Strategy Discussion for High School/Jail

TsukasaY

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Aug 15, 2011
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So I've been playing high school and I've seen some fail and some really good rushes. So I decided we could all sort of put in our opinions on different strategies for high school and for jail, but mostly for high school.

So for Ts, I definitly think that A is a good option to usually go, just need to watch out for snipers at CT window, aiming down the hall. I'm not sure how well flash works on that distance but smoke definitly is a must.

B is slightly more dangerous. People tend to hunker down and take cover. But I think with proper smoke coverage, Ts can be able to get to B bomb site fast.

The one problem that happens with Ts often is the fact that most either scatter or stop in the middle of a rush. Pushing is key for terrorists and as a terrorist, you can go defense once the bomb is planted or being planted.


CTs have the easy job I think. T stairs are easily controlled by CTs and West hall is also very easily covered. One thing that can and usually does go wrong for CTs is when there isn't enough coverage on a certain bomb site. Or the Ts just flank with north hall to either A or B.

I know for a fact that CTs rushing DOES work. Its more or less based on a 50/50 chance that the CTs are rushing the same way the Ts are. And if they do rush the wrong place, CTs can always flank behind wherever the Ts are.

One thing that is always a deathtrap for both sides is North Hall. To be honest, I can't snipe at all so for me, if the bomb is planted at B, I'm definitly not going to B through north hall since I will almost certainly die before I get there. This is more true for people going from A to B, not B to A.

The CT window at A is an advantage for those rushing CT window from bomb site A, not so much going from the window to A.

So I hope this opens a nice long thread, full of discussion.

Oh yea I forgot, jail.

Right, uh...Jail isn't my expertise so you guys should pitch in for that.
 
I don't always play HighSchool, but when I do, I rush plot.
 
I don't always play HighSchool, but when I do, I rush plot.

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There you go :)

I usually run into courtyard as a CT to defend T stairs and watch T window.

As a T, I usually go east hall.
 
..and I am the CT at the top of P Lot stairs waiting for you guys to rush it so I can pop out with my para and mow you all down.
 
I don't play HS or Jail much anymore. But if I do get on them, I usually straight up rush.
 
hehe well I don't know if you guys have been playing recently but Arcticwolf and I have created two, unstoppable (ok maybe not but pretty fun and slightly successful) strategies, one for T and CT. PAIN TRAIN for Ts and Spartans for the CTs.

So the pain train is where EVERYONE buys para and rushes any point. Surprisingly this works pretty well, was able to keep the wins even by the end of the map. Gladiator has minor success because its a knife rush only lol.

@Judge: lol I would like to see you try! Most of the time its nades that splinters everyone.

It would be nice if we had fun rounds like knifes only or one team has glock and the other has knifes.
 
Rush and plant bomb.What can be harder than that.

Its all about social psychology man. Even in a simulation, people are afraid of getting hurt and dying, even though they know that it is only an illusion. War and conflict is all about luck and how to move the luck into your favor. 100 men who charge a position, some will be killed, no doubt about it, but that number is going to be either limited or massive. Think about it. A platoon is ordered to take an entrenched enemy position. If you know that your charging into direct enemy fire, would you? Probably not. Now if you attack from the front with flanking positions, then it would work out to the attackers advantage. This is why the military has NCOs.

Now putting this in context with CSS, a type of simulation, not real, no consequences. Just like the Ts attacking West Hall from P-Lot, if there are only 2 scouts and 1 m4 defending, with an attacking force of 12 terrorists, even with proper coverage from Terrorist smokes and flashes, most Ts will hesitate on charging that position, because the enemy has taken out 1 or 2 of the lead players. If those lead terrorists are taken down, most of the Ts will stop and try to snipe out the scouters while the 2 scouters and m4 tell the CTs that the bomb is at West Hall. The CTs will either reinforce that position at Bomb site B or flank from T Spawn or connector to West Hall, with scattered skirmishes between CT and T at courtyard and A.

