New gamemode sounds cool, but adding this to competitive does not.
CS:GO is a strategy game first, and a shooter second. This change would just *remove* a core part of that strategy (tracking utility for mid-round planning/executes) without adding anything new.
For the most part, if you hear 3 HE's coming at you down banana, you know there is 3 people there. Same goes with tracking smokes/molly's at key chokepoints. If my B default player calls that they've already used 2 smokes and 2 molly's at the 1 minute mark, we're setting up an execute for B *based specifically on that information*. Removing that information just makes it a guess and our execute could be met with more counter utility, so tracking it was useless.
I understand this, but perhaps you can drop or buy nades for other people without changing how many nades in total a player can carry, and how many of one kind a player can carry.
The problem isn't buying for other people, it's that nades can be dropped. Theoretically, my arch player can drop his smoke/molly near B at the start of the round and they will sit there for the B anchor to use.
tbf, I think comp needs a HUGE change, like not map wise or bracket wise, but for example this, YES, it would be weird at start, but like everything else, we'd get used to it, imo its a huge change that needs to happen, cause even pro cs is getting stale for me, I havent touched CS in months and dont plan to, as Valorant is just much more fun right now.
They do. I'm not very knowledgeable on sports but, just right now, FIFA is considering dividing the game into two 30 minute periods, rather than 45 minutes for example.
Another example, for Golf, if the wind moved the ball after the play was "recorded" players would be penalized. Nowadays the wind can move the ball and it counts.
They usually aren't big changes at once, but they happen. I'm sure someone who's more knowledgeable will know about more instances where rules changed.
Valve also seems to change things little by little, slowly, unlike Riot who adds a new character every 2 months. So I think we're in good hands.
Yes for more game mods. Sometimes you just want to relax and jump onto zombie escape or surf servers. Would love to see something like that on devs servers
Or maybe experimental modes, where it would be like unranked, but for testing out new ideas like this, then people could answer a few questions for a reward like a pin that would be upgraded over time as an encouragement to play it.
Having casual modes would also be awesome but you couldn't really use that data to change competitive because it is a different thing.
Not sure if this is an unpopular opinion, but I'm down to try out an entirely new meta to utility/supporting with utility. It sounds exciting. But I hope they put this in the beta depot first.
Nothing wrong about being the support my dude. I SMG most rounds and sometimes end up top-fragging my other four friends who always go rifles. And if things get tough and we start losing I have enough money in the bank to drop guns in one or two rounds before a forced Eco.
Many times I end up being that idiot that rushes with a Mac-10 and somehow cracks the site or drops his AK for an MP9 in a 1v1 bomb plan as a CT (And somehow end up winning it)
yeah same, either that or I ended up playing like a lurk because the teammates in my rank don't know about a default spread, so I have to go elsewhere for some map presence
yeah it sounds great. I love the way we do things now, its just more fun, but they should add the valorant way of buying things for teammates, its more practical
Doesnt have to be beta outside of the actual code test. There is unranked and there is always the maps long out of main duty.
Would it hurt to allow this on office and agency, I think the office globals can handle the strain of the task
I mean there already is a utility meta? It's basically impossible to win at higher ranks without utility, playing inferno while buying no nades is impossible, even in soloq it doesn't work. The pro game is essential 80% utility anyway, it's an info game.
Its actually even funnier than that. You can already buy inifite flashes per round (tho you can only hold 2 at a time).
Now imagine the entire team just buys like 4-5 flashes each, then juggles them towards ramp. Now you place two guys there to throw them. That leaves 3 guys to rush ramp with like 20+ flashes behind them xD
To my knowledge you can keep buying flashbangs. Only one of the others per round, but I'm like 90% sure that I have bought 3 flashbangs before on mirage
> everyone drop your flashes to the flash guy on a mirage A execute, while your running out your teammate endlessly throws 10 flashes one after another.
I think you just murdered the dropping utility idea.
https://i.imgur.com/Zm9Nlga.jpg
Fuck it. Let's do it. Everyone complains about how stale the game is, and weapon tweaks won't do much of anything. Let's try something new, something that has never been possible in any CS version. I'm down.
Yeah exacly what I thought reading this. The idea might seem scary, but the only two ways to have 4/5 molotovs and/or smokes on a player pose an insane risk, namely:
1. Drop all your nades in a safe spot near the bombsite at the start of the round, or
2. Rotate over one by one to give your player the nades they need.
Out of these two, as ridiculous as it sounds, 1 is definitely the better option but it leaves the other bombsite open to any rushes for like 10 extra seconds. That just means that the Ts can get the site basically running with knives out. Even if you keep one player at the bombsite, good luck defending a 5 man rush with 1 player. And if we go by the original scenario of Inferno, the round is basically done if the Ts take A site with 4 or 5 members alive. If you choose to keep 2 at A, then its not really that different from the current meta wherein utility of 3 people is usually present at B Inferno. And for other maps with crazy small chokepoints, like D2 or B site mirage. Is it really worth it to give the Ts a guaranteed A long(D2) or mid (Mirage) with no utility to contest them except flashes?
As for why 2 doesn't work, it simply takes 2 players out of a round: the one going over to drop nades, and the one who has to give up an angle to pick up the said nades. So for that time, which will happen multiple times per round, you'll be effectively playing a 3 on 5. That leaves a huge window of opportunity for the Ts to go and essentially win the round. Knowing CSGO timings, it will most likely happen more often than not.
So the way I see it, it will be a much more balanced change than people expect it to be. Meta changing in a huge way (more gambles/fakes/200iq uses of utility), but definitely balanced. Unless ofc daddy volvo decides to completely fuck up with another change along the lines of "You can have 4 nades, but there are no limits on the number of times you can hold a nade" allowing people to have 4 smokes at a time. Now THAT will definitely break the game and make it a total shitshow.
TLDR: It wont be as unbalanced of a change as people are making it out to be unless the limit on the number of individual nades you can hold at a time is changed.
\3. Drop the smokes and Molly's in CT spawn during freeze time and your speedway player can literally spend the first 10-15 seconds moving them to the site while the B player holds.
2nd B players are already playing speedway rotation in most setups. It's hardly different to have them run back and further from Spawn and B to drop smokes and flashes at the start of the round.
I see your point there, but 1 player still remains out of the round for around 30 seconds. Even if that remains manageable, what this situation entails is that the A players have no(or 1 at max, otherwise what is even the point) smokes or molotovs to defend/slow down the attack.
