Category Archives: Tips

Dust2 CT Setup (with images)

CT Setup

The image above shows a CT Setup you could use on Dust2. Two players hold B, and two players hold Long. Player 3 sits in Mid and watches Catwalk. As soon as a Terrorist moves up Catwalk, or if Catwalk is smoked, or he is flashed, then he calls for one of the players at Long to rotate back to A Site. At this stage you could then probably leave only one player at B, and have the other rotate to CT Spawn, so he will be quickly available if they rush A. Obviously if the bomb is spotted at A then everyone should be rotating towards the site. The benefit of playing two long and two B is that if they do a fast rush at either of these places then you have a much greater chance of shutting them down. The player in CT Spawn can also help out if they rush Mid, and the player in Mid can also help if they rush B.

CT A Rotate

This is how you should be setup if you are expecting them to do an A split.


CT B Rotate

If they go B then one player at Long should push through doors and get into tunnels, the other should move through CT Spawn.


CT Mid Rotate

If the T’s attack Mid then you can have one player at B watch from Window to help out, also one player from Long can move to CT Spawn, whilst the other remains on Site just to make sure they do not fake plant at A.


The point of this setup is that you really don’t need two people watching Short A (usually you might play 1 guy Mid and 1 guy Short). So long as the person watching Catwalk calls quickly, then the CT’s at Long will be able to rotate in time to shut down / delay the rush. Having two players in B and one in Mid for the entire round is a bit of a waste, so the second player at B needs to make sure he rotates quickly. If they seem to be hitting A with everything they have, then you can leave B totally open, and have on guy playing Mid (whilst keeping an eye on B), whilst the other 4 move to defend bombsite A.




Basic Team Organisation

OK for really new teams I will quickly explain the basics of how the team should be organised.

You need at least five players, more depending on how active you all can be. One of these players should be your main caller – someone who is happy directing the other players where to go, calling rotates, setting up strats as Terrorists etc. The other players need to listen to and follow the orders / advice of this caller for the team to run smoothly.

Next you want at least one strong AWPer in your team for maps when controlling a certain section of the map is crucial to winning. I would advise to never have more than 2 AWPers at a time, as this is both expensive and reduces your teams effectiveness when rushing / in cqc.

At the start of a round, players should not automatically buy up, they should wait for the caller to call either a buy round or an eco. In most cases it will be obvious whether you will be buying or ecoing, but it is good to wait a couple of seconds, just to account for things like weapons picked up from the previous round, or one team member dropping a weapon for another team member.

I would recommend you try and keep the same CT setups as this allows players to become familiar and comfortable in their roles, which is very important.

Your team should definitely go over some detailed strats on an empty server, so everyone knows what to do when a certain strat is called.

Ultimately the best teams are going to be the ones that have a solid, active lineup of 5 players – with 3-4 excellent riflers, and 1-2 excellent AWPers, and with a confident and competant caller – who practice together at least 3 or 4 times a week. Join as many cups / leagues / tournaments as you can feasibly handle, and just have fun and win and stuff.

Mouse Settings

Once you get to a certain level in Counter Strike, you will likely begin to obsess over your mouse and config settings.

My advice for dealing with this difficult phase is to just buy a mouse you are comfortable with, that is good quality, and experiment with DPI / Sensitity settings for a while.

I personally use a Razer Deathadder at 500 DPI and my in game sensitivity is around 4. I also use a SteelSeries QcK mousemat. Before this setup I was using a really cheap optical mouse that had a set DPI of about 800, and I used this with no mouse mat and in game sensitivty of about 8. At first the difference between the two setups was horrific – I just couldnt understand why anyone would play with low DPI / Sensitivity settings. After a couple weeks though, I found the lower DPI let me be much more accurate. I’m still not sure about the size of the Deathadder, but Im not spending another £30+ on a mouse so I guess I am stuck with it.

If you do use a high DPI + Sens setup then I would recommend you try a lower setup for a couple of weeks, just to see if you might prefer it.

