and enabling you to split from Popdog, Main, and Ivy.” Vertigoį0rest rules for T-Sided on Vertigo: “I'm going to say. The same thing as on Inferno, it just comes down to how the CTs are playing. I think overall it's just hard to Ts to execute on Train. I think that you have a lot of opportunities to just hold them down, it's quite an open map for AWPers to hold safe angles and try and take map control. Sometimes it goes amazingly of course, but it can be a hard map to defend on.” Trainįavored Side: Counter-Terrorist (55,8% side wins)į0rest is leaning towards a CT-sided map: “I would say that Train is CT-sided. Some teams like to play it slow and others aggressive, and sometimes a well-timed flashbang and it's just so easy to be punished on CT-side Inferno. I would definitely lean towards it being T-sided just because people are so comfortable on how to punish the CTs on Inferno. I think people have so good understanding on CT side of Inferno and how to counterplay it, it just comes down to timings and exploitation of the B Bombsite on that map. If you don't have the grenades or setups to fight early, definitely play more passive and make the CTs sweat a little bit, make them use their grenades, make them hesitate, force them to do rotations or gambling stacks, and try to play out of that if you're not comfortable on taking early fights.” Infernoįavored Side: Terrorist (51,2% side wins)Īccording to f0rest: “I think it's hard to say, I think it can be T-sided on some days. It's a very fast-paced map, it can definitely go both ways. Also, a very "flip-a-coin" map, kind of the same thing as Overpass since it can potentially end up in early fights, usually around Short and Long, where trades can happen. I’ll then have what f0rest said about each one, his opinion on how the maps are split up, and even some tips on how to counter that tendency.įavored Side: Terrorist (51,6% side wins)į0rest shares his opinion on Dust2: “It’s a 50-50 map for me. ![]() Regarding how this article is going to be set up, you’ll find a list of the seven maps in the pool and the percentage of wins on the side that’s favored. From the iconic Dust2 to Vertigo, there’s a map for every type of player. The current competitive map pool is composed of 7 maps, having seen his last change made more than one year ago. ![]()
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