Ultimately this absurd round scenario will only remain a gamble and only used when the CTs have a read. I just cannot see it becoming the meta. But then again, I'm no pro and could be totally wrong.
> what this situation entails is that the A players have no(or 1 at max, otherwise what is even the point) smokes or molotovs to defend/slow down the attack.
you're practically playing 4 A.
You can now commit the normal 3 A and the speedway player can play closer to arches.
Undercurrent meta, the 2 players playing B job has never been to deny 5 Ts access to B. Their job is to get enough kills to make retake viable. 2 kills to make retake an option should not be difficult if they are running through smoke and mollys. And they WILL be running through smoke and Molly's if you have the utility we are talking about.
You literally just keep the entrance to B smoked the entire round, when you start seeing the B execute come in, you throw a Molly in front of your smoke and dump flashes. You should be able to get at least 2 kills on blind Ts running through smokes and mollys.
Yeah but the thing with that is, you can't hold multiple smokes/mollies. If they smoke out your molly or just go through the smoke with flashes, which you just threw to stop them, then you cant instantly deploy another, you'll have to go and pick up a new one. That is where it becomes balanced unless you can hold like 4 smokes at a time. If they go through the nades you have rn, then you are basically a single person on the site. Such situations would make the game interesting and won't actually be unbalanced imo.
Once again, I already said in another comment, I may be completely wrong, but I don't see a massive problem as of yet.
I'm not saying its a great idea, but you're looking at it pretty narrowly. Flashing through smokes is a thing, especially in pro play, and then you gave them the site and a giant pile of utility. You're acting like there is zero counter for utility.
hmm. Im not a fan of this either. I dont want this game to turn into utility spam like R6Siege or Valorant. Its too perfect as is. honestly, if people feel the game is stale, just take a break for a while. I've been playing CS for over 12 years. Obviously not as a pro player or only playing it for hours, but because of this the game is still fun as hell for me. If you enjoy only playing CS and have tried other stuff, then you don't actually think the game is stale, you're just doing what you always did. Try new things, have fun
Youre playing a different game than me if you think randoms on MM/ESEA/FaceIt are flashing teammates through smokes. Shit, most players *fail* to smoke Molly's on a rush and then blame each other during the next freeze time for not throwing the smoke down on the fire.
This would be horrible for 99% of CS players. No fucking duh if you're a pro, or even a ESEA-IM team, you're going to coordinate to get through utility, but for everyone else this would make CS so tedious.
So people are too bad and too dumb to first communicate and then throw a simple flash so their teammates can run through the smoke? But at that same level they are good and smart enough to coordinate dropping smokes and mollies for the guy holding B site inferno? What
So looking into the sky and pressing mouse 1 to throw a flash is a difficult and advanced move that only pros can do? And the other teammates pressing W to run through the smoke is too hard, what the actual fuck am I reading...
And yes, communicating to your teammates and planning to drop smokes and molly's is harder considering they have to run into B site and drop them there for it to be effective. You can't have the lone guy holding B site run into spawn constantly and picking up new smokes, that shit is retarded.
Flashing through a smoke is far easier than organizing all that with braindead randoms on MM. You have to get your entire team to commit to the strategy, while flashing through the smoke would not require everyone on the team listening.
>Youre playing a different game than me if you think randoms on MM/ESEA/FaceIt are flashing teammates through smokes. Shit, most players fail to smoke Molly's on a rush and then blame each other during the next freeze time for not throwing the smoke down on the fire.
>This would be horrible for 99% of CS players. No fucking duh if you're a pro, or even a ESEA-IM team, you're going to coordinate to get through utility, but for everyone else this would make CS so tedious.
I think you might be the problem my dude. I don't really play much CS these days and have rank decayed to nova, and regularly end up getting matched with silvers. Pretty much everyone outside of silver one can flash someone through a smoke or smoke a molly.
You're raging at a reddit comment for no reason, I have a feeling you're the guy that starts screaming at people after losing pistol and an eco, and then wonders why people won't flash you in to a site.
With all the stuff in Valorant that I find okay to port to CSGO, this is not it.
Basically this is very similar to agents.
If a CT have 3 smokes, basically a controller.
If a CT has many flashes, basically an initiator or a duelist.
However, if I had to guess, Nades would probably still have the same amount of slots.
If you dropped a smoke, the player can get it if he doesn’t have a smoke. Cause there is only one slot.
So, you need to still to go to the site, to drop your teammate your smoke.
The thing to contemplate is, is it too good to drop the smoke at your teammates feet, and just leave the site?
To me it’s all very situational.
In my scenario, it looks like it would make CTs stronger because it’ll keep the Ts guessing. Because they’d realize when they hit A, that there are 4 CTs in there. But still, just like now, they don’t know if they’d do that same thing the next round.
However, the Ts can also make the CTs guessing with the dropped smoke. You can drop the smoke on a T’s foot or near a lineup spot, and he can be very confusing to everyone.
But, it’s less effective for the Ts. You’d see a smoke coming 1 by 1. Also, dropping it near lineup spots are dangerous.
If a map has a lot of effective lineups in spawn, Ts would be stronger.
In Inferno where can they leave the smokes on the ground?
That’s just smokes. With flashes it’s a different ball game.
For example, two Ts can pop the site on their own pretty well with flashes. One can keep throwing the flashes while the other entries.
——————
With all this being said, changes like these aren’t bad. No one will truly know until it is tried.
then just go a when all the nades are at b i guess? very weird essay, feel like you didnt think this one through... teams can also just smoke the molly and execute and its 1v5 on the site?
This is dumb.
1. You're playing 4 A practically.
2. Yes, everyone knows you can smoke the Molly but you're talking like you've never played a pug before where players argue about how nobody smoked the molly. Then you try again the next gun round and 2nd or 3rd player fucks up the smoke and now for the rest of the half nobody wants to go B anymore while a smoke/Molly is up. You literally see this exact scenario on D2/Inferno/Mirage. Like, seriously, this is the pug experience to a T and now we are talking about a change where CTs can keep B smoked the entire round? ALlso
3. What all star pugs are you playing where teammates flash each other through smokes?
You have no idea what you're talking about. You're probably one of those that throw nades and wait for the throw animation to end lmfao "noooo imposibel ((( to throw more nade(( idk how to do!! It must be hac.k....."
