The Smoke That Breaks Inferno.

Поделиться
HTML-код
  • Опубликовано: 11 сен 2024

Комментарии • 102

  • @huzayfasyed5488
    @huzayfasyed5488 10 месяцев назад +188

    Don't tell me what to do.

    • @w04h
      @w04h 10 месяцев назад +4

      jigachad

    • @sariel1337
      @sariel1337 10 месяцев назад +1

      my life my rules my style my attitude

    • @diztinger
      @diztinger 10 месяцев назад

      ​@@w04hjiger

  • @b4kk3rYT
    @b4kk3rYT 10 месяцев назад +24

    I think thats a big reason why HE nades clear smokes. CT's waste an early smoke and T's waste a nade. I think Valve wants to balance the ultility usage on inferno

    • @CrusheryCS
      @CrusheryCS  10 месяцев назад +12

      While that is true, the HE by the Ts will delay movement purely based on the damage problem. The smoke comes back very quickly too :)

    • @ASqdrnDA
      @ASqdrnDA 10 месяцев назад

      Not very fun waiting for a guy on mid to dink you after, or subsequent grenades trying to get away from T ramp. It will force them to rotate to under or kitchen(T apps).

    • @kabefire
      @kabefire 10 месяцев назад

      but in this case, breaking smoke w/ HE is not much effective.

    • @symbolitical4158
      @symbolitical4158 10 месяцев назад +2

      ​@@CrusheryCS"purely on the damage problem" what. HE thrown from T spawn will literally not touch anyone T side. Smokes remains dissipated for like 2-3 seconds. That's a LONG time if you are supposedly taking mid control or banana. All for the cost of one small HE throw out of spawn.
      Smoke is strong but not OP as you're making it out to be

    • @ghiidra__
      @ghiidra__ 10 месяцев назад

      you'd have to throw the HE before the smoke even lands to not damage and slow your teammates on a rush and even then with spawns Ts will be coming through the smoke while it's coming back@@symbolitical4158

  • @unpoppablebuble
    @unpoppablebuble 10 месяцев назад +45

    if you could throw smokes from tspawn it would be a bit more fair, or a t apps window into mid like the old 1.6 map could spice up the meta

    • @CrusheryCS
      @CrusheryCS  10 месяцев назад +2

      The window idea is interesting 🤔

  • @Tyretes
    @Tyretes 10 месяцев назад +21

    i think there's a reason why nades can counter smoke now.

  • @Oceanman705
    @Oceanman705 10 месяцев назад +41

    play around them, cs has always been about adapting to new metas and finding counter play

    • @CrusheryCS
      @CrusheryCS  10 месяцев назад +1

      We shall see how this meta plays out! :)

    • @casperd2100
      @casperd2100 10 месяцев назад

      no. Literally braindead rainbow 6 siege gameplay, then. "HuHah muh strategies!"
      Go play a game with real strategy like chess

    • @downnnnnn
      @downnnnnn 10 месяцев назад +2

      @@casperd2100what

    • @Oceanman705
      @Oceanman705 10 месяцев назад

      @@casperd2100take your meds

    • @cyberrrt
      @cyberrrt 10 месяцев назад

      @@casperd2100why you crying

  • @user-zu1pe1di4r
    @user-zu1pe1di4r 10 месяцев назад +7

    The smokes definitely meant to play around. why?
    Valve specifically removed skyboxes for this, for creativity and to change the meta of how smokes are being used. CT side can now take aggressive space by throwing spawn smokes rather than just sit back and let T side attack.

    • @BradyAndros
      @BradyAndros 10 месяцев назад +1

      And the fact you can HE grenade the smokes too

  • @critNnn
    @critNnn 10 месяцев назад +1

    If I recall correctly, valve actually opened up the Inferno skybox before, when they remade the map in 2016. Bottom Banana smokes from spawn and all over the map made Inferno wayyy too CT sided, and they actually blocked the skybox off again.
    I'm not sure how I feel. We definitely have some T counterplay with HEs. We don't have any such utility available to the Ts which might be a solution.
    Valve will look at the data and sort accordingly over time.

  • @tuckercarlsonbot
    @tuckercarlsonbot 10 месяцев назад +4

    i like the idea of spawn smokes, theres more than a few on dust 2, the map may need to be tweaked a lil bit for them though, inferno is really reliant on being able to contest both sides of the map

  • @user-nq6wn4hm7s
    @user-nq6wn4hm7s 10 месяцев назад +2

    Of course these smokes should be impossible. Encountered these
    as T, very overpowered

  • @user-kv1oe9zd5k
    @user-kv1oe9zd5k 10 месяцев назад +1

    pretty sure the best T spawns beats this smoke, since the lineup for the CT player is very precise, and he needs to get into that position before throwing it, which at best takes 2 seconds, depending on his spawn.

