![]() The most important thing in the circuit is to control the connector.īut even in the pro scene, they occasionally do quick rounds. If you can't get out there, then even at the 25th second you can have time to go back. It is enough to make a fake spread for any of the sites, and then go to another. If these positions are knocked out, then the round is practically won. If possible, take the connector, water and toilets. On Overpass, it is preferable to play slow rounds with the collection of information: one player each in the connector and B, the rest go under A The beauty of the card is the ability to adapt to the situation. You cannot come up with a guaranteed working round for an attack. At the start, he can play in the toilets, but after scattering he must quickly move to the site, from where he can check both positions by jumping. The task of the only defensive player A is to collect information and throw back grenades, restraining a potential exit. We will analyze the game of the defenders B later, but with such an arrangement, they should play as passively as possible: one player is on the help, the second is in the swamp or behind the column.īy the number of players on B, it is obvious when such an arrangement is needed. But with such a setup, the defense of B suffers seriously, since the attack can easily take the connector and the water, after which it is easy to enter the site. Terrorists will not be able to go to the A site, so this arrangement should be used if they were actively pressing this side before. This time, the connector is completely given up, but 2 players are in the toilets. This link, if necessary, is very quickly pulled under both bombs, and also controls almost half of the map (water, connector and balls). One player in the connector rises to the shelves and looks at the passage to the toilets, and the second passively controls the connector. The long player plays passively, if he wishes, he can even stand at point A and collect information on his position. Therefore, we will describe all the arrangements with four numbers in this order.Ī popular setup in which the defense completely gives up mid. Overpass has 4 main lines at once: long, toilets, connector and exit under B (Water and Monster). If on a conventional Mirage the 2 - 1 - 2 formation works in any situation, then on Overpass the attack quickly adapts to any defensive position. ![]() The defense has several basic formations that it must (!) Combine during the match, depending on the situation. The monster must be thrown tightly with fragmentation, since attacks can often simply extinguish the molotovs and break into the smoke. Also, such smoke allows you to throw fire on the sand without extinguishing it. At this time, the player from the connector already rushes into the creaky one, and the other two run through the passage: one goes to the top ten, and the second (avaper) to the nine, shooting the remaining terrorists.Īs for the scattering, it is necessary to put smoke on the exit from the monster, as well as on the short, and the smoke must be close to the short so that the attack goes directly into the sight of the player of the dozen. The second player must create an opportunity for crossfire. The toxic position meets terrorists, both from the monster and from the short. The players located in the plant should take the most advantageous positions to receive the attack. It provides important information about the vector of a terrorist attack. Receiving a B plant is also not complete without a player on the connector. ![]() If you lose a connector, you should retreat to the bombsite and take closed positions, because knocking out the connector when the attack has already occupied it is very difficult. Grenades are thrown there in order to inflict any damage on the attacking side. Smoke also rushes to the exit from the toilets. When stepping back, the sniper must zig-zag the smoke, taking a position in the bank. Thus, map control and quick shooting of the offensive are achieved. The length player watches the breakout from a kinder. The player controls the exit from the fountain and onto the balls from the connector, having checked the possible tightening. With a quick aggression, the player from the toilets goes deep into the plant, taking a position on the car. Players B of the site, in which case, can make a quick haul in the direction of site A through the transition. ![]() When the attack is directed to point A, the players are positioned as follows: One goes to length with AWP, one controls the toilets and mid, another defensive player takes the connector. ![]()
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