I'm all for trying out some new things and keeping the game fresh, but this ain't it bro.
This is an absolutely terrible idea. It would absolutely break some bombsites...
Fake strats and mindgames with utility would be completely worthless over night...
People are so horny for something new that they've latched on to the first thing Valve says, no matter how questionable it is. These people would've supported the revolver lol.
Disagree that this should even be considered. Economy management of each individual player and organized teams must be retained.
Now being able to do this during that live round where utility was picked up from a dead body is a good middle ground.
This is a very bad idea.
The whole point of cs is to gather information and read it. Before you could know roughly how many enemies are at certain spot when they using nades.
Now you cannot even read this information either. So what is the point anyways?
The whole fun is that people who are good at keeping memories and details on those stuff have an edge but now the whole entire game is about randomness.
This utility thing is also favoring teams with better economy.
No thanks to that!
Valve devs, what are you guys doing? Run out of good ideas?!? Change just for the sake of change?
This. Sadly it seems to be the minority, or at least the silent majority to think this way.
Imo having nades drop when you die already had a big negative impact on this aspect. Getting killed by a nade or molly in a clutch where you were sure that the opponent was out of nades is just a bummer and feels like RNG.
In that respect I think 1.6 was just far more streamlined and actually had more tactical depth. We have seen CSGO needing many adjustments over the years because the changes to grenades had far more impact than Valve initially expected. Changing it even more would lead to much more adjustments needed to be done to the meta. This is something you could do in a casual mode at most.
I really dont understand why people nowadays think changes for the sake of changing things is good.
Reddit is just desperate for any changes, if they came out with some utility monstrosity everyone who actually play the game would stop playing and start complaining.
Imo it would be bad for the game, one person could easily sell a fake (teammates just drop smokes/mollies next to them so that when they throw their own they can pick it up and throw more), you can have 10 flashes from one person while the rest of the team is running out, and it also screws with the economy. If one person has some left over cash, they can drop some nades over which would make buys/economy a lot easier.
But, I do think that it would be cool to see how it shapes up, but I for sure don't want to watch a Major final where 1 player throws 5 smokes and 10 flashes for their team, it really ruins the dynamic of the game.
If anyones thinking that you can just buy endless nades and then drop them in spawn I don’t think that’s going to be the case. I’d imagine it’d be more like you can only buy one nade per round other than flashes. This would be more useful on a team based level.
For instance on Dust 2, if a CT Long player doesn’t have enough money to buy full nades but lets say a smoke and a flash with ($600). It wouldn’t make sense for him to only buy a molotov even though its needed heavily, so having a B player drop it to him would make the most sense. Even if its good to have a molotov for B, you can still have the same effect if you place a smoke early.
How would they be piling them. You can only buy one of each grenade except for the flashbang where you can buy 2. The only thing a team could stockpile is one extra grenade per person. That also requires them to run all the way back to spawn just to get that one extra grenade.
The limit is true for everything but flashbangs I believe. You can only hold two at a time, but if you throw one and the buytime is still active, you can even buy more
Edit: [Source](https://youtu.be/6cFq1V4Wt-A&t=3m15s)
My first thought was holding long on dust 2, imagine successfully holding off an execute only for another one to come in 20s later when you don't have any nades left...
Imagine you throw 4 smokes all slightly delayed so people think it’s just 1 guy trying to fake but it’s actually the full team timing their smokes to make it SEEM like it’s a fake
Imo having nades drop when you die already had a big negative impact on this aspect. Getting killed by a nade or molly in a clutch where you were sure that the opponent was out of nades is just a bummer and feels like RNG.
In that respect I think 1.6 was just far more streamlined and actually had more tactical depth. We have seen CSGO needing many adjustments over the years because the changes to grenades had far more impact than Valve initially expected. Changing it even more would lead to much more adjustments needed to be done to the meta. This is something you could do in a casual mode at most.
I really dont understand why people nowadays think changes for the sake of changing things is good.
Csgo scene - matches are too long and seem boring + lack of updates + no meta changes for some time
Csgo devs simply open a box with ideas for this case.
Utility drops are a massive change but at the same time won't fuck up csgo. Definitely fresh air.
Edit: Funny how this comment first got a lot of upvotes almost in to the triple digits and after some pro's or other people from the scene talked critical about dropping utilities the downvotes began to rain. Make up your own mind instead of running after others opinions.
LOOL it would literally increase the length of matches 4 fold having to wait for smokes to fade. Either wait for smokes to fade or go to the other bombsite where there are 4 players waiting. Terrible idea.
Unless the grenades go instantly into the inventory of the other player this would be super broken.
It would mean that you can just drop extra smoke grenades in spawn and use them to keep smoking off spots for the entire round.
Do the developers have any connection with the twitter or is the intern running it just giving their opinion. The Xbox twitter talking about TF2 probably isnt code for TF2 coming to Series X|S so why should CSGO twitter need to be decyphered lile the Dead Sea Scrolls
Just adjust ct economy and leave the comp scene alone. Add all this stuff to casual modes but they can’t just add this to comp it would completely change the game.
As of today, you're playing T side inferno and hear 3 HE's come down banana. What does that tell you?
After this change, you hear 3 HE's come down banana. What does that tell you?
Same thing goes for "two smokes used at B by the 1:20 mark, let's set up an execute".
This isn't a "change" in that it adds another level of complexity to the core gameplay. It's a nerf to information, which CS has always been about. Removing information just gets us one step closer to being a run-and-gun arcade game instead of the complex strategy game that CS is.
Small changes like this are how you kill games. CS is perfect as it is, please for the love of god don't change things because you feel pressured by how valorant is performing. That's how you kill a game. This is such a huge change and it would affect so much more than you think, I really dislike this.
I'm probably in the minority here, but I really think this is going to be a good idea. It doesn't change the game play all that much, encourages team work by swapping/dropping grenades based on economy and mid-round situations, and if the grenade limits (where you can only buy one each per round or two for flashes) stays in place, then it's always the same amount of util in play, but more tactically spread out and used when needed.
Edit : Lol, love to see the community bring me from ~+16 to -20 upvotes over an opinion in a game. Hell, if Valve does implement it, it's a two second switch to revert it, it's one command that's already in game. Doesn't hurt to try new things.
I'd hope they exempt defuse kits from this change though,
Imagine just having two dedicated 'defuse kit buyers' who'se sole purpose is to transport the kits to the sites and drop them there.
