Not really if you take the gadget to it's theoretical limit when stacked by multiple people. While yes, it might sound absurd, but imagine a world tour game with 12 contestants, all with 2 stacks of pyro nades ane just how disruptive that would be. Or worse yet, imagine the power shift platform with 20 pyronades in play. Hell, 5 turrets on each side is already a nightmare. I can't imagine pyro.
Stealing a cashout under the cloak of a smoke grenade is sometimes stupidly effective. I have done it at intermediate ranks, the key is to just not stand right next to the cashout box while you are capturing and people generally have no hope of finding you. Doesnt work in high ranks at all though typically. Ultimately agree with it being the worst though.
glitch in B is crazy. it’s the best way to shut down HHM or HMM comps. its ability to instantly explode on a dome shield means you can throw the nade and instantly turn a heavy and his teammates into free kills. Medium can’t Demat away or heal, and now the heavy can’t winch, charge, or shield juggle. Allows you to use LH1 and let your team push for free kills, or push the advantage with an SMG / Shotgun. Theres still a lot of variety, but among the top light players the meta is: Glitch, Gateway, and a flex gadget - usually stun or frag. Things are different in solo Q, which is where bringing stall tools like the Breach, Grav Well, Thermal Bore really excel - but using glitches to shut down enemy specializations and disable them from kiting you is the best way to use it. Another use is throwing a glitch at a cashout that has C4, as it allows you to steal a point that otherwise would be stalled. Most high level teams throw a C4 at the OBJ and lurk in other rooms, so disabling that and giving yourself the opportunity for a steal might force them to make a bad call. Super often in scrims and high end ranked when your light knows what’s good
@riotking7536 Woah I had no clue about c4, that's huge. I'm a solo player so I usually opt for more damaging options on light. Super well structured comment, I wish I could go back and change my ranking 👏
I think the effectiveness of smoke depends on the player. If you use it as an entry to a defended room it counters turret as it can’t lock on to you when ur in the vicinity of smoke and it’s good for blocking off sight lines when out in the open and great for medium with or without defibs cuz it allows you to rez safely.
I use it defensively, I love running it with a medic medium build. I can drop a smoke, res and I can feel safe. If I defib, I can pop smoke and heal my teammate too
Proximity sensor is so underrated especially when soloqing if u have the game sense and map knowledge this thing works wonders there are many godspots for these that literally can make u win fights easily plus u can put in on a arena carriable and move it away with urself just like the aps turret strat it makes it very op against closed areas when invis lights around plus if u put it on a smoke barrel grenade and toss it to the enemy and ur team knows where is the enemy exactly and u will block the enemies vision it is definitely an s tier for me and I always keep them in my reserve and use them in the final round whether I am heavy or medium
And two more tips if ur team doesn’t use vc if it is certain that u die and can’t fight in a situation drop the sensor to let ur enemies know how many of them is around u and when u are escaping someone drop a sensor and go behind a cover then u can prefire the enemy
No not really, it's becoming more situational because you can't use gadgets or specialization after getting revived for a few seconds. It's balanced now
@@Wavedashnoir If you ever attempt to play competitive as a medium with no defib, you are throwing. Defib is not needed much in Quickcash because of how fast team respawns are now, but in world tour or compeditive, it is a MUST PICK or you are just trolling. I am sorry but you are entirely wrong.
@Nom2421 Counterpoint, playing defib is playing around minigating loss. Bring more utility, whether it's team movement or combat gadgets, is playing to get stuff done to win fights.
Sonar Grenade is better for offense, Proxy Sensors are better for defense. The Sensors last longer (indefinitely until destroyed or replaced) and will track a target the entire time they're in its generous vicinity. A Sonar Grenade only blips a few times then is put on a long cooldown. The Proxy Sensors recharge fairly quickly as well, so it doesn't matter if they are destroyed because you can replace them rapidly. They have a ton of uptime. It is also silent and doesn't make an entire house glow with pulse waves. Fantastic at taking away the enemy team's element of surprise, ruins flanks from Lights especially. They are very strong in close quarters, especially in buildings that rely on staircases like in Monaco or Kyoto.
