Upon seeing this, the commentator on the field also laughed:

"In fact, both NA and A teams attach great importance to the location of the jump platform, which is enough to show the importance of the jump platform in the Castle Battle map."

"That's right, the jump platform can be called the 'eye of the map' on this map. Whether it's the T side or the CT side, once they get the opportunity to control the jump platform, they can threaten the B bomb site, the connector, and the middle at the same time. The T side can also cut off the CT's return route."

"Furthermore, we know that A to B requires going through the sewers, while CT to defend goes straight through. Therefore, everyone can see that NA often extends its map advantage to the sewers after gaining control of the jump platform, leaving personnel to control the middle and the sewers. This is the basis for T's rotation if they need to rotate again."

"In the pistol round, we saw that NA undoubtedly provided a visual feast of tactics. In fact, careful analysis can be very beneficial."

"You should know that the T side has a win rate of about 53% in professional matches on the map Castle Battle. Because the bomb site is easy to attack but difficult to defend, and the CT side has a single route to retake the site, under normal circumstances, most teams would not choose to rotate to the second site after gaining an advantage in the early stages of the pistol round. However, on the one hand, NA was as cautious and calm as ever, and on the other hand, their ability to perfectly rotate to the second site was largely due to their control of the map."

After the tactical setup, NA didn't encounter much resistance during this round of spear fighting.

After all, they already had a map advantage, as well as an absolute advantage in firearms and equipment. Unless the defending side made a desperate gamble and succeeded, it would be very difficult for them to defend.

After securing that long-range shot, NA was now leading 2-0.

This is clearly not a scene that Team A wants to see or can accept.

To make matters worse, the textbook-perfect attacks that followed caused them immense headaches and proved extremely difficult to defend against.

The attacks in the naB area are basically centered around the jump platform, which means that the opponent can basically gain an advantage on the map.

Then, once NA gains an advantage on the map, they will choose to accelerate and rush B.

Li Mo's personnel configuration was very reasonable and effective: 3 people mainly attacked B corridor, 1 person covered the rear and jumped to the platform, and 1 person supported the middle lane.

In this case, the defending side actually faces enormous pressure.

Moreover, once they lose their position, their defense will be instantly destroyed by NA's overwhelming attack, making it extremely difficult to counter-clear and retake the defense.

"Keep it up, keep up our current offensive rhythm."

After scoring 3 points in a row, Li Mo continued to calmly and steadily direct the team.

"The first T jump gap was blocked by a smoke grenade, covering the opponent's defensive vision. After the item took effect, Lin Yu, in the second position, used a flashbang to escort me and the cargo jump gap. After we landed, we used a ground flashbang to clear the blind spots under the jump platform."

"do you understand?"

"Okay, Brother Mo!"

Li Mo's chosen offensive route was undoubtedly very reasonable and could largely counter Team A's defense.

In the early stages, prioritize using B short to flank the bomb site, avoiding a direct rush towards the road, as this makes you vulnerable to crossfire from the sculptures/stones.

Once you gain control of the control platform, you can then use the information to decide whether to switch locations.

After capturing the platform, Li Mo had somebody hold the window and lock the connection, while the other four players immediately switched to A or launched a strong attack.

Na's offensive rhythm is actually very difficult for Team A to defend.

Originally, they were already under immense pressure on the side of the martyrs. So, when facing the rhythm of NA's attacks, even though they had come up with many ways to deal with it, the results were actually very poor.

Furthermore, this is also a very bad situation for Team A's coaching staff, because they originally thought that this map, which has the highest win rate for the team and is a map where teamwork and individual player performance are top-notch, should not cause too many problems, at least in the pistol round and the first half.

Because even with tactical coordination and constant adjustments, it takes time. If Team A can put significant pressure on Team NA in the early rounds, then with a score advantage, Team NA will likely need to call a timeout to stabilize the situation. Team A, in turn, has sufficient tactics to counter Team NA's adjustments.

For both teams, timeouts often play a very important role in matches between top teams, especially in their significant impact on the overall situation.

In the previous Infernal Town match, the reason why Team A faced such great pressure in the second half was because they had paid the price of two timeouts in the first half. So, their idea for this map was to put pressure on Team A to call a timeout, given their familiarity with the map and their excellent performance.

However, they never expected that they would be outmatched by such an exaggerated margin in the pistol round. In fact, if you only look at the first pistol round, you would think that NA has an extremely good understanding of this map.

After losing a crucial pistol round, Team A's coach believed they could quickly adjust. He reasoned that even after losing the next round (eo), their players would be able to utilize their understanding of the game and inflict significant damage on Na in the rifle rounds. However, he hadn't anticipated Team A's clear tactical approach and excellent execution. Both Na and Team A understood the importance of controlling the jump on the map, but in practice, they displayed superior tactical methods and teamwork, utilizing utility to seize control of the jump.

More importantly, there was a clear difference in the two sides' understanding of the jump platform position. Although Team A gained control of the jump platform in two rounds, they failed to launch a series of counterattacks that gave Team A a defensive advantage, or to use the jump platform to gain more advantages on the map, or to launch a counter-purge or put too much pressure on the offensive side.