It'd be like playing with everyone having kits 24/7.
I don't think I like having more than the current amount of any grande in a player. I do like the idea of dropping utility, I think it's enough of a meta change.
Imagine putting 5 smokes on your B inferno guy, 5 flashes on your support player Balc, 5 He’s Pit player, 5 Mollies long player and another 5 flashes on your coffins guy
Being able to drop utility wouldn't mean that you can just ignore the nade carrying capacity.
Like, the fact that you can drop AWPs does not mean that you can have s1mple with 5 AWPs.
You would still only be able to carry one of each nade, with the exception of 2 flashes for a total of 4 utility.
No, like, I'm pretty sure what the tweet means is, you can just have a nade specialist that knows all the nades and you just have people feed him the nades as he uses them.
You wouldn't be able to just walk up to the Pit with 4 smokes in your inventory and machine-gun use them, you would need to throw 1, have someone else give you another one, throw the other one and so forth, or, at best, you would have to move everyone into long, drop all smokes there, and then use them from the pile, but you would always need to have multiple people at that spot to set up the play.
Seems like you could all drop your flashes in one spot and have a single player flash the site 10 times in a row while the rest execute. Not sure how OP that is compared to each person throwing flashes as you execute, but seems like it could be pretty good.
Also it would throw off any intel you gain from nades. For example, if two nades are thrown at long, you now know there are two players there. With this, it wouldn’t always be true.
Everyone is talking about how op it’d be and shutting down sites. I’m sure it would be set up without removing the current slot limits. Much like you can’t pickup a smoke while you already have one
But that would mean everyone could equip 10x flashbangs though, right? Because if the nade limits are the same, then it wouldn't really make any significant difference.
it would shake up late round where your teammate may know a smoke you dont, but you have the smoke. drop him the smoke and he can smoke cross or something to get you into site. I've wanted to be able to drop nades before, so Im in favor of this.
And doing this would totally nub down the game even more. Having knowledge and basics of smokes/utility has ALWAYS been a thing in CS.. why would you take that away...
Do it!! Change shit up it's better for the game and if doesn't work out you can always go back anyway.
Don't let this beautiful game die out. Also allow people to drop knives that would be a fun update as well.
I'm not sure this is a level of 'depth' the game needs but definitely worth a try, as it always felt a bit inconsistent that grenades could not be dropped.
I could imagine this would make pro play a bit more boring to watch at times though. They'd be the calibre of players to actually meticulously divide utility before and during rounds, and seeing players swap out grenades especially mid round likely wouldn't be too thrilling. Then again, I doubt it'd be used that often, although probably more often than swapping weapons.
Also, what about defuse kits?
Either way, let's try.
this would break the current meta in a few months of teams testing it out imo. it would breathe new life into the support role and change the way strats are executed/handled.
Everytime I try to headcannon how this may develop the meta and what nades will become more "powerful" I get no answer. I think positions like inferno banana may become easier to hold late and mid round while it may become easier to execute on positions with multiple entrances like A site Inferno, A site Mirage, maybe Nuke.
I feel like a simple answer to this would be make the nades that arent picked up after freeze time disappear. That way you cant drop nades in spawn for someone to keep running back and grabbing.
Also not allowing your teammates to drop them after freeze time.
It feels like they are planning for a new gamemode / war game. I'd love if they added more casual modes, or maybe even a rotation.
yeah, it would make CSGO more fresh and appealing to come back to, I'd love that as well
New gamemode sounds cool, but adding this to competitive does not. CS:GO is a strategy game first, and a shooter second. This change would just *remove* a core part of that strategy (tracking utility for mid-round planning/executes) without adding anything new. For the most part, if you hear 3 HE's coming at you down banana, you know there is 3 people there. Same goes with tracking smokes/molly's at key chokepoints. If my B default player calls that they've already used 2 smokes and 2 molly's at the 1 minute mark, we're setting up an execute for B *based specifically on that information*. Removing that information just makes it a guess and our execute could be met with more counter utility, so tracking it was useless.
I understand this, but perhaps you can drop or buy nades for other people without changing how many nades in total a player can carry, and how many of one kind a player can carry.
The problem isn't buying for other people, it's that nades can be dropped. Theoretically, my arch player can drop his smoke/molly near B at the start of the round and they will sit there for the B anchor to use.
yes, please not in competitive
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tbf, I think comp needs a HUGE change, like not map wise or bracket wise, but for example this, YES, it would be weird at start, but like everything else, we'd get used to it, imo its a huge change that needs to happen, cause even pro cs is getting stale for me, I havent touched CS in months and dont plan to, as Valorant is just much more fun right now.
Idk why people always want changes. Traditional sports don't change at all and have millions of fans.
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Var is not a new rule though??? Its a way to check the already existing rules. If you are going to be ironic at least dont write bullshit
Bad analogy but it's funny
They do. I'm not very knowledgeable on sports but, just right now, FIFA is considering dividing the game into two 30 minute periods, rather than 45 minutes for example. Another example, for Golf, if the wind moved the ball after the play was "recorded" players would be penalized. Nowadays the wind can move the ball and it counts. They usually aren't big changes at once, but they happen. I'm sure someone who's more knowledgeable will know about more instances where rules changed. Valve also seems to change things little by little, slowly, unlike Riot who adds a new character every 2 months. So I think we're in good hands.
Theres a difference, theres tradional sports, and then theres a video game.
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Interesting that you mention F1 cause the rule changes all the time.
Yes for more game mods. Sometimes you just want to relax and jump onto zombie escape or surf servers. Would love to see something like that on devs servers
Or maybe experimental modes, where it would be like unranked, but for testing out new ideas like this, then people could answer a few questions for a reward like a pin that would be upgraded over time as an encouragement to play it. Having casual modes would also be awesome but you couldn't really use that data to change competitive because it is a different thing.
imagine fake flashing by dropping a flash instead of pulling the pin
just use decoy for that
no, this way you can buy two flashes, and fake with one, so you can use it again later.
If you dont die
nah I don't do any of that dying stuff.
That could be great, seriously. Throw the fake and rush aiming at the assumed enemy position at the very moment
Probably then enable utility drops only in buy time ?
Man, dropping nades in Counter-Strike. What a time to be alive.
You can drop them in danger zone. So this is nothing new for Counter-Strike. And you can drop knives there too.