Regarding the rest of your hardware / peripherals:

Ideally you would have a PC that could run CSGO at a steady 120+ FPS. If you can afford a 120hz monitor then I would go for one of those too. You also want a decent set of headphones, and either a webcam mic, or a headset with a mic attached. My specific PC specs are:

i5 2500k


GeForce 560 Ti 2GB

800W CoolerMaster PSU

Decent Asus MoBo

Standard 500GB Cheapo HDD

Acer 21″ 1920 x 1080 Monitor

Icemat Siberia headset from about 5 years ago

Asus Xonar Soundcard

Standard HP Keyboard

Razer Deathadder + QcK Mousepad

With that I get buckets of FPS with everything on High. You could easily get enough FPS from a lesser PC.

Detailed Inferno Strats (part 1 – CT)

Previously I have just shown a few positions and good grenade spots for maps, but this will be the first post of many that shows specific strategies for a map.

First I will go through the default positions for the CT team.

B Site (Passive)

Playing far back in the site at New Box.

Peeking at Spindles.

A Site (Passive)

Playing defensively at Porch.

Playing from Graveyard.

A CT playing from Arch.

These passive positions have the benefit of a lot of cover, good angles and positions to fall back to. However, they do not allow the CTs to gather much intel. The Ts could get all the way to Balcony, or all the way up Banana, before the CTs would even know to react. Despite this, I would recommend this kind of setup initially. By combining peeking and flashing and nading your team should be able to disrupt any rushes, killing the opposition at the chokepoint that they are guarding – particularly at Mid and B Site.


B Site (Aggressive)

An aggressive position at Banana.

Playing close at Oranges.

A Site (Aggressive)

Playing close at Mid.

An Aggressive position in Aps.

Playing on the stairs by Boiler / Janitor.

The payoff with these more aggressive / forward positions is that you will now be able to spot a Mid / Aps / Banana rush a lot quicker. However, you also might get picked off, leaving your team vulnerable. Also, since these positions generally put less distance between you and the enemy, on an eco round you are more at risk because the low range damage of the Ts pistols will be more effective.

A good compromise is to have someone spotting either Mid or Banana, possibly with an AWP. I wouldn’t recommend having 2 people spotting, as if they both get picked then you will be in a 3v5, and won’t be able to defend bomb sites very well.

AWP Positions for CT

From here you can get a good guess of where the enemy are.

AWPing from Arch gives you a lot of places to fall back too.

An unusual position for an AWP, and quite at risk if a T gets close enough to rush you in Graveyard, however you do get a good view of Aps. A really good position if you have someone covering you from Site.

Another good position to AWP from. You can fall back and get support from your other team mates.


Now don’t play the same positions every round, else the Ts will get wise. Mix up playing different passive and aggressive positions. On Inferno there are loads of decent positions at both bomb sites. If you like, have a flash / peek setup at bombsite B, where one player calls a rush, the other player is already ready to throw a flash, then both players peek.

The key thing is to make sure you have every position covered, so no one can be surprised or flanked. If one of your team gets picked then you need to adjust your positions. For instance, one man can hold B quite well from Spindles, but holding A with one man is very difficult since the Terrorists can come from 3 different directions. Another thing to remember is to always try and force the enemy into 1v1’s. Clever use of angles, and only peeking round a corner a little bit at a time can achieve this, as can flashes and smokes. If your aim is good enough then you could potentially turn a 5v1 rush into five 1v1’s, and win them all. If your aim is good enough.


In the next part I will go through three basic T strats for de_inferno.











A Few Thoughts On de_inferno

Inferno is a very different map to play as Terrorists. The reason for this is that, excepting the apartments, it is a very open map. With just a couple of good positions the CTs can get intel on two thirds of the map, allowing them to accurately deduce where the Ts are planning to push. Because of this, it is very important for the Ts to play quite aggressive, and to spread out across the map. If they do not have anyone holding the bottom of banana, then the CTs will be able to push down and take control of the entire Mid section of the map, forcing the Ts to either try to retake control, or rely solely on Aps / Boiler for a push.