I feel like a buff to the smoke grenade would be something like Hunt showdown's choke bombs where if you're in the radius of it, it'll make you cough for a bit
Good list, would mostly agree for Ranked. Only thing with the Termal Bore in S, is often the destruction or drop role is usually covered by the Heavy. If they already have C4, I don't think you need to bring the Bore, and so Idk if that would count as mandatory like the Gate and Dome imo. For me, I would also put the Zipline and Jump Pad in S, and maybe move the Glitch stuff up to A.
@D0P3ST all valid, I had the same thought with all your aforementioned gadgets. My perspective is a bit skewed because I'm generally a solo player. In a team setting I 100% see your point
I honestly like where invis is right now. I have played exclusively light since day one and it’s least 75% of that has been with invis. It’s not some panic button that makes you immortal when you hit it. You have to play around it, and right now I think it’s good. Use it indoors more than outdoors and stick to the shadows. Fight smarter not harder is the motto.
Since i started trying out winch claw instead of charge'n'slam i use c4 to breach walls. With dome and rpg. Very versatile and gives additional movement for a heavy 🤗
The recent defib nerf has made c4'ing someone about to come out of defib is a hilarious pick tactic cause theres still an embarrassing amount of mediums who mindlessly rez in bad spots and with no gadget or spec use, its basically a death sentence and tilt tool to c4 them
Lockbolt in A? I honestly think it's straight garbage and borderline useless. If you could launch it and it would stay until someone triggered it, it would be okay, but is very hard to use as it has a delay and will disappear immediately if someone isn't on top of it. Plus it doesn't actually do that much, it's really just a minor inconvenience.
True, chain length is long enough for enemy to get cover and runaway from melee Heavy (which I wish it's good combo with Melee, but actually meh) The only thing I find useful of this gadget is how to punish invisible light this season with absurd duration when u stand still If only Chain length is more shorter like 5m
Hear me out. Make the smoke grenade closer to the csgo smoke and give it bullet deviation,not super strong but strong enough to use smoke to revive better or move around the map while under fire.
Yeah I like this idea, it's make Smoke less annoying but also effective because u can't see through smoke unlike the finals But to balance I think they need fking shorten Smoke long a*s CD
That gadget need serious buff, it was too OP because canister Nuke, but it's gone they should bring back the DMG or put 2 charge back Embark nerf thing but when fix broken part, they forgot that they overnerf it before
Cool list but can I pitch this idea of a new light specialization to you. It’s A 2 second rewind specialization kinda like tracer that can take to a spot you were 2 seconds ago. It would allow for you to protect cash outs and help teammates out if used correctly it would also allow for quick change in positioning. Also it can refund bullets that were fired in those previous 2 seconds. It would take 0.3 seconds to activate and would have a cooldown of 18seconds.
@normalhuman4951 teleporting and rewinding to a point and refund your ammo are 2 diff things. Yes both provide a change of positioning but I believe embark could cook with the concept
I think its crazy you get 2 frags, but only 1 pyro nade
@@user-ne9sd4ow1o fr tho
Not really if you take the gadget to it's theoretical limit when stacked by multiple people. While yes, it might sound absurd, but imagine a world tour game with 12 contestants, all with 2 stacks of pyro nades ane just how disruptive that would be. Or worse yet, imagine the power shift platform with 20 pyronades in play. Hell, 5 turrets on each side is already a nightmare. I can't imagine pyro.
If it had a delay like frags I would agree. As an impact grenade, 1 is enough. The cooldown is what keeps me away.
I swear is use to be 2 in the old seasons but maybe I'm remembering wrong. Been a crazy year for the finals
Stealing a cashout under the cloak of a smoke grenade is sometimes stupidly effective. I have done it at intermediate ranks, the key is to just not stand right next to the cashout box while you are capturing and people generally have no hope of finding you. Doesnt work in high ranks at all though typically.
Ultimately agree with it being the worst though.
glitch in B is crazy. it’s the best way to shut down HHM or HMM comps. its ability to instantly explode on a dome shield means you can throw the nade and instantly turn a heavy and his teammates into free kills. Medium can’t Demat away or heal, and now the heavy can’t winch, charge, or shield juggle. Allows you to use LH1 and let your team push for free kills, or push the advantage with an SMG / Shotgun.
Theres still a lot of variety, but among the top light players the meta is: Glitch, Gateway, and a flex gadget - usually stun or frag. Things are different in solo Q, which is where bringing stall tools like the Breach, Grav Well, Thermal Bore really excel - but using glitches to shut down enemy specializations and disable them from kiting you is the best way to use it.