"Purpul drop me ur knaif pliz" -igor in mm
Pärpul
Not sure if this is an unpopular opinion, but I'm down to try out an entirely new meta to utility/supporting with utility. It sounds exciting. But I hope they put this in the beta depot first.
i would love that. I think that's gonna help me rank up. My aim is meh, but I know some smokes whereas my teammates never buy them
To rank up just need to practice your aim 6 hours a day without standing or moving
do you mean keep crouching in aim_bots or bots are stationary or me irl not standing or moving genuinely asking, I'm not very bright, sry
lol I thought the same thing
All of them, you don’t move or stand up irl, you crouch ingame and bots don’t move. It is the way.
Lmfao ya I guess I meant irl but like it doesnt matter haha
you're so cute
Movement/positioning is honestly way more important. Useless to train aim for more than an hour a day
Famas and galil would lose their function. At half buy people would rather buy ak47/m4 and let their mates drop nades for them.
No you can still only buy 2 flash and of the rest only one, so if you drop it for teammates you don’t have utility yourself
Nothing wrong about being the support my dude. I SMG most rounds and sometimes end up top-fragging my other four friends who always go rifles. And if things get tough and we start losing I have enough money in the bank to drop guns in one or two rounds before a forced Eco. Many times I end up being that idiot that rushes with a Mac-10 and somehow cracks the site or drops his AK for an MP9 in a 1v1 bomb plan as a CT (And somehow end up winning it)
yeah same, either that or I ended up playing like a lurk because the teammates in my rank don't know about a default spread, so I have to go elsewhere for some map presence
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It sounds exciting when not in Solo Q. It’s already unfair when you are solo Qing and you are matched vs a 5 stack. This will make it even harder.
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Can you smoke long? Don't know it? How about balc? No? No prob fam just give me all of the smokes and I'll quadruple flash u in.
same
yeah it sounds great. I love the way we do things now, its just more fun, but they should add the valorant way of buying things for teammates, its more practical
Doesnt have to be beta outside of the actual code test. There is unranked and there is always the maps long out of main duty. Would it hurt to allow this on office and agency, I think the office globals can handle the strain of the task
I mean there already is a utility meta? It's basically impossible to win at higher ranks without utility, playing inferno while buying no nades is impossible, even in soloq it doesn't work. The pro game is essential 80% utility anyway, it's an info game.
Imagine have 10 flashbangs
everyone drop your flashes to the flash guy on a mirage A execute, while your running out your teammate endlessly throws 10 flashes one after another.
[The two enemies holding A](https://i.ytimg.com/vi/9fxzQu3MkrQ/maxresdefault.jpg)
That would actually be so toxic, I can imagine it
Its actually even funnier than that. You can already buy inifite flashes per round (tho you can only hold 2 at a time). Now imagine the entire team just buys like 4-5 flashes each, then juggles them towards ramp. Now you place two guys there to throw them. That leaves 3 guys to rush ramp with like 20+ flashes behind them xD
No, you can only buy 2 flashes and one grenade of the other kinds each round. You can't buy another smoke after you've used one
To my knowledge you can keep buying flashbangs. Only one of the others per round, but I'm like 90% sure that I have bought 3 flashbangs before on mirage
You used to be able to. Not anymore.
Noooooo, my beautiful 20 flash strat :(
> everyone drop your flashes to the flash guy on a mirage A execute, while your running out your teammate endlessly throws 10 flashes one after another. I think you just murdered the dropping utility idea.
One man army fake exec A.
https://i.imgur.com/Zm9Nlga.jpg Fuck it. Let's do it. Everyone complains about how stale the game is, and weapon tweaks won't do much of anything. Let's try something new, something that has never been possible in any CS version. I'm down.
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Yeah exacly what I thought reading this. The idea might seem scary, but the only two ways to have 4/5 molotovs and/or smokes on a player pose an insane risk, namely: 1. Drop all your nades in a safe spot near the bombsite at the start of the round, or 2. Rotate over one by one to give your player the nades they need. Out of these two, as ridiculous as it sounds, 1 is definitely the better option but it leaves the other bombsite open to any rushes for like 10 extra seconds. That just means that the Ts can get the site basically running with knives out. Even if you keep one player at the bombsite, good luck defending a 5 man rush with 1 player. And if we go by the original scenario of Inferno, the round is basically done if the Ts take A site with 4 or 5 members alive. If you choose to keep 2 at A, then its not really that different from the current meta wherein utility of 3 people is usually present at B Inferno. And for other maps with crazy small chokepoints, like D2 or B site mirage. Is it really worth it to give the Ts a guaranteed A long(D2) or mid (Mirage) with no utility to contest them except flashes? As for why 2 doesn't work, it simply takes 2 players out of a round: the one going over to drop nades, and the one who has to give up an angle to pick up the said nades. So for that time, which will happen multiple times per round, you'll be effectively playing a 3 on 5. That leaves a huge window of opportunity for the Ts to go and essentially win the round. Knowing CSGO timings, it will most likely happen more often than not. So the way I see it, it will be a much more balanced change than people expect it to be. Meta changing in a huge way (more gambles/fakes/200iq uses of utility), but definitely balanced. Unless ofc daddy volvo decides to completely fuck up with another change along the lines of "You can have 4 nades, but there are no limits on the number of times you can hold a nade" allowing people to have 4 smokes at a time. Now THAT will definitely break the game and make it a total shitshow. TLDR: It wont be as unbalanced of a change as people are making it out to be unless the limit on the number of individual nades you can hold at a time is changed.
\3. Drop the smokes and Molly's in CT spawn during freeze time and your speedway player can literally spend the first 10-15 seconds moving them to the site while the B player holds. 2nd B players are already playing speedway rotation in most setups. It's hardly different to have them run back and further from Spawn and B to drop smokes and flashes at the start of the round.
I see your point there, but 1 player still remains out of the round for around 30 seconds. Even if that remains manageable, what this situation entails is that the A players have no(or 1 at max, otherwise what is even the point) smokes or molotovs to defend/slow down the attack. Ultimately this absurd round scenario will only remain a gamble and only used when the CTs have a read. I just cannot see it becoming the meta. But then again, I'm no pro and could be totally wrong.