If the CTs push down Banana, they can easily take control of Mid, reducing the Ts options. Because of this, it is crucial that the Ts do not allow the CTs to push.

If the Ts do not spread out then the CTs will be able to push the locations that are quiet and will be able to deduce where the Ts are, and react accordingly.

These circles represent the likely areas that the Ts could be grouped at. If you can spot any 2 of them, then you can reason where they will be. If you have Apartment control and Mid control, then either they are somewhere weird like T-side Aps, or Alt-Mid, or they are pushing up Banana, so you know to send a rotater or two.

These next images show positions that CTs can quickly get to, and will be able to provide great intel on where the Ts are.

From here a CT can gather intel on Aps, Alt-Mid and the top of Mid.

A CT can quickly take control of the position. Whilst it is not as good for fragging, it does provide a lot more intel than if the same player was sat in Pit.

A CT could play this aggressive position at Mid, and gather intel on quite a lot of the map. If the CTs at Banana are able to see down to the T stairs, then the Ts can only be Alt-Mid or Aps.


So my advice for playing Inferno on the Terrorist side is either:

1) Have a couple of guys Banana, a couple of guys Aps and one guy watching Mid, and just try and get a few picks.

2) Just do very quick rushes either up Banana, Mid or Aps.


You can use smokes to conceal your positions, and then make a slow push onto a bombsite. However, if you leave, for example, Banana unguarded, the CTs at B can easily push down disrupt your execution.





A Few Dust2 CT Positions

A couple of nice spots to play from as CT on de_dust2.


Short A

An under used Short A position. There is nowhere to retreat to, however, so it is not perfect.

Long A

If you expect the T’s to push Long then you can throw a smoke down here and then use it as a makeshift wall. You can throw grenades through it, peak round it, and then retreat back into it. It will only last a few seconds but that is enough time for someone to rotate to a good position on A site.

This shows how well the smoke can cover your position.

This is what a rushing T would see.

B Site

So long as you only play this position occasionally the enemy will probably not expect you to be here. It is perhaps a little too risky of a position to play if the enemy are not ecoing, since you don’t have much chance to flash. If you buddy up with a teammate who flashes as you call a rush, then you will be able to defend the site very easily.

The wall provides a decent amount of cover, and if you have a teammate drawing the attention towards double doors or window then you might just go unnoticed.

This position is great since you can remain in cover until the enemy are right in the bombsite, then throw this flash, pop out, and mop up.

This position would work even better if you had someone playing at car. They could call for you to flash, then you both peak out and set up a crossfire.

This position is perfect for defending against an eco rush. Since you are so far back in the site their pistols will be ineffective against your rifle / awp.


Now I will show you some boosts. Boosts are when 1 player crouches down, and another player (or players) jump onto the crouching players head, and then up onto somewhere else that they could not reach without the added height of the crouching player.

Short A

This is a well known and well used boost. One CT player crouches in the corner and as many as the strat requires use him to boost onto Short A.

From the boosters pov.

The boosted CT’s can now get to Catwalk a lot faster than if they had ran around A-site. This can catch the Terrorists off guard, and is quite a good pistol round / eco round strat.

Long A

If the enemy have taken control of Long, and you have no one on site, then you can use this boost to get a man onto site very quickly.

One CT crouches in this corner, and another jumps onto his head. The crouching CT then stands up so that the player on his head can jump onto the bombsite.

This is what it looks like from the boosters pov.

Another look at the spot.

CT Spawn

Use this boost to surprise any T’s rushing Mid.

From here you should be able to pick off a couple before they even realise where you are. Probably best not to use this position every round.

You can also make the jump over to these boxes, which gives a slightly different angle, but makes it harder to fall back if pushed.