Another use is throwing a glitch at a cashout that has C4, as it allows you to steal a point that otherwise would be stalled. Most high level teams throw a C4 at the OBJ and lurk in other rooms, so disabling that and giving yourself the opportunity for a steal might force them to make a bad call. Super often in scrims and high end ranked when your light knows what’s good
@riotking7536 Woah I had no clue about c4, that's huge. I'm a solo player so I usually opt for more damaging options on light. Super well structured comment, I wish I could go back and change my ranking 👏
@ no worries, great vid and reply as usual!
I think the effectiveness of smoke depends on the player. If you use it as an entry to a defended room it counters turret as it can’t lock on to you when ur in the vicinity of smoke and it’s good for blocking off sight lines when out in the open and great for medium with or without defibs cuz it allows you to rez safely.
Great video BTW also merry Christmas
@philliptriplett8392 agreed for sure, if you have good comms it can be viable for sure. Merry Christmas!
Don't use it with the fire shotty or flame thrower tho. Unless you like nerfing your damage 😅
I use it defensively, I love running it with a medic medium build. I can drop a smoke, res and I can feel safe. If I defib, I can pop smoke and heal my teammate too
Goo is S tier.. Your opinion its false ☝️🤓
You opinion is false, it’s easy to counter
It's pretty damn good. At least A tier.
So is your opinion.
@ornerycollop4670 You can only counter with fire, and it cools down so fast you can just throw more when the fire takes it down
Proximity sensor is so underrated especially when soloqing if u have the game sense and map knowledge this thing works wonders there are many godspots for these that literally can make u win fights easily plus u can put in on a arena carriable and move it away with urself just like the aps turret strat it makes it very op against closed areas when invis lights around plus if u put it on a smoke barrel grenade and toss it to the enemy and ur team knows where is the enemy exactly and u will block the enemies vision it is definitely an s tier for me and I always keep them in my reserve and use them in the final round whether I am heavy or medium
And two more tips if ur team doesn’t use vc if it is certain that u die and can’t fight in a situation drop the sensor to let ur enemies know how many of them is around u and when u are escaping someone drop a sensor and go behind a cover then u can prefire the enemy
Bore above Defibs is an insane take. Defibs are still dummy op in any skill level and a must pick for every medium
No not really, it's becoming more situational because you can't use gadgets or specialization after getting revived for a few seconds. It's balanced now
@Wavedashnoir what the fuck are you talking about. Spawning a heavy with 175 HP and a SA is fucking nuts.
@@Wavedashnoir If you ever attempt to play competitive as a medium with no defib, you are throwing. Defib is not needed much in Quickcash because of how fast team respawns are now, but in world tour or compeditive, it is a MUST PICK or you are just trolling. I am sorry but you are entirely wrong.
@Nom2421 Counterpoint, playing defib is playing around minigating loss. Bring more utility, whether it's team movement or combat gadgets, is playing to get stuff done to win fights.
@@Nom2421There are high level teams that aren't autopicking defib anymore.
nice but embark we need fsr 3.1.3 upscaling
Sonar Grenade is better for offense, Proxy Sensors are better for defense. The Sensors last longer (indefinitely until destroyed or replaced) and will track a target the entire time they're in its generous vicinity. A Sonar Grenade only blips a few times then is put on a long cooldown. The Proxy Sensors recharge fairly quickly as well, so it doesn't matter if they are destroyed because you can replace them rapidly. They have a ton of uptime. It is also silent and doesn't make an entire house glow with pulse waves. Fantastic at taking away the enemy team's element of surprise, ruins flanks from Lights especially. They are very strong in close quarters, especially in buildings that rely on staircases like in Monaco or Kyoto.
I’m so glad MS is now a medium gadget too, I used to only play heavy bc of MS lmao but now I can finally stick to my main :D
I feel like a buff to the smoke grenade would be something like Hunt showdown's choke bombs where if you're in the radius of it, it'll make you cough for a bit
Good list, would mostly agree for Ranked. Only thing with the Termal Bore in S, is often the destruction or drop role is usually covered by the Heavy. If they already have C4, I don't think you need to bring the Bore, and so Idk if that would count as mandatory like the Gate and Dome imo. For me, I would also put the Zipline and Jump Pad in S, and maybe move the Glitch stuff up to A.
