Thank you for the video. I have a question though. Ramp is usually less of a problem in our team, however as a ramp player there's one particular situation that gets me in trouble regularly which is when the Ts are contacting ramp. So as a T you can isolate the angles and check them one by one and there isn't much room for off-angles for the CTs, at least in my opinion, and I end up losing my aim duels without getting at least one T in like 3 out of 4 times. Can you give me some advice regarding this? I switch up my position every round and other than constantly holding an angle I also tried jiggling behind some crates (where I sometimes get picked up by the enemy AWP) or crouching behind a crate and peeking every now and then (which usually has the same effect as to when I simply hold an angle). It usually works well when in all the other scenarios (holding close to trophies or pushing/playing with another mate or boosting/calling the rotating mate when the Ts are announcing themselves and falling back to B or playing bait and switch). But whenever I am alone and the Ts don't step or throw any kind of utility I feel like I have trouble holding it. Also, as a T I feel like we can often abuse the opponent ramp player, which leads to the assumption that this is how life as a ramp player usually is? Appreciate any kind of feedback.
Thanks so much! To answer your question: What you're describing is basically the counter to a ramp player who holds from a particular angle. Holding from a single spot as a CT is powerful against teams that use utility when they take ramp. This is because when they use utility to take ramp, they're trying to take advantage of the timing/space that they're getting from using the utility, and hence they cannot clear every spot perfectly. But holding it in this way makes it easy for someone to clear you if they isolate angles 1 by 1 like you said. So if you recognize that the other team has been taking ramp in this way, here's a couple things you could do, the first is a band-aid fix and the second is a large picture fix: 1. Peeking every now and then, but with utility. Throwing a flash/smoke/molotov at the times you think the Ts are creeping up on you is a good way to break up their clears and get you into a potential 1v1 fight before falling back, or getting 2. Here's an example: Imagine that there are two Ts creeping up ramp, one (player A) holding the bottom of ramp and the second (player B) at the entrance clearing who's about to clear close right, etc. If you play by the far railing at an off angle (the one closer to hell), you could throw a flash or smoke that pushes player A back, which gives you an isolated fight on player B. After you get this kill, you can choose to fall down to B or if you've used a smoke/molotov, you can choose to fight one more player as well. 2. AWP or get the AWPer on your team to play ramp. The counter to all types of contact play is to simply get an AWP to post up on the angle. When the Ts begin to realize that there's an AWP at ramp, they have to start using utility as that's the way to counter the effectiveness of AWPs. Which then brings you back to getting the Ts to throw utility when they take ramp. I personally like the second approach better because you're putting the Ts into constant cycle: > walk contact because they don't have an awp > now that they have an awp, we have to use utility > because we use utility, the rifler is killing us from holding an angle, we have to walk contact > walk contact because they don't have an awp > etc You can apply this concept to all maps as well, this is not particular only to ramp room on Nuke. I hope this helped!
@@mahone_tv Awesome video! I am definitely struggling with a couple different ways to play nuke and this helped give me a couple of fresh ideas. Additionally this response would be really useful for a general tips video if you ever make one! Thanks for your amazing content as always :)
@@jesscas Thanks so much! You're absolutely right, maybe this response as well as many others should go into a video that goes into more of the theory of Counter Strike!
My one confusion on nuke is who rotates when. In which situations should the outside player rotate, when should the inner (squeky side) player rotate instead, when should the ramp player rotate, are there situations you should just hold on b site, when should you play double secret, when should the hut player play heaven (rotation) etc?
Not sure about yolo Ts 😂 I'm assuming you mean solo Ts. Eventually might come out with a video on defaulting ramp on T side, have to find the right player to do it
I want an AWPer as my next individual breakdown video, who should it be?
acoR
Can’t go wrong with dev1ce, zywoo or s1mple
Dev1ce on Overpass pls
acor on train
Kennys on vertigo
Ty for the ramp video, much appreciated
thank you for watching! appreciate the comment
A day too late xD
I must watch demos by myselft because I lost too many duels on that xD
You have a calmful voice. Thanks for this video, looking forward to see same in ivy CT on train
thank you! I appreciate it and thanks for the suggestion as well
thanks for making one of ramp!
you're welcome! thank you for your suggestion!
Very usefull content! Please continue uploading vids
Thank you! Really appreciate it!
Very underrated video. Thanks mate!
Thank you!
Love your content !! Much love
thank you so much! much appreciated
awesome content as always!
Thank you so much!
your channel is a goldmine
thank you so much, much appreciated!
