Counter-Strike 2

Counter-Strike 2

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Effectivenes of the rush
I seem to get in argument every match I'm in.

People always want to "play for picks", which is cool for a few rounds, or to control the pace of the game.

The problem is, when it comes time to rush them, ct or t side, one or more people invariably ignores the call and goes the other direction.

This is a problem because then we have a 4v2 or 4v3 and a 1v2 or 1v3 situations instead of a 5v3 or better yet, a 5v2.

Its very difficult, even with two awps, say on Dust two, if the entire T team rushes cat for those guys to hold the site. If the T team is clueless (mine usually is) the CT team can take it back. This is just one example.

"Don't push, Don't push", they say, when we've lost 4 in a row and have been "playing for picks" and gettign slaughtered.

Obviously sitting at the site isn't working, why do you continue to play passively?

I find that people just want to up their score, and will let you die if it means them getting one kill.

I guess this is probably only a problem with lower ranks, I haven't been able to get above silver elite, though have played games where we've beaten nova masters and even MG's...

I try to explain this to my team but its hard to get people to change the way they play.

What do you guys think? Am I noob for rushing? Should we all just hang back and hold our ♥♥♥♥♥ for 30 rounds? Or is there a legitimate claim to the efficacy of a rush?
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Showing 1-8 of 8 comments
Malek Feb 1, 2015 @ 7:49pm 
People are a little bit too preoccupied with getting kills. You can be the top fragger and still be a burden to your team because you arent playing as part of a team.

Rushing can be effective, it just depends on your enemies and what they are prepared for.

What gets annoying is when just a few players rush, and get killed leaving a 5v3 situation with odds against you.

Rushing in general wont work unless the whole team does it. I play with people who will fail on a rush 9 times out of 10, but that 10th try they will get 3 kills and think that validates the strategy, so they go and do it again. SO annoying.
I totally agree it takes the power of the 5 man rush to really make it work and be an effective part of the strategy. Even missing one of those 5 will severely diminish the impact of the initial rush.

All 5 guys looking at 2 or 3 guys gives you a distinct advantage, unless those guys are beasts, you are probably going to get the better of them.

Though this doesn't always work, and knowing how to rotate and when to get the ♥♥♥♥ out of there is also key.
heyimquack Feb 1, 2015 @ 8:06pm 
I'm not exactly an expert at the game but I believe it may depend on the round you're playing.

For example, if you've won the pistol round and have a strong economy on your team's side, and you know the opposing team's definitely be eco-ing, rushing with a primary weapon would be effective, since you'd be at an advantage.

Rushing in blindly isn't always effective because you can get picked off easily.
That's why it's usually safer to hold, especially if you're a CT, since Terrorists will have to push to get the bomb planted.

If you're a Terrorist, it's still safer to hold and push slowly because then you might be able to gain intel on your enemies' locations by listening to footsteps, gunshots, smokes, flash bangs, etc.

An entry fragger could help with pushing by playing smart and slow, yet aggressively, creating openings for the team.

If he/she goes down, a playmaker can continue the push and get trade kills.
(Source: http://www.reddit.com/r/GlobalOffensive/comments/1ek0d8/can_someone_explain_cs_go_comp_roles_please/)

It's a lot better than rushing in blindly and getting the entire team killed by CTs who are waiting for you to pop out.

You could still rush efficiently, if you know how to smoke and flash your entrance safely.

Watch adreN's Pro Tips series on Rushing B effectively on de_dust2 for some strategies/advice on rushing.
(https://www.youtube.com/watch?v=9LkmWXSpr14)

Hope this helped! Willing to listen to more input and discussions on this topic as well. I believe there's a lot we can learn here :csgoanarchist:
The smoke/flash is also key, but I don't think necessary. As long as playmaker and entry fragger are quick on the draw and working in tandem, I think their guns are a much more effective force than any flash or smoke
Electric (Banned) Feb 1, 2015 @ 11:23pm 
Nothing worse than players who protect their k/d.
Be a part of the team and contribute as a 5 man team member.
Don't watch me rush, watch me take out 2 ppl on the site, get shot from behind only to see you hiding behind a crate not assisting at all.
heyimquack Feb 2, 2015 @ 1:37am 
Originally posted by Androgynous:
The smoke/flash is also key, but I don't think necessary. As long as playmaker and entry fragger are quick on the draw and working in tandem, I think their guns are a much more effective force than any flash or smoke

I see what you're saying. But at higher levels, guns won't be as effective against a player who knows what they're doing.

Here's a scenario. You and your team are rushing into B on dust2. As a terrorist there are pretty much only 2 points of entry. Upper Tunnel, and Mid.
Mid isn't exactly the best option, since there's usually an AWPer watching mid near CT spawn. Even if you do rush him and take him out, your position will be given away and the remaining CTs are able to sandwich you from both B and A.

On the other hand, if you were to rush in from Upper Tunnel, the CTs pretty much know where you are, since that's the only entrance your entire team has.
They'll be able to hear your footsteps and they'll be ready for you, even if there are only 2 CTs watching B, given that they are going with the default 2 1 2 positions.
Those 2 CTs may be anywhere in B. They may be waiting for you at Dog, Car, Platform, Doors, Window, etc. (http://steamcommunity.com/sharedfiles/filedetails/?id=157442340)
This gives them the advantage in picking off the first player rushing in and any other players subsequently.
Not only that, once you open fire, your position is immediately given away and the other CTs will be able to rotate quickly enough to assist their teammates who are under fire.

Now, if you were to smoke/flash in, the tables may be turned.
I won't give an example for the smoke since adreN's video already explains that clearly.
Throwing a flash bang blinds the 2 CTs in B, giving you the upper hand in fragging them before they frag you.
Even if they were to turn away before the flash goes off, their backs would be facing you while you're rushing in, which, at the very least, evens out the playing field.
That is, if you flash in correctly.

With that said, I agree with all the other statements. It is definitely annoying when a teammate refuses to cooperate when the team decides to rush in.
However, as I've previously stated, one should also know when to rush, and when to play it slow.
Extinzion Feb 2, 2015 @ 1:43am 
yestureday we rushed for a B retake on inferno and i got 4k with five-seven
and we won so why would u only play for picks if u cant do it? :D
Last edited by Extinzion; Feb 2, 2015 @ 1:44am
I feel like people get the impression that "CS is not a fast paced game, its not CoD, etc" when in fact one of the most effective team strategies in a competitive 5 man match is a well timed and executed rush.

Without your teams ability to utilize these strategies effectively, you probably won't get far in the game.

I don't mean to sound arrogant but I feel like a large reason I am stuck in silver ranks is not due to my skill or how good of a shot I am, but its ineffective team decisions that do me and the others in. Smurfs and hackers don't help but that is a whole separate topic.

I want to change the sentiment lots of players have (I find these people are under the age of 16 mostly) that you should never rush the enemy. Its simply not true.
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Date Posted: Feb 1, 2015 @ 7:40pm
Posts: 8