As per most pistol rounds, it’s a pretty chaotic start. To some extent by Titan’s design as they decide to take a reactive approach. Some would argue there is generally more merit to going with a more “swarm” like approach with T pistol as the glock is so over-powering on the rush. It tends to perform better against armour than the starting CT pistols and it also has more accuracy on the move. This is often why we see only one to three players picking the USP-S for the CT side these days, as it performs terribly close-up in these situations (on nuke it’s generally great to have 3 as the ranges are so huge). It’s a pistol that only has advantage over other pistols at distance, reliably at least. Of course, in this instance as we see with f0rest, if you just want to go for the quick close range peak shot it actually works quite well too if you have that easy escape from the angle.
There’s nothing wrong with Titan’s slow approach though, on nuke you can be quite vulnerable to pre-nades as the choke points, even outside, can be quite severe. They are also by doing this mostly staying out of the range advantage that the USP-S has over the glocks of Titan.
They decide to try to go for a pick on ramp and get shut down. Pretty awesome stuff from f0rest, which although is a slight risk, we can see it pays off heavily. These are the kinds of plays you need to go for, not only for information but also for the pick opportunities. His friend could even try attempt a trade if he was to get in trouble there, but he can fall back so easily that it would be pretty unlucky for him to die with such a quick peak. As such we can weigh that this was a great play for f0rest to go for.
After this loss, NiP know the bomb is down, that’s a pretty huge deal. It means that they want to wrap around the area where the bomb is (lobby), not only to limit the options of Titan, but to be able to play closer together on the objective (locking down the bomb), or eliminate the options to 1 or 2 things for the remaining Titan players.
Good play from NBK and Screamz stops this though, and gives them an opportunity to win the round again solely based off of shox’s ability to move unhindered outside/lower. At this point he HAS to give an option to NBK who is pinned down in lobby, the smartest thing, which he went for, was the 1on1 at ramp to open that up. As it’s most likely that NiP will only commit 1 of the 3 remaining players there, he gets his best possible chance with a 1on1 which he wins. The reason to only put one player there is that, upper is harder to hold alone and it allows a very quick rotation using the vents down to the lower site, so this is even something shox could have reasonably expected.
After this it’s just about pure execution off of the plant, which couldn’t be closer.
This wasn’t the most detailed write-up in the world, but as you can see, like most pistol rounds the concepts at play are very simple and mostly execution based. I will take rounds like this from time to time to mix in, as CS:GO isn’t all about the well put together rushes, fakes or defences! Check out the post for Episode 4 if you missed it, that one covers some great concepts, ones which I plan to explore properly in the near future.
Hope you enjoy it, look forward to the feedback and expect another episode sometime this week. I’m trying to make up for last week which was ridiculous with how busy I was, I made the video as soon as I could.
Alright, see ya next time guys!