So, under these circumstances, when the score had already reached 0-6, Team A's head coach had no choice but to call a timeout.

Moreover, when he called the pause, he felt for a moment that the other party had even calculated the time he called the pause. In addition to being shocked, he also felt that it was terrifying. In fact, he felt that Li Mo had even planned this round in advance.

According to his usual practice, when the score is 0-4, he would call a timeout to give his team a chance to breathe and make reasonable adjustments to their defensive tactics, which are no longer effective.

However, in this round, although Team A ultimately lost the round, NA clearly encountered resistance on the offensive end, and during their push, they were also put under great pressure by Team A on the defensive end. They were also unable to make a breakthrough in gaining control of the map that they had previously tried to seize.

So, after sensing this change on both sides, Zonic wondered if he could let the players who had shown signs of improvement make better adjustments on their own. Because, as the head coach, you have to give players room to adapt when they show signs of improvement.

However, after losing this round again, and entering the rifle round, the hopeful Zonic only saw Team A's five players being relentlessly attacked by NA on the offensive end.

Am I being played?

Seeing the situation on the court, Zonic had no choice but to call a timeout when the score was 0-6.

It's very simple. If he doesn't call a timeout, he has no doubt that his team will be able to score even just one point in the first half.

Sometimes you should never have unrealistic fantasies. When top teams are playing against each other, if one side experiences a significant drop in form or encounters insurmountable obstacles on both offense and defense, it is very likely that they will not be able to score a single point during that period.

Zonic absolutely could not allow his team to fail to score even a passing 3 or 4 points during the defensive phase of the first half. Therefore, under these circumstances, he had no choice but to call a timeout and yell at his players to wake them up.

It was obvious that after losing the first map, especially after facing significant defensive resistance in the second map, and as the score gap widened, the players' mentality fluctuated noticeably.

Putting aside the obstacles they face on the defensive end, under normal circumstances, they are now making some irrational choices and engaging in very inappropriate actions like scrambling or frequently trying to actively seek opportunities.

If no one had given them a wake-up call at this point, Zonic didn't even dare to imagine whether the score in the first half would have ended at 15-0.

"We've talked about the guerrilla tactics of the platform many times before, but you've never actually used them."

"Don't explain. I know you tried it once before, but it didn't work out well, so you didn't choose to try it again."

"It is crucial to understand that the ramp is a core area of ​​the map. You must take advantage of the defenders' position and proactively use the ramp windows to throw incendiary grenades or smoke grenades to block the T side's advance at B site. You should also try to find opportunities to flank and kill from the side by using double gun positions, rather than simply engaging in head-on gunfights and holding the bomb site to the death."

"The use of items to control the pace of the map was problematic, even poor, in your previous rounds!"

"dev1ce, dupreeh, you two must coordinate your smoke and flashbangs at the middle door. After the smoke is applied at the middle door, try to use the flashbangs to clear out the A long or middle hall, and coordinate your shots to form crossfire."

"After the smoke from the middle gate blocks the opponent's vision, the A ramp position can be pulled out simultaneously, and the flashbang can cause great trouble for the T side's breakthrough player."

"And you must remember to use fake props to lure people, especially when defending point B. You can deliberately throw fake fire or smoke under the platform to mislead NA into misjudging the defensive focus, and then concentrate fire to clear the weak areas."

"In the endgame, we can design trap tactics that we used in previous training matches and official matches. We can use the terrain and psychological tactics to play the ninja position in the A site. Even if the T side plants the bomb immediately with the advantage of tools and numbers, you can retreat to the dead spot on the A platform or under the balcony, use the cover to conceal your figure, and suddenly pull out to complete the endgame comeback after the opponent's defense is relaxed or after giving information."

"In previous rounds, NA would sometimes use shotguns when they were at an economic disadvantage. So you can also use shotguns to ambush at point B, especially in eco rounds. With shotguns and hiding in the long blind spot of B, the opponent will have a high burst damage advantage at close range and will find it very difficult to defend against."

"In addition, another very important point is the combination of a series of studies and information collection, so it is very clear that this map can be said to be the strongest map for Team A in the past year or even two years."

After calling a timeout, Team A's head coach undoubtedly went all out in the voice chat, as he had to give his players as much output as possible in this very short time.

Because he was very clear about how many unforeseen problems they had made on the defensive end in the previous six rounds, and what kind of defensive pressure they were facing. If he couldn't make a comprehensive command at this time, especially in this situation, so that his teammates could make timely and effective adjustments, then this extremely valuable timeout would not achieve the expected results.

"Understood, Coach."

After listening to the coach's explanation, it was actually very important for the five players on Team A. First, their mentality had changed during the continuous losses. On the other hand, after their mentality changed, they didn't know how to deal with the current situation and circumstances, especially how to make a defensive plan.

This timeout clearly had a very good effect on Team A. (End of Chapter)

Tap the screen to use advanced tools Tip: You can use left and right keyboard keys to browse between chapters.

You'll Also Like