Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
Some things I think about: flashbangs over the walls into A site, underpass at A site, mid control and going mid to B, hopping over the mid wall as T's and attacking squeeking and window at the same time your teammates push mid, etc. I think there are theoretically plenty of options for T's, but that's the importance of testing, isn't it?
maybe removal or changing the bridge (raise the wall/fence on the bridge??) would make B more difficult to retake thus encouraging CT to be a bit more present in the site?
For example, even B on mirage (often considered the least accessible bombsite in all of counter-strike), you can probe, look for picks, make sure the CTs aren't stacking on an eco round, etc, without fully committing to the site. I feel like the way B site on this map is currently laid out, you have to more or less commit yourself in order to gain any information.