This is the same thing with A: 1-3 defenders against maybe 12 Terrorists. The Ts will probably be stopped dead by a few shots from the scouts at CT Window. The Ts will also make the mistake of trying to snipe out the CTs at CT Window, at which point they will die either from enemy snipers or defending CTs. Defending CTs will either flash or just plain kill the Ts, also at which point, additional CTs can flank from Side Yard or Courtyard Stairs or reinforce Bomb Site A.

This is why I say Ts have more of a difficult job as the offensive. Splitting up is also not a sound idea since CTs are closer together (or at least should be) and have a stronger change of being repelled by the larger CT force which can switch positions from Bomb Site A and B via North Hall, which is also defended from both bomb sites.

There are, of course, many factors that can effect the outcome, even with these predictions, such as who is on each team, losing streak, what kind of weapon is being used, and more importantly, the most crucial factor in my opinion, the lack of consequence as a simulation.

The key here is getting players to act accordingly to gain the desired result. That isn't something that comes easily. Most of the time, you just have good players on a team that take care of a lot of the enemy. What we would all like is to have our teams like scrim teams but you always have traffic in the servers, non-eGO members coming in and doing stuff on their own terms.

So then it becomes a matter of adapting to frustrating situations of playing with people you don't know (you say lets go A, they go B with the Bomb).

*whew*
 
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I love smoke and flashes. Both can be highly effective when used correctly. I always find it laughable when I hear people bickering about not tossing smoke. Smoke effectively nullifies a lot of defensive positions. Flashbangs are also a must both when defending and attacking in the hallways. Drop a flash at their feet then pop out around the corner.

As I almost always play as a CT (for every map), I'll even use flashes when defending. They work great to buy time, and hold the Ts off when you're covering a site alone. I just wish I could carry more than 2. Thank goodness that the servers are setup so we can pickup dropped ones.

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How effective the Ts are really depends on a couple things. How many skilled players they have vs the CTs (talking top end players), and how effective they are working as a group. If they can work as a group and stick together, they should usually do quite well. But as said above, if they lose a couple key players, and lose that ability to work effectively together they're likely done.
 
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Rushing is a very effective strategy. However it's only successful if everyone keeps going. This is typically a problem and the main reason rushes will fail. When rushing B people always stop at P lot stairs, and when going A people always stop at the beginning or end of East hall.

Another good terrorist strategy involves patience. If you're patient enough and you know when to time it, you're able to go straight through from side yard to North connector. This is good if everyone is going A. That way most of the attention is on East hall. If you go through the connector then you can easily flank all the CTs at A.

As a CT it is easier to defend and gain more kills. Most of the time if you see one T there will be two more right behind him so you have to be cautious of how you attack. You also need to stay aware of your surroundings, even while fighting off a horde.

My goto strategy for CT is to buy an M4 and toss it in the small hallway between West hall and CT window. Then I buy a scout and just camp West hall. If they start pushing up and you're dangerously close for use of a scout, that's when I toss away the scout and grab my M4. Then I either run part way up CT Stairs or all the way up and jump out onto the tree. Then I'll flank through West connector.
 
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Yea flashes do tend to discourage players, CT, to make any defensive or offensive moves. The problem is that real-time intel doesn't tell you the exact distance of the enemy in relation to your position, thus if you throw a flash while the Ts are still at P-Lot stairs from Bomb Site B, it won't do much damage.

I think smokes are a two way street. I don't really like smokes in general, except as a T. I'm still having a hard time using smokes, as in I don't know when or where to use smokes as a CT.

Yea I noticed how the few skill players (at least the ones that players perceive as skilled) will keep the scores competitive (I wouldn't say keep the team together). I think it be more dependent on players adaptability to the loss of the skilled player. Like what happens when you are keeping the scores high for CTs, you leave, then they start losing. People should still be able to keep together, even after the good players have left.

What happens sometimes, also, is some of the top scorers change teams to be together thus making teams "stacked". Although I like to think that players can beat the "really good players".
 
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Smoke as the defending team is harder, and typically I only use it for cover when low on HP and need to retreat, or when attacking a long hallway and I know there's Ts at the other end. Smoke will cover me halfway, then some flashes can help get me further.
 
Man its just kind of hard to get bomb where it needs to go sometimes. There has to be a foolproof way for Ts to win more
 

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