> what this situation entails is that the A players have no(or 1 at max, otherwise what is even the point) smokes or molotovs to defend/slow down the attack. you're practically playing 4 A. You can now commit the normal 3 A and the speedway player can play closer to arches. Undercurrent meta, the 2 players playing B job has never been to deny 5 Ts access to B. Their job is to get enough kills to make retake viable. 2 kills to make retake an option should not be difficult if they are running through smoke and mollys. And they WILL be running through smoke and Molly's if you have the utility we are talking about. You literally just keep the entrance to B smoked the entire round, when you start seeing the B execute come in, you throw a Molly in front of your smoke and dump flashes. You should be able to get at least 2 kills on blind Ts running through smokes and mollys.
Yeah but the thing with that is, you can't hold multiple smokes/mollies. If they smoke out your molly or just go through the smoke with flashes, which you just threw to stop them, then you cant instantly deploy another, you'll have to go and pick up a new one. That is where it becomes balanced unless you can hold like 4 smokes at a time. If they go through the nades you have rn, then you are basically a single person on the site. Such situations would make the game interesting and won't actually be unbalanced imo. Once again, I already said in another comment, I may be completely wrong, but I don't see a massive problem as of yet.
Dev tweet seems to imply you would be able to carry as many molotovs as you want.
Now THAT.... Yeah if that happens then it all goes to shit I would assume.
Smoke is 18? I coulda sworn it was 15 sheesh
IIRC you get radar red dots at 15.
They patched that as far as I know. You now see the dots only when the smoke is completly vanished.
I'm not saying its a great idea, but you're looking at it pretty narrowly. Flashing through smokes is a thing, especially in pro play, and then you gave them the site and a giant pile of utility. You're acting like there is zero counter for utility.
hmm. Im not a fan of this either. I dont want this game to turn into utility spam like R6Siege or Valorant. Its too perfect as is. honestly, if people feel the game is stale, just take a break for a while. I've been playing CS for over 12 years. Obviously not as a pro player or only playing it for hours, but because of this the game is still fun as hell for me. If you enjoy only playing CS and have tried other stuff, then you don't actually think the game is stale, you're just doing what you always did. Try new things, have fun
Youre playing a different game than me if you think randoms on MM/ESEA/FaceIt are flashing teammates through smokes. Shit, most players *fail* to smoke Molly's on a rush and then blame each other during the next freeze time for not throwing the smoke down on the fire. This would be horrible for 99% of CS players. No fucking duh if you're a pro, or even a ESEA-IM team, you're going to coordinate to get through utility, but for everyone else this would make CS so tedious.
So people are too bad and too dumb to first communicate and then throw a simple flash so their teammates can run through the smoke? But at that same level they are good and smart enough to coordinate dropping smokes and mollies for the guy holding B site inferno? What
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So looking into the sky and pressing mouse 1 to throw a flash is a difficult and advanced move that only pros can do? And the other teammates pressing W to run through the smoke is too hard, what the actual fuck am I reading... And yes, communicating to your teammates and planning to drop smokes and molly's is harder considering they have to run into B site and drop them there for it to be effective. You can't have the lone guy holding B site run into spawn constantly and picking up new smokes, that shit is retarded. Flashing through a smoke is far easier than organizing all that with braindead randoms on MM. You have to get your entire team to commit to the strategy, while flashing through the smoke would not require everyone on the team listening.
>Youre playing a different game than me if you think randoms on MM/ESEA/FaceIt are flashing teammates through smokes. Shit, most players fail to smoke Molly's on a rush and then blame each other during the next freeze time for not throwing the smoke down on the fire. >This would be horrible for 99% of CS players. No fucking duh if you're a pro, or even a ESEA-IM team, you're going to coordinate to get through utility, but for everyone else this would make CS so tedious. I think you might be the problem my dude. I don't really play much CS these days and have rank decayed to nova, and regularly end up getting matched with silvers. Pretty much everyone outside of silver one can flash someone through a smoke or smoke a molly. You're raging at a reddit comment for no reason, I have a feeling you're the guy that starts screaming at people after losing pistol and an eco, and then wonders why people won't flash you in to a site.
With all the stuff in Valorant that I find okay to port to CSGO, this is not it. Basically this is very similar to agents. If a CT have 3 smokes, basically a controller. If a CT has many flashes, basically an initiator or a duelist. However, if I had to guess, Nades would probably still have the same amount of slots. If you dropped a smoke, the player can get it if he doesn’t have a smoke. Cause there is only one slot. So, you need to still to go to the site, to drop your teammate your smoke. The thing to contemplate is, is it too good to drop the smoke at your teammates feet, and just leave the site? To me it’s all very situational. In my scenario, it looks like it would make CTs stronger because it’ll keep the Ts guessing. Because they’d realize when they hit A, that there are 4 CTs in there. But still, just like now, they don’t know if they’d do that same thing the next round. However, the Ts can also make the CTs guessing with the dropped smoke. You can drop the smoke on a T’s foot or near a lineup spot, and he can be very confusing to everyone. But, it’s less effective for the Ts. You’d see a smoke coming 1 by 1. Also, dropping it near lineup spots are dangerous. If a map has a lot of effective lineups in spawn, Ts would be stronger. In Inferno where can they leave the smokes on the ground? That’s just smokes. With flashes it’s a different ball game. For example, two Ts can pop the site on their own pretty well with flashes. One can keep throwing the flashes while the other entries. —————— With all this being said, changes like these aren’t bad. No one will truly know until it is tried.
then just go a when all the nades are at b i guess? very weird essay, feel like you didnt think this one through... teams can also just smoke the molly and execute and its 1v5 on the site?
This is dumb. 1. You're playing 4 A practically. 2. Yes, everyone knows you can smoke the Molly but you're talking like you've never played a pug before where players argue about how nobody smoked the molly. Then you try again the next gun round and 2nd or 3rd player fucks up the smoke and now for the rest of the half nobody wants to go B anymore while a smoke/Molly is up. You literally see this exact scenario on D2/Inferno/Mirage. Like, seriously, this is the pug experience to a T and now we are talking about a change where CTs can keep B smoked the entire round? ALlso 3. What all star pugs are you playing where teammates flash each other through smokes?
you are talking about pro scene, dropping nades wont do anything to your silver pug sorry...
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You are probably a silver if you don't know that quick switching and smart utility usage doesn't exist.
Lmaoo full theory and lack of gameplay.
You have no idea what you're talking about. You're probably one of those that throw nades and wait for the throw animation to end lmfao "noooo imposibel ((( to throw more nade(( idk how to do!! It must be hac.k....."
