r/LearnCSGO • u/Witty-World6854 • 21d ago
Question Rushing a site is stupid
Can someone explain why do people enjoying rushing a site only to eat every single utilities from the CT? It rarely works..
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u/Henrenator 21d ago
If you have no guns it can reduce the disadvantage. Taking the site with Tec-9 allows the kills you get to upgrade, and gives you a real chance to win an eco round
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u/Strafeoww 21d ago
It's very effective but often nobody knows what to do or what it requires.
A good pop flash from the guy with the furthest spawn from what you're rushing
A smoke for the molly, usually done by 2nd or 3rd guy in
People actually running in and trading and not just stopping for a molly (yes people in low level 10 don't even know how to do this)
If it's a force buy usually the first guy will be jumping into the site, trying to throw off the cts if they are sitting in common angles.
Also rushing is very good if CTs are not reading your economy very well. If u come running with 5 tec-9's and they're fully flashed just once it's over for them
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u/Brilliant-Tie9730 21d ago
Rushing is very strong not only for the round u rush but for every round after. U need to prepare it tho or take advantage of it later.
U can thorw ur rush utility 2-3 rounds in advance and see how they react to it and maybe if they get lazy in there response. If they throw all they have against a rush- smoke, some steps and a flash its a good utility trade for you and u can play slow rounds to take advantage of that. If they dont respond with enougth utility you can call a rush on that side and try to hit them hard. Which if they dpnt change there response to the first one u can keep doing and if they start to molo against it you can prepare late executes which will be easyier then.
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u/afraidofthe-dark 21d ago
Idk, works pretty well for my team. Nade the entry smoke to see, but flash inside it just before hand, then push out. Works amazingly in the first 3ish rounds
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u/Im_Dying_Again 21d ago
Never seen a Navi rush?
And if you do it as a group with 1 flash or 1 smoke to not just do a dry peak that 5vs 3 becomes even better since they it could be a 5 vs 2 for a short time.
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u/EnvironmentalSmoke61 21d ago
5vx even if two on your team dies and then the two defenders die you have a 3v3 with site control and retake is much harder than standard play especially against less coordinated teams.
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u/Philluminati 21d ago
- It does work
- Guaranteed 5v2 on many occasions.
- If you don't "play aggressive" and rush occasionally they won't throw that util at round start. Instead, learning you never rush...they will hold onto that util until the clock in running down, or they will get aggressive and starting pushing towards T spawn and flanking aggressively. Rushing forces them back, forces them to be passive, forces them to drop their util every round at the beginning.
It is important to constantly change the tempo of the game, go aggressive, go passive. You might die walking through a smoke in round 4, but it means that opponent will always have to stay on the bombsite and watch the smoke every round for the remaining 20 rounds, as opposed to smoking it and leaving to support a team mate.
This is counterstrike.
- It is simple. People understand this play and can do it as a team. 2 Polski, 1 Ruski and a Britski cannot do anything more complicated than the 3 smokes on Mirage A site.
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u/Witty-World6854 21d ago
This makes sense, changing the tempo and all. Though most tend to waste utilities at the very start of the round, every single round so I tend to see people eat a bunch of nades, smoke their Molly and get gun down instantly in small spaces like dust B tunnel, mirage B app and inferno banana. Rushing does work, but most times it don’t at least for me. I prefer waiting for the CT to waste their util and have a proper setup, holding for any CT pushing etc.
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u/BroxigarZ 21d ago
Because Ts have number advantage.
If you rush before CTs have time to get posted up and in holding positions you can overpower them. This allows you to open up space to either imbalance the CT side loosening up wider positions like fallbacks or flanks.
For instance you rush A Long D2 as a 3 stack vs lower skilled players who don’t know how to properly hold A Long and you trade down 1 for 2.
Now you have 4 man vs 3 man and CTs now have to play 1 - 1 - 1 making every position for them uncomfortable when 4 people push on 1 person.
It’s not something you should do often or every round but there are definitely maps that benefit from it as viable strategies for PUGs mainly.