@D0P3ST all valid, I had the same thought with all your aforementioned gadgets. My perspective is a bit skewed because I'm generally a solo player. In a team setting I 100% see your point
Isn't invisibility still better now than it was in season 4?
I honestly like where invis is right now. I have played exclusively light since day one and it’s least 75% of that has been with invis. It’s not some panic button that makes you immortal when you hit it. You have to play around it, and right now I think it’s good. Use it indoors more than outdoors and stick to the shadows. Fight smarter not harder is the motto.
Yes, I guess some people think being able be invisible and sit still completely undetected for 2+ minutes is fair and balanced.
@chaddymack819 pretty sure it got patched to be shorter.
Since i started trying out winch claw instead of charge'n'slam i use c4 to breach walls. With dome and rpg. Very versatile and gives additional movement for a heavy 🤗
The recent defib nerf has made c4'ing someone about to come out of defib is a hilarious pick tactic cause theres still an embarrassing amount of mediums who mindlessly rez in bad spots and with no gadget or spec use, its basically a death sentence and tilt tool to c4 them
This will not work in high rank. But yeah you are sadly quite right.
Pyro mines are so troll! Put them on bodies with some goo around them. Gets em most of the time. 🔥 Extra strong in final round
0:36 "There is no F tier gadgets. Except pyro nade." - Appoh, probably
:p
@@HasturBeta lol tru
Lockbolt in A? I honestly think it's straight garbage and borderline useless. If you could launch it and it would stay until someone triggered it, it would be okay, but is very hard to use as it has a delay and will disappear immediately if someone isn't on top of it. Plus it doesn't actually do that much, it's really just a minor inconvenience.
True, chain length is long enough for enemy to get cover and runaway from melee Heavy (which I wish it's good combo with Melee, but actually meh)
The only thing I find useful of this gadget is how to punish invisible light this season with absurd duration when u stand still
If only Chain length is more shorter like 5m
6:53 that’s me 🙋🏻♂️
@@Shadybornsinner the man himself lol
Still feel like defib is a must-pick. But I guess it isnt S tier per se.
Hear me out. Make the smoke grenade closer to the csgo smoke and give it bullet deviation,not super strong but strong enough to use smoke to revive better or move around the map while under fire.
Hmmm.... But what if you got thermal or some other tracking going on? That'd start to get difficult to code imo
@HasturBeta oh this whole game is insanely crazy and hard to code. If anyone can do it it's embark
Yeah I like this idea, it's make Smoke less annoying but also effective because u can't see through smoke unlike the finals
But to balance I think they need fking shorten Smoke long a*s CD
Love the video dude :D
Would you be kind enough to tell me the name of the background song?
@@fernandosaldana3352 for sure brother which one? Glad ya liked it!
@@CalmZinCombo the one at 14:55 please
Data Reshaper my love, up in a high tier where it belongs :)
LMAO
I swear TH-cam be deleting my comments whenever I try to discuss C4 lol...
@@ShaoShaoMienshao lmao c4 is apparently too controversial
That gadget need serious buff, it was too OP because canister Nuke, but it's gone they should bring back the DMG or put 2 charge back
Embark nerf thing but when fix broken part, they forgot that they overnerf it before
i like smog, flashbank is the WORST. one big lottery granade this FBang
19:15 lol
Cool list but can I pitch this idea of a new light specialization to you. It’s A 2 second rewind specialization kinda like tracer that can take to a spot you were 2 seconds ago. It would allow for you to protect cash outs and help teammates out if used correctly it would also allow for quick change in positioning. Also it can refund bullets that were fired in those previous 2 seconds. It would take 0.3 seconds to activate and would have a cooldown of 18seconds.
@LonelyHollowss super legit Idea, I love seeing stuff like this. God knows light could use a lil more survivability at times lol
@ nah facts can you spread the word on the idea🙏
That's just the gateway
@normalhuman4951 teleporting and rewinding to a point and refund your ammo are 2 diff things. Yes both provide a change of positioning but I believe embark could cook with the concept
Yay skeleton man ☠️
Winch Claw 0% skill.
No way. You still need to aim an hit it. 0%skill? No way. Not much skill, sure.