When the Bomb Is Down: An In-Depth Guide on How to Play Afterplant
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29 Apr 16

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When the Bomb Is Down: An In-Depth Guide on How to Play Afterplant

We’ll go over the techniques that should be used when the bomb is planted for both CT & T side.

Whenever the bomb has been planted, your team has put itself in a situation where it all can come down to time. You might be in an advantage, but you could just as well be in a disadvantage. This tutorial mostly covers how to even the playing field and gain back the advantage and securing the round win after you’ve planted the bomb.

Individual Playstyle.

To secure a round win, it is important you know all the techniques that you can use individually as a player to assist your team to win the round. I’ll be mentioning certain techniques and how they can be used in certain scenarios.

1st Set of Techniques: Peeking

It is important that you know all types of peeking and how to use it to gain the advantage against the enemy and in the end win the round.

1. Standard Peeking.
This is pretty simple, this is peeking around an obstruction and engaging the enemy. Usually only used when the enemy has been flashed, mollied or distracted in another way.

2. Shoulder peeking.
You only stick your shoulder out so you can bait a shot off the enemy. This will give them your position, but you will also know theirs and what weapon they are holding. This a great way to get information for your team.

3. Fake peeking.
Usually only used during a 1v1 situation. You do not peek at all, you only make noise like you are going to by either stepping and firing your gun. It’s mostly used in situations where the enemy is defusing and you need to waste time to make sure the bomb explodes. This is something that usually gets a stressed or tilted player and would usually get them off the bomb. It can also be used to make enemy look in your direction if you want to try and get your teammate to backstab for you.

2nd Set of Techniques: Equipment

Having a few pieces of equipment can turn the tide of any battle, especially in 1v1 scenarios.

1. Flashes
Being able to popflash for yourself and your teammates can both waste time and potentially kill the enemy players. Be aware that the sound of a flash going off can mask the defuse sound and can lead to a ninja defuse

2. Smokes
They’re always useful, you can use them to cut off an angle so the enemy team has to either flash trough or wait till it has disappeared. It is very to try and keep at least to smokes for the afterplant so you can waste time enough or pressure the CTs to engage, which would put them in a disadvantage.

3. Mollies
This are probably the most important item in the game. It has the ability to win rounds despite being in a 1v3 situation. It can make sure the bomb will not be defused as anyone that tries to do so without a smoke will burn alive. It can also stop the enemy from pushing or peeking you, wasting even more time for your team until the bomb goes off.

T side

Playing an afterplant situation as the terrorists should often put you at an advantage. You are basically in the position to do anything. There’s a lot of variety when it comes to holding the site. Take Mirage A site for an example. There are so many scenarios on that site in particular that you can make plays off of.

A standard hold should always be that the terrorists hold an angle and wait for the counter-terrorists to engage. If the Counter-Terrorists manage to get a kill, they should immediately be traded. Equipment such as smokes, flashes and mollies should always be used to waste time in these scenarios.

If you are a man down and have way too many angles to cover to defend the site perfectly. You can always continue the aggression. If you are aware of an enemy’s position and what weapon he has, it would often catch them off-guard if you popflash trough a smoke and it would land you an easy kill. By getting that kill you do not only balance the teams, you get more map control and you’ve cleared an angle.

In a 1v1 situation it comes down to the mental game of CS:GO. It should mostly be expected from a buy round that the enemy has a kit and therefore 5 seconds to defuse the bomb. Should you interrupt that defuse, it resets. Therefore, you should often wait at least 2 seconds before peeking. Or if you are on low health or don’t think you would win the duel against the enemy, you could try shoulder peeking first to bait out a shot. If he shoots you immediately fall back and wait for another defuse sound.

CT side

Playing CTs after the bomb has been planted is often a stressful situation. It is mostly a step by step routine that you do each time you play retake. First, you should always try to get information about the enemies' locations before engaging them. That could be spotting where their grenades come from or baiting out shots.

Secondly, you should be clearing angles one at a time, trying not to get double peeked by the enemy. You should be using mollies to stop them from peeking. You could also popflash for your teammates and double peek as a team to clear an angle.
Thirdly, cut off the last few angles and have a mate defuse the bomb as you try to engage the last enemy. Or you could rush the last guy (without engaging one by one) and take him down together.

If you are in a 2v1 situation you should always have your mate smoke and defuse the bomb while you engage the enemy. The gunfight that is created should be enough time wasted to get a defuse. You could also be lucky and win the gunfight and the round.

In a 1v1 situation you could smoke and defuse, but that is risky as the terrorist probably have an idea of where you are defusing from. Therefore, you could always bait him to peek by smoking and fake defusing. It would cause the enemy to spray the smoke, which would make them waste bullets and increase their inaccuracy when trying to engage you.


Extra Tip:

On a map such as Dust2 where you can plant the bomb for short and go CT ramp. It is possible to pick up a Glock and use it to land perfect jump shots on a defusing player or planter on short. The trick to doing this is by turning on burst with your Glock (be careful people can hear it) and then jump and turn it back to single fire when you reach the peak of your jump. That should make your first bullet 100% accurate and then you can hit some easy jumping headshots.

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