Nicely presented as always.
thank you so much!
Thank you for the video. I have a question though. Ramp is usually less of a problem in our team, however as a ramp player there's one particular situation that gets me in trouble regularly which is when the Ts are contacting ramp. So as a T you can isolate the angles and check them one by one and there isn't much room for off-angles for the CTs, at least in my opinion, and I end up losing my aim duels without getting at least one T in like 3 out of 4 times. Can you give me some advice regarding this? I switch up my position every round and other than constantly holding an angle I also tried jiggling behind some crates (where I sometimes get picked up by the enemy AWP) or crouching behind a crate and peeking every now and then (which usually has the same effect as to when I simply hold an angle). It usually works well when in all the other scenarios (holding close to trophies or pushing/playing with another mate or boosting/calling the rotating mate when the Ts are announcing themselves and falling back to B or playing bait and switch). But whenever I am alone and the Ts don't step or throw any kind of utility I feel like I have trouble holding it. Also, as a T I feel like we can often abuse the opponent ramp player, which leads to the assumption that this is how life as a ramp player usually is? Appreciate any kind of feedback.
Thanks so much! To answer your question:
What you're describing is basically the counter to a ramp player who holds from a particular angle. Holding from a single spot as a CT is powerful against teams that use utility when they take ramp. This is because when they use utility to take ramp, they're trying to take advantage of the timing/space that they're getting from using the utility, and hence they cannot clear every spot perfectly. But holding it in this way makes it easy for someone to clear you if they isolate angles 1 by 1 like you said. So if you recognize that the other team has been taking ramp in this way, here's a couple things you could do, the first is a band-aid fix and the second is a large picture fix:
1. Peeking every now and then, but with utility. Throwing a flash/smoke/molotov at the times you think the Ts are creeping up on you is a good way to break up their clears and get you into a potential 1v1 fight before falling back, or getting 2. Here's an example: Imagine that there are two Ts creeping up ramp, one (player A) holding the bottom of ramp and the second (player B) at the entrance clearing who's about to clear close right, etc. If you play by the far railing at an off angle (the one closer to hell), you could throw a flash or smoke that pushes player A back, which gives you an isolated fight on player B. After you get this kill, you can choose to fall down to B or if you've used a smoke/molotov, you can choose to fight one more player as well.
2. AWP or get the AWPer on your team to play ramp. The counter to all types of contact play is to simply get an AWP to post up on the angle. When the Ts begin to realize that there's an AWP at ramp, they have to start using utility as that's the way to counter the effectiveness of AWPs. Which then brings you back to getting the Ts to throw utility when they take ramp.
I personally like the second approach better because you're putting the Ts into constant cycle:
> walk contact because they don't have an awp
> now that they have an awp, we have to use utility
> because we use utility, the rifler is killing us from holding an angle, we have to walk contact
> walk contact because they don't have an awp
> etc
You can apply this concept to all maps as well, this is not particular only to ramp room on Nuke. I hope this helped!
@@mahone_tv This certainly helps! Thank you for writing such an extensive answer
@@mahone_tv Awesome video! I am definitely struggling with a couple different ways to play nuke and this helped give me a couple of fresh ideas. Additionally this response would be really useful for a general tips video if you ever make one! Thanks for your amazing content as always :)
@@jesscas Thanks so much! You're absolutely right, maybe this response as well as many others should go into a video that goes into more of the theory of Counter Strike!
My one confusion on nuke is who rotates when. In which situations should the outside player rotate, when should the inner (squeky side) player rotate instead, when should the ramp player rotate, are there situations you should just hold on b site, when should you play double secret, when should the hut player play heaven (rotation) etc?
awesome bro!thanks a lot
you're welcome! thanks for the support!
Banger video as always!
thank you! appreciate the support as always
This video is perfect!
thank you! much appreciated
Can you also do a video about ramp take for yolo t's?
Not sure about yolo Ts 😂 I'm assuming you mean solo Ts. Eventually might come out with a video on defaulting ramp on T side, have to find the right player to do it
Could you take a look about executing Overpass B side from water in front od B side?
We struggle a lot after taking control of water in front of B side.
thank you
Great content. Thank you. subbed.
Thank you!
Great i will send this my ramp player.
awesome to hear, hope your ramp player finds it useful :P
@@mahone_tv I hope he stops inting
great video!
Thank you!
How do you get these demos?
HLTV.org
nice
How the heck are you drawing over the demo
its a recorded video where I draw on top of it; it's not in-game
me say alone ramp!
another one
always! thanks for the support