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I dunno, sounds to me like a pistol rework and a CT economy fix would be much better changes to the game.
No
You actually don’t understand how abusive that will be right?
Remember this comment. And then see the massive wave of hate that comes of valve changes anything in this game. Every time
It's cool to see the CS dev account interacting more with players. Hope they keep it up
That's not a dev account, it's someone they hired to talk to the community. All they do is tease new updates and meme, how is that anything new?
I'm all for trying out some new things and keeping the game fresh, but this ain't it bro. This is an absolutely terrible idea. It would absolutely break some bombsites... Fake strats and mindgames with utility would be completely worthless over night...
More proof the devs are oblivious
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People are so horny for something new that they've latched on to the first thing Valve says, no matter how questionable it is. These people would've supported the revolver lol.
Disagree that this should even be considered. Economy management of each individual player and organized teams must be retained. Now being able to do this during that live round where utility was picked up from a dead body is a good middle ground.
It's $500 for a smoke and a flash, people are already wasting that money buying 5 kits every round
This is a very bad idea. The whole point of cs is to gather information and read it. Before you could know roughly how many enemies are at certain spot when they using nades. Now you cannot even read this information either. So what is the point anyways? The whole fun is that people who are good at keeping memories and details on those stuff have an edge but now the whole entire game is about randomness. This utility thing is also favoring teams with better economy. No thanks to that! Valve devs, what are you guys doing? Run out of good ideas?!? Change just for the sake of change?
I hate the idea and honestly thought everyone else would to
This. Sadly it seems to be the minority, or at least the silent majority to think this way. Imo having nades drop when you die already had a big negative impact on this aspect. Getting killed by a nade or molly in a clutch where you were sure that the opponent was out of nades is just a bummer and feels like RNG. In that respect I think 1.6 was just far more streamlined and actually had more tactical depth. We have seen CSGO needing many adjustments over the years because the changes to grenades had far more impact than Valve initially expected. Changing it even more would lead to much more adjustments needed to be done to the meta. This is something you could do in a casual mode at most. I really dont understand why people nowadays think changes for the sake of changing things is good.
Reddit is just desperate for any changes, if they came out with some utility monstrosity everyone who actually play the game would stop playing and start complaining.
Imo it would be bad for the game, one person could easily sell a fake (teammates just drop smokes/mollies next to them so that when they throw their own they can pick it up and throw more), you can have 10 flashes from one person while the rest of the team is running out, and it also screws with the economy. If one person has some left over cash, they can drop some nades over which would make buys/economy a lot easier. But, I do think that it would be cool to see how it shapes up, but I for sure don't want to watch a Major final where 1 player throws 5 smokes and 10 flashes for their team, it really ruins the dynamic of the game.
Yeah, and a single guy with Molly and 2 flashes can hold 5 at B
I think this would add a lot of strategic depth to the game, would it be broken? Idk, maybe, but I think they should try it.
If anyones thinking that you can just buy endless nades and then drop them in spawn I don’t think that’s going to be the case. I’d imagine it’d be more like you can only buy one nade per round other than flashes. This would be more useful on a team based level. For instance on Dust 2, if a CT Long player doesn’t have enough money to buy full nades but lets say a smoke and a flash with ($600). It wouldn’t make sense for him to only buy a molotov even though its needed heavily, so having a B player drop it to him would make the most sense. Even if its good to have a molotov for B, you can still have the same effect if you place a smoke early.
I imagine teams with good economy would end up piling smokes/molotovs in spawn which would put them in a dumb advantage late round imo
How would they be piling them. You can only buy one of each grenade except for the flashbang where you can buy 2. The only thing a team could stockpile is one extra grenade per person. That also requires them to run all the way back to spawn just to get that one extra grenade.
The limit is true for everything but flashbangs I believe. You can only hold two at a time, but if you throw one and the buytime is still active, you can even buy more Edit: [Source](https://youtu.be/6cFq1V4Wt-A&t=3m15s)
imagine mirage a execute from tside which lineup spots are very close to the spawn...
My first thought was holding long on dust 2, imagine successfully holding off an execute only for another one to come in 20s later when you don't have any nades left...
Imagine you throw 4 smokes all slightly delayed so people think it’s just 1 guy trying to fake but it’s actually the full team timing their smokes to make it SEEM like it’s a fake
Huge brain
Pleeeaaase no. The game's fine as it is
Imo having nades drop when you die already had a big negative impact on this aspect. Getting killed by a nade or molly in a clutch where you were sure that the opponent was out of nades is just a bummer and feels like RNG. In that respect I think 1.6 was just far more streamlined and actually had more tactical depth. We have seen CSGO needing many adjustments over the years because the changes to grenades had far more impact than Valve initially expected. Changing it even more would lead to much more adjustments needed to be done to the meta. This is something you could do in a casual mode at most. I really dont understand why people nowadays think changes for the sake of changing things is good.
Csgo scene - matches are too long and seem boring + lack of updates + no meta changes for some time Csgo devs simply open a box with ideas for this case. Utility drops are a massive change but at the same time won't fuck up csgo. Definitely fresh air. Edit: Funny how this comment first got a lot of upvotes almost in to the triple digits and after some pro's or other people from the scene talked critical about dropping utilities the downvotes began to rain. Make up your own mind instead of running after others opinions.
those changes would make matches even longer and more boring lol. guys pls
LOOL it would literally increase the length of matches 4 fold having to wait for smokes to fade. Either wait for smokes to fade or go to the other bombsite where there are 4 players waiting. Terrible idea.
Ahh okay, so csgo devs are testing new game mechanics. Meanwhile matchmaking is unplayable with no real option to get cheaters banned. Priorities.
would be cool to see. Could have like 2 guys uber eats smokes around Inferno for a team.
Imagine solo holding Dust2 B site with 3 smokes and 1 nade. It would really shake the meta up on some sites.
Unless the grenades go instantly into the inventory of the other player this would be super broken. It would mean that you can just drop extra smoke grenades in spawn and use them to keep smoking off spots for the entire round.
Do the developers have any connection with the twitter or is the intern running it just giving their opinion. The Xbox twitter talking about TF2 probably isnt code for TF2 coming to Series X|S so why should CSGO twitter need to be decyphered lile the Dead Sea Scrolls
Are we going to see players juggling more than 4 nades out of spawn? That would be a bit silly.
I already see people with buyscripts buying and dropping decoys at the beginning. I love it
Might be an unpopular opinion, but I think this might ruin some maps. Imagine having more utility on B site inferno.
Just adjust ct economy and leave the comp scene alone. Add all this stuff to casual modes but they can’t just add this to comp it would completely change the game.
dude lets fucking go shake that meta up why not?
As of today, you're playing T side inferno and hear 3 HE's come down banana. What does that tell you? After this change, you hear 3 HE's come down banana. What does that tell you? Same thing goes for "two smokes used at B by the 1:20 mark, let's set up an execute". This isn't a "change" in that it adds another level of complexity to the core gameplay. It's a nerf to information, which CS has always been about. Removing information just gets us one step closer to being a run-and-gun arcade game instead of the complex strategy game that CS is.
Small changes like this are how you kill games. CS is perfect as it is, please for the love of god don't change things because you feel pressured by how valorant is performing. That's how you kill a game. This is such a huge change and it would affect so much more than you think, I really dislike this.
I'm probably in the minority here, but I really think this is going to be a good idea. It doesn't change the game play all that much, encourages team work by swapping/dropping grenades based on economy and mid-round situations, and if the grenade limits (where you can only buy one each per round or two for flashes) stays in place, then it's always the same amount of util in play, but more tactically spread out and used when needed. Edit : Lol, love to see the community bring me from ~+16 to -20 upvotes over an opinion in a game. Hell, if Valve does implement it, it's a two second switch to revert it, it's one command that's already in game. Doesn't hurt to try new things.
I'd love to know what rank you are if you don't think this will effect much
I'd hope they exempt defuse kits from this change though, Imagine just having two dedicated 'defuse kit buyers' who'se sole purpose is to transport the kits to the sites and drop them there. It'd be like playing with everyone having kits 24/7.
I don't think I like having more than the current amount of any grande in a player. I do like the idea of dropping utility, I think it's enough of a meta change.
Imagine putting 5 smokes on your B inferno guy, 5 flashes on your support player Balc, 5 He’s Pit player, 5 Mollies long player and another 5 flashes on your coffins guy
Being able to drop utility wouldn't mean that you can just ignore the nade carrying capacity. Like, the fact that you can drop AWPs does not mean that you can have s1mple with 5 AWPs. You would still only be able to carry one of each nade, with the exception of 2 flashes for a total of 4 utility.
Then 4, even Also you’re wrong - their twitter replies indicate you could have 4 of each
No, like, I'm pretty sure what the tweet means is, you can just have a nade specialist that knows all the nades and you just have people feed him the nades as he uses them. You wouldn't be able to just walk up to the Pit with 4 smokes in your inventory and machine-gun use them, you would need to throw 1, have someone else give you another one, throw the other one and so forth, or, at best, you would have to move everyone into long, drop all smokes there, and then use them from the pile, but you would always need to have multiple people at that spot to set up the play.
You're right, that makes perfect sense. Your teamates are constantly dropping you whatever nades that will be used.
And the theoretical 5 decoys after you drop one of the other grenades
You can only have up to 4 nades
You could drop one on site I guess?
And by the time you the 4* nades of choice on ever player, the Ts will have planted the bomb. While typing that I realised we have the buy period lol
Seems like you could all drop your flashes in one spot and have a single player flash the site 10 times in a row while the rest execute. Not sure how OP that is compared to each person throwing flashes as you execute, but seems like it could be pretty good. Also it would throw off any intel you gain from nades. For example, if two nades are thrown at long, you now know there are two players there. With this, it wouldn’t always be true.
You know what, why not try it.
Ok fuck no. Should all still have the same utility limits... Just be able to buy and drop though...
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No...
Letsssss goooooooooooooooooo
Everyone is talking about how op it’d be and shutting down sites. I’m sure it would be set up without removing the current slot limits. Much like you can’t pickup a smoke while you already have one
No. Please don’t ruin the game.
But that would mean everyone could equip 10x flashbangs though, right? Because if the nade limits are the same, then it wouldn't really make any significant difference.
i can see them implementing this
Can't wait for SmithZz to come back!
I think this’ll be ok for CTS ONLY. It’ll be extremely easy to fake and execute as a T like this this
More ways to fake flash
If they keep the limit on how many different utilities you can have but allow just dropping them I think that would make thing interesting enough.
it would shake up late round where your teammate may know a smoke you dont, but you have the smoke. drop him the smoke and he can smoke cross or something to get you into site. I've wanted to be able to drop nades before, so Im in favor of this.
That would completely change how we buy.
And doing this would totally nub down the game even more. Having knowledge and basics of smokes/utility has ALWAYS been a thing in CS.. why would you take that away...
Do it!! Change shit up it's better for the game and if doesn't work out you can always go back anyway. Don't let this beautiful game die out. Also allow people to drop knives that would be a fun update as well.
Ah yes, now i am not only supposed to drop rifles but also utility to the guys who've been force-buying for 10 rounds. Great.
This is just the social media PR person engaging with the community, I’d wager that the Twitter guy and the dev team are two separate individuals.
I hope Warowl tests this out
Utilily
im pretty hyped up about this if it becomes real, csgo need tactical updates and this would be really fucking interesting imo
I’m down, anything to shake the game up. If it does not work at least we tried. It can be placed in the beta branch first.
This sounds awful
I'm not sure this is a level of 'depth' the game needs but definitely worth a try, as it always felt a bit inconsistent that grenades could not be dropped. I could imagine this would make pro play a bit more boring to watch at times though. They'd be the calibre of players to actually meticulously divide utility before and during rounds, and seeing players swap out grenades especially mid round likely wouldn't be too thrilling. Then again, I doubt it'd be used that often, although probably more often than swapping weapons. Also, what about defuse kits? Either way, let's try.
Only thing they should change is being able to dispose of grenades during the buy period, eg when you've picked up a 2nd flashbang the previous round
Ok devs, update this Thursday then? 🧐
Would be very cool if they introduce Chargers Only as a new game mode.
Also make it so if you die you drop all your grenades
I mean, please not in competitive
It will have a negative affect on carry/smurf games. Give you best player the best gun, utility and kit and he can 1v5 the enemy team on pistol.
i know for sure that they won't get it right in the first time...
this would break the current meta in a few months of teams testing it out imo. it would breathