With the recent discussions about utility, I’m here to ask the next logical question:
how long can a team make a corridor inaccessible for? For this example, I’ll be using bombsite
B of Dust2. Because of course I am. Is it possible to render this entrance inaccessible
for the whole length of a round? Now, a round is 1 minute 55 seconds in length.
Let’s represent that with this white bar here. Some how, we must stop the terrorists
from passing through the corridor for this -literal- length of time.
According to my rough calculations, it will take terrorists about 10 seconds to reach
the corridor in the first place. We’ll represent this time in green, like so.
And we’ve also got to remember that, even after the terrorists reach the bombsite, it
will still take at LEAST 6 seconds for them to get the bomb planted. And that’s provided
they don’t run into resistance of any sort. We’ll represent these 6 seconds in blue
at the very end of the round. This leaves 99 seconds in between. Can we
make the corridor inaccessible for this length of time?
Now to define ‘inaccessible’. Technically, a smoked off corridor is still accessible.
It’s just that you don’t really want to run through it because of what might be waiting
for you on the other side. And sure, you can argue that you can flash yourself in or what
not. But for the sake of this video, I’m going to deem a smoked off corridor to be
‘inaccessible’, because it gives the defending side a major advantage.
How long does a smoke grenade last for? For this video, I considered it to be the length
of time the smoke was either fully opaque, or so thick you’re unable to see much through
it. Measuring it like this, it came to just over 17 and a half seconds in length.
So already we’re doing well! 5 smokes, thrown at the perfect times, can obstruct a corridor
for just under a minute and a half. Now we just need to deal with the remaining 12 seconds.
The next logical choice is a Molotov, or incendiary grenade. These walls of fire last for about
7 seconds. AGAIN, you could argue that they don’t render it inaccessible, since you
can still smoke it off, or run through it IF YOU WANT TO. You’ll just sustain damage.
But I’ll take it into consideration this time and will say that okay, the very beginning
and end of the fire probably doesn’t really count so you’re talking about 5 seconds
where the fire will inflict serious damage across a considerable distance.
So that’s another 25 seconds. Easily. Which, when added to the smokes, takes up the entire
round… and then some. So how about that? All it takes is 5 smokes, 3 fire grenades
and the threat of a CT presence beyond the smoke to shut down one of the routes of the
map for the entire duration of a round.
But that’s not the end of the story! Because remember, this is just one of the routes the
terrorists can go. Ideally, you’ll want to block it off with as few players as possible.
So we’ll add up the rest of the amounts, then will see if you can achieve it with just
4, or even 3 teammates. Which is a small price to pay to kill the ‘Rush B’ meme, I think
you’ll agree. A good flashbang delivers 2 seconds of blindness.
You have a maximum of 10 per team, so that’s 20 seconds extra right there.
And on top of that, I would argue that a high explosive grenade could render it inaccessible
for a second, since one of these going off in the entrance every second would deal a
lot of damage to anybody rushing. Unfortunately, current buy limitations means that you won’t
be able to carry a high explosive in addition to the other, superior corridor-blocking grenades
I’ve already mentioned. So for the sake of this video, I’m going to forget about
explosive grenades. And there’s one last thing: the negev! This
handy little weapon fires a wall of bullets for 11 seconds. Enemies will not want to walk
into this. And each player has enough ammunition to do this 3 times per round. Since it only
takes 8 seconds to reload, 2 players, armed with negevs, can take in turns to lock down
the tunnel for a total of 66 seconds per round! That’s AMAZING.
So a player armed with a negev, a smoke, an incendiary grenade and 2 flashbangs, can block
the corridor for almost exactly a minute. If a team of 5 PARTICULARLY HATED a specific
entrance, they could render it inaccessible for exactly 5 minutes! But rounds of CS:GO
are not that long, so only 2 players are required to lock an entrance down for a whole round!
This leaves 3 players free to go A instead, or whatever. I don’t know about you, but
I think this video might have changed CS:GO forever. Astralis, take notes.
LET’S GO! All this equipment adds up to $3,000. And
survive a round with the negev still intact and it’ll only cost $1,300 to restock on
grenades. I’d recommend that you use your grenades up first before the negev spam, though,
since it won’t be fun if the enemy decides to push through the smoke and you’ve got
0 bullets left. But yeah, interesting strategy right here.
I’m seeing something beautiful coming together. The negev, the proposed changes to utility…
CS:GO could soon become a turtler’s dream. Do us proud, Fatslob.