What are Executes, Pops and Contacts in CS2? | dfrag.gg
Summary
TLDRIn this video, the differences between three common CS2 tactics—Execute, Pop, and Contact—are explained in detail. The Execute involves a coordinated use of smokes, flashes, and molotovs to control key site areas and trap defenders. Pops, on the other hand, are quick, sudden attacks that overwhelm defenders with flashes and minimal utility. Contacts focus on silently taking space without using utility until absolutely necessary, relying on timing and stealth. Using professional gameplay examples, the video showcases the effectiveness of each tactic and how to use them strategically in different situations, offering valuable insights for players looking to improve their gameplay.
Takeaways
- 😀 Executes are well-planned attacks using smokes, molotovs, and flashes to block choke points, cut off rotations, and trap defenders.
- 😀 The purpose of an execute is to force defenders into an unfavorable position, often resulting in a death trap if they stay and fight.
- 😀 A successful execute requires coordination between smokes, molotovs, and flashes in the right order: smokes, mollies, and then flashes.
- 😀 Pops are fast, in-your-face tactics that use flashes and smokes to catch defenders off guard without giving them time to react.
- 😀 Unlike executes, pops do not allow space for defenders to block or react. The goal is sudden aggression, often with minimal utility.
- 😀 In a pop, smokes come later in the tactic to block key rotation points, while flashes lead the way to overwhelm defenders.
- 😀 A contact play involves moving quietly and carefully to take space without using utility until necessary, often relying on surprise.
- 😀 Contact plays are stealthy and allow attackers to control areas slowly without alerting defenders until contact is made or a utility is needed.
- 😀 The timing of utility use is crucial in all strategies: executes require coordinated utility, pops are sudden and quick, and contacts are stealthy until it's necessary to use utility.
- 😀 Understanding when to use executes, pops, or contacts can drastically improve site takes and force defenders into difficult situations.
Q & A
What is the main difference between an execute, pop, and contact strategy in CS2?
-The main difference lies in how utility and timing are used. An execute uses smokes, molotovs, and flashes in a coordinated manner to control key areas and limit the enemy's options. A pop is a fast, aggressive attack with flashes and smokes that overwhelms defenders quickly. A contact strategy is a stealthy approach where attackers take space gradually and only use utility when forced to engage.
How does an execute typically impact the defenders on the site?
-An execute creates a 'trap' for defenders by blocking their vision and rotation paths with smokes, forcing them into unfavorable positions with molotovs, and blinding them with flashes. Defenders are left with limited options to escape or counter, making it harder for them to hold the site.
What role do flashes play in an execute strategy?
-Flashes in an execute are used to disorient defenders, making it difficult for them to see or react to attackers. This forces them into poor positions, allowing attackers to gain control of the site more easily.
How does the pop strategy differ in terms of utility usage compared to an execute?
-Pops use less utility than an execute. Instead of a full sequence of smokes, molotovs, and flashes, pops typically rely on a single or multiple flashes to disorient the defenders quickly. Smokes come later, usually to block rotation routes, but the main focus is on sudden, aggressive engagement.
Why are pops considered effective in CS2?
-Pops are effective because they rely on surprise and speed, catching defenders off guard with a sudden burst of flashes and attackers rushing in. The defenders have little time to react, making it difficult for them to prepare or reposition.
What makes a contact strategy different from both executes and pops?
-A contact strategy differs by being silent and gradual. Attackers take space without using utility until they are forced to engage. They move slowly, making little noise, and once they make contact with the enemy, they either fight or use utility to push further.
In an execute, why is the timing of the molotovs important?
-The timing of molotovs in an execute is crucial because it can force defenders out of key positions. If molotovs are thrown too early or late, the defenders might block them with utility or evade them, reducing the execute's effectiveness.
What is the strategic purpose of using fake sound cues during a contact play?
-Fake sound cues, like gun swaps, can trick defenders into thinking the attackers are in a different position or preparing to take a different approach. This disorients defenders and can create openings for attackers to move without being detected.
How do defenders usually respond to a well-executed pop strategy?
-Defenders facing a well-executed pop will have very little time to react. The pop's fast pace, combined with flashes and smokes, forces defenders into immediate combat, often leaving them unable to reposition or block the attack in time.
What is the advantage of using a contact strategy on a map like Inferno?
-On maps like Inferno, the contact strategy is useful because it allows attackers to take control of areas like halls or balcony without revealing their position. This allows for a more tactical and surprise approach, which can catch defenders off guard and force them to react under pressure.
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