  • @pazecs
    @pazecs 10 месяцев назад +10

    Theres a lot of ways to easily counter a smoke that deep but faze does one which is more in the middle which is a lot harder to counter

    • @ImKairyu
      @ImKairyu 10 месяцев назад

      yeah, navi did not know what to do until halfway through the match lol

    • @CrusheryCS
      @CrusheryCS  10 месяцев назад +7

      This smoke provides issues in a pug environment (mainly due to the less efficient communication between players), while Faze’s smoke is an evolution of this one within a teamplay condition. I love how pro teams sit down and develop theory :)

    • @ImKairyu
      @ImKairyu 10 месяцев назад

      I bet you it was ropz who decided to play that smoke, he is always trying to innovate the most :)@@CrusheryCS

    • @pazecs
      @pazecs 10 месяцев назад +1

      @@CrusheryCS u can just flash mid and go mexico for mid control and theres a lot of space in banana to hide so it doesn't really do much compared to Faze's smoke which blocks off Mexico completely and the cornor. it's just a little too deep that you can easily take the space in mid and banana from the ct's.

    • @pazecs
      @pazecs 10 месяцев назад

      @@CrusheryCS just tried shooting through it too and since its so thin on the mid side and so far away from top mid its basically a 1 way for the t's.

  • @Guif101
    @Guif101 10 месяцев назад +2

    nice smoke, but what is your crosshair, the one on about tab is not updated

    • @CrusheryCS
      @CrusheryCS  10 месяцев назад

      It’s actually Mail09cs’ crosshair that I’ve been briefly using. If you search it up on google prosettings should have it ;)

  • @thangwss
    @thangwss 10 месяцев назад

    T just run into the smoke to molly banana, hold the apps and 2nd mid and wait a bit to start the round later. So CT utilities will be wasted. CT pushing mid can be both good or bad for them.

  • @agentl3r
    @agentl3r 10 месяцев назад +2

    Is anyone else finding this smoke really inconsistent? Is it because I'm playing 16:9 that things aren't lining up properly?
    Edit: works perfectly after desubticking!

    • @sid_x_18
      @sid_x_18 10 месяцев назад

      What did you do to fix that ? I’m having problems replicating this

    • @agentl3r
      @agentl3r 10 месяцев назад

      @@sid_x_18 Yeah, after posting that it stopped being consistent. There's a much better smoke on the CS Tactics channel if you look up inferno mid smoke. Same corner but you line up with a white dot and jump throw

  • @richcats7249
    @richcats7249 10 месяцев назад +1

    i cant even get it right with a run jump throw bind

  • @TallmanMike
    @TallmanMike 10 месяцев назад

    If T get to own mid with AWP rush, CT should be able to defend it with smokes. Nothing unfair about that; it's the way the game works.

  • @someone2084
    @someone2084 10 месяцев назад

    we need to see how they play out for a bit, then we can decide if they are bs or good

  • @kyoyeou5899
    @kyoyeou5899 10 месяцев назад +2

    What's better between this smoke and the white dot smoke we had?

    • @CrusheryCS
      @CrusheryCS  10 месяцев назад

      Much faster, about 20%

    • @kyoyeou5899
      @kyoyeou5899 10 месяцев назад

      Just got a Inferno game and it is indeed faster @@CrusheryCS

  • @FlyingLlamaa
    @FlyingLlamaa 10 месяцев назад

    If T's are fast they always get past these smokes anyway so there really not as powerful as you would think

  • @kazumakiryu8308
    @kazumakiryu8308 10 месяцев назад

    This bind doesnt work for me, it just releases the grenade and runs, but doesnt jump

  • @rocket-rakun8133
    @rocket-rakun8133 10 месяцев назад

    If anything that would make pushing through banana for A hits harder and with that smoke it does way more for B so it makes A more likely

    • @MontySlython
      @MontySlython 10 месяцев назад

      thats why this smoke should be done with a ct mid hold, once you throw it someone else mollies lower mid next to the smoke and then pushes up mid on a timing.

  • @gabrielandy9272
    @gabrielandy9272 10 месяцев назад

    Yes they are fair they ate accurate to the physics of the game

  • @Psyonixx3m
    @Psyonixx3m 10 месяцев назад

    When I see it, I just flash mid and push. Banana on the other hand is lokey annoying.

