![]() Or on fracture, the closed onsite chokes make defenders extremely vulnerable to forcing abilities like stuns, mollies etc. On breeze for example it's common to just viper wall A, spam flashes thru, and run into site like crazy to get a fast plant (this fast plant meta is especially strong on postplant-heavy picks and maps like viper on breeze). That being said, some maps in the current meta support super fast attack rushes a lot more than others. Things that constitute this defender advantage are for example: More possible defender positions and offangles on the actual site take (opposed to just a few slim chokes the attackers have to cross), shorter rotates and AWP angles, and some other things. So defense is generally easier because otherwise the attackers would just rush every round. A truly fundamentally attacker sided map has to create bad gameplay- before you downvote pls read :D Defender advantage is in the nature of the game because the attackers always have the option to be a higher amount than the defenders (because the defenders have to control more space and are hence spread out more). Generally, the game itself is defender sided. The statistics you can look up on blitz.gg for example, but these things change when the metas change. Even if you don't end up taking the initiative as a defender, there are certain areas of the map that just feel bad to attack as an attacker such as B heaven, Arcade if played correctly, and Dish. As an attacker you have to be careful with what area of the map you poke and prod at whereas as a defender you can kind of say fuck it and take the initiative somewhere every round. Obviously attackers have their own sources of utility, however my point is the way you take map control is much more easily outlined for the defenders. It's why it can feel so suffocating, because a jett + op can hold any of these points. It feels really suffocating to attack when you're being utility dumped and when the viper walls allows the defenders to scale into good positions.Ī Dish: is the same story as before, early push with an initiator can feel difficult to fight against.ĮDIT: every single area of the map I mentioned can easily be taken control of by a jett + op, not just B main. Attackers have to either play back early every round, lose map control, or take a disadvantageous fight.Ī Main: is easily taken with a breach stun, astra star, or completely denied with either a viper wall or viper orb. If no one is present the map control can feel suffocating.ī Arcade: is easily taken with a breach stun or early flash + utility. To combat this attackers either have to stack or take the fight. ![]() For example:ī Main: is easily taken control of with either an early pick with jett or a flash+push combo with an initiator. Otherwise it makes things really difficult. To combat this, attackers are either spreading thin, dumping utility, or holding from spawn. It's really easy for defence to generate map control on fracture, allowing for fast rotates, and early flanks. ![]()
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