SCRIM : COUNTER TERRORISTS FLASHING

whats your strategy?

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*ska
Posts: 77
Joined: Sun Oct 19, 2008 7:23 pm

SCRIM : COUNTER TERRORISTS FLASHING

Post by *ska » Wed Dec 17, 2008 3:42 am

things to know :
- save at least 3-5 flashes total on a team
- use sound to determine enemy locations
- don't team flash
- use flashes to kill time
- study the map

de_dust2
- before planted, pre-flash (unless hearing footsteps) cat, b tunnels, and connector
- after planted [A], flash connector, goose/plat and cat
- after planted , flash window, b tunnel, closet, and plat

de_inferno
- before planted, pre-flash (unless hearing footsteps) alt mid, mid, apartments, and banana
- after planted [A], flash pit, apartments, site, jungle, and desert
- after planted , flash banana, back alley, over site


de_nuke
- before planted, pre-flash (unless hearing footsteps) ramp, hut, and outside
- after planted [upper], flash connector, rafter, squeeky, and hut
- after planted [lower] flash window, door 2, lower ramp, and dark spot

de_strike
- before planted, pre-flash (unless hearing footsteps) t ramp, b stairs, apartments, mid
- after planted [A], flash t ramp, apartments, hut, and window room
- after planted , kitchen, behind site, stairs, and cat

de_cpl_mill
- before planted, pre-flash (unless hearing footsteps) kitty, spiral, and mid
- after planted [1], flash kitty, tunnel, boxes left and right [in site]
- after planted [2], flash brick house, bridge, over site, and back alley

de_train
- before planted, pre-flash (unless hearing footsteps) light 5, white halls, ivy/back alley, pop dog
- after planted [A], dark side, light side, train 5/6
- after planted , ct spawn, ninja, white halls, and high rise
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