  • @cult2
    @cult2 10 месяцев назад

    whats your in game graphic settings? need to know

  • @steva_nolimits
    @steva_nolimits 10 месяцев назад +1

    With new random jump height that can be bind .... Not gonna be consistent

    • @CrusheryCS
      @CrusheryCS  10 месяцев назад

      We shall see what happens :)

  • @O6i
    @O6i 10 месяцев назад

    Put up the ol radio antenna 😅

  • @Sam-es2gf
    @Sam-es2gf 10 месяцев назад

    Didn't you make this same video the other week?
    My opinion is the same, it doesn't break anything, it just means a shifting meta depending on what utility is used, same as it's always been. Mollying bottom mid to deny T's control has always been a thing, this smoke doesn't change that - you can flash through it, blow it up, delay your default take or routing, or judging by the gap on the left, boost over T-stairs (where pugs awp). It's easier in CS2 for T's to throw a top mid smoke or a banana half wall smoke and flash/nade through, so CT's can't hold it for long without committing more utility or players and I'd rather see more fighting there than holding smokes at B for as long as possible every round as it was towards the end of GO. I still don't think delaying a standard default is worth it compared to denying B entirely later in the round.
    Imo the Faze smoke halfway down mid is more powerful because it's riskier for T's to come through - it requires teammates at 2nd mid and more utility to clear it properly compared to this ramp smoke. Pugs might get disjointed by this, but literally any unusual set (or even standard) seems to make people panic and mald.

  • @Franwow
    @Franwow 10 месяцев назад +2

    yesssuurr

  • @Night.League
    @Night.League 10 месяцев назад

    Long distance smokes are fun, eaelier u throw them earlier theyre gone

  • @troy7788
    @troy7788 10 месяцев назад

    which one of the binds do we use?

  • @iCantEditBro
    @iCantEditBro 10 месяцев назад

    If we had a smoke from T spawn, it'd be fine but this shit looks infuriating

  • @iate3bricks.994
    @iate3bricks.994 10 месяцев назад

    There's a bigger change with inferno, you can no longer flash banana over the top, making any sort of fast rush B a suicide.
    Although it was the same in cs 1.5/1.6 in both versions of inferno the banana was unflasheable

    • @anaKenCS
      @anaKenCS 10 месяцев назад +1

      you can

    • @samu-yx8zv
      @samu-yx8zv 10 месяцев назад +1

      Thats just not true, lining up outside of the entrance of t apps, aiming at the stop sign and jumpthrowing gives you an even stronger flash than what we had in csgo, full whiting the top banana awper for half a second.

    • @iate3bricks.994
      @iate3bricks.994 10 месяцев назад

      @@samu-yx8zv fine, you can't self flash, how about that?

    • @samu-yx8zv
      @samu-yx8zv 10 месяцев назад +1

      @@iate3bricks.994 what do you mean self flash? You can flash over half wall just the same for yourself, im not sure which flash you are referring to. I mean yeah, the roofs over most of banana removed some lineups, but removing the skybox gava way for new ones. I personally think the mollies are a much bigger problem than some missing flashes, they cover such a huge area, a single molly can clear out tree, broom, and bottom banana which is way too op.

    • @iate3bricks.994
      @iate3bricks.994 10 месяцев назад

      @@samu-yx8zv i think there's multiple changes to the map that ultimately make the map extremely CT sided, even more so than before, in most of my games cts always take bottom banana and mid control with grenades and molotovs so you're forced to wait them out and while you do the ramp smoke lands. Maybe it's the screwed timings, maybe it's the map geometry but something made taking banana control easier for the CTs in general

  • @phamnhat2925
    @phamnhat2925 10 месяцев назад

    These spawn smokes are fair, because CT side is hard enough as it is.

  • @JoanVA4750
    @JoanVA4750 4 месяца назад

    Its a great smoke, however it is pixel perfect.

  • @Liasos88
    @Liasos88 10 месяцев назад

    So far I prefer CS with skyboxes so you can't do smokes like this one.

  • @TheKillerZmile
    @TheKillerZmile 10 месяцев назад

    u can just nade it smoke will fade

  • @eeFiroK
    @eeFiroK 10 месяцев назад +1

    if u are bored, activate bulletimpact and shoot throu the top left side of wall :D you are welcome (ak and silenced works unsilenced didnt work for me)

  • @ThelolipopCreeper
    @ThelolipopCreeper 10 месяцев назад

    The runthrow bind is inconsistent now
    Edit: I realised shortly after writing this comment that you had to hold down the button. I've never used a runthrow before and though tapping it like a regular jumpthrow bind would be enough. I stumbled across this video again just now and thought I'd leave this here in case anyone else was similarly confused.

    • @CrusheryCS
      @CrusheryCS  10 месяцев назад

      Not yet.

    • @critNnn
      @critNnn 10 месяцев назад +2

      @@CrusheryCS Unless you have the new workaround, it should be inconsistent again. Valve will likely patch out the new workaround too.

  • @PureDefenders
    @PureDefenders 10 месяцев назад

    you can just aim to the left towards one of the white dots and jump throw, no need for a run and i believe it lands better

    • @CrusheryCS
      @CrusheryCS  10 месяцев назад +11

      A jumpthrow lands significantly slower than with a run, by about 4 seconds. I did a decent amount of testing. Although I haven’t tested the lineup you are referring to, time is very important with this smoke :)

  • @Baconator119
    @Baconator119 10 месяцев назад

    CS version of the mw2 noob tube

  • @silasrenefaustino8692
    @silasrenefaustino8692 10 месяцев назад

    bro i need your fov

  • @gasgas6147
    @gasgas6147 10 месяцев назад

    Valve should keep the maps but drasticly restrict the throwing range to something realistic.
    Plus, I would add a "recoil" or randomness to the throw trajectory: the faarer you throw, the more imrecise the landing spot of utility.
    Also, molotovs should explode at first impact with an object, not like today when they can explode in the air or bounce off objects. Would also be something to deflect/distroy utility with bullets. .

  • @karlohlen9320
    @karlohlen9320 10 месяцев назад +2

    This smoke is to powerful and will probably be removed. I know people probably wont agree but sometimes the game have to also be balanced for the 99.9999% of players that are not pros. This smoke is way do impactful and annoying to deal with.

  • @pollenskins
    @pollenskins 10 месяцев назад

    The terrorists can also throw smoke grenades from their spawn, so I don't see it as an inherent issue. Who's to say as the metagame develops there won't be new utility discovered on both sides of the map?

    • @CrusheryCS
      @CrusheryCS  10 месяцев назад +1

      T spawn has a roof overtop, so unfortunately you need to run for a little before you can throw anything meaningful. The opening is also very steep, so the only pieces of utility you can throw are banana smokes from my knowledge

    • @pollenskins
      @pollenskins 10 месяцев назад

      @@CrusheryCS In that case, instead of obstructing the counter terrorists, it makes much more sense to remove the obstruction from the terrorist spawn. It's better to buff then nerf in my opinion, especially at a stage so early into the game

  • @abyssstyx
    @abyssstyx 10 месяцев назад +2

    they shouldve left csgo as a separate game, not hidden behind a beta
    now we can't enjoy cs2 as an upgrade, just as a reskin. everything deviating from that is bound to run against the communities desires. if they've had left csgo, this problem wouldnt occur

    • @CrusheryCS
      @CrusheryCS  10 месяцев назад +1

      CS2 was rushed for sure. Valve are super weary right now due to the problem that Source had when it launched, fragmenting the community :)

  • @snea-key
    @snea-key 10 месяцев назад +1

    Daddy crush

  • @Splarkszter
    @Splarkszter 10 месяцев назад +1

    If it becomes the default and makes the map repetitve, it should be changed.

    • @papahellmann
      @papahellmann 10 месяцев назад

      Pointless smoke really

  • @symbolitical4158
    @symbolitical4158 10 месяцев назад

    There is this magic thing called a HE. I really don't understand how this does anything imo.
    Its like when moltovos were introduced and people started crying, but valve always intended for counter play with extinguishing them with a smoke. Same goes for this too.
    Realistically some of these smokes are thrown so early the CTs themselves take advantage of essence - I'm positive the pro scene basically just executes map positions like normal. If anything these smokes are evil during mid rounds or late rounds

    • @symbolitical4158
      @symbolitical4158 10 месяцев назад

      I honestly hate the lack of skybox. It doesn't really do much as I said, it kinda breaks the tempo also by being able to "fake" presence on one side of the map to the other as a CT. But the biggest thing is SOOO many skybox HE and Molly deflects are now impossible. That's like a good 25% of CSGO lineups dead because of that. So idk. I'd rather they delayed Molly/incendiary grenade explosion to allow for deeper and more unique uses for them instead of up close.

    • @CrusheryCS
      @CrusheryCS  10 месяцев назад +1

      The whole point of these smokes are to delay T side map control. Attackers have to address this smoke, which gives CTs the ability to create plans and set pieces :)

    • @symbolitical4158
      @symbolitical4158 10 месяцев назад

      Lol 1 HE grenade from Ts as they run out of spawn == delaying map control
      In practice it's cool, in reality it won't be meta. Already haven't seen many in the current Tier 1 event being played in Sydney.
      Valve aren't stupid

    • @symbolitical4158
      @symbolitical4158 10 месяцев назад

      ​@@CrusheryCSI just think these deep nades aren't very useful. I think it's likely teams will just evolve the older map control nades used in CSGO but with deeper presence.
      These "spawn" nades are very very easily countered for little utility

    • @luanfranco1374
      @luanfranco1374 10 месяцев назад

      @@symbolitical4158 in old inferno there was a similar smoke from spawn that was thrown every single round
      and btw, this smoke was originaly created by ropz, a PRO player

  • @1337shk
    @1337shk 10 месяцев назад

    valve pls fix... i used to hate skyboxes when i was searching for smokes but i understood that they are needed for balance, so why is valve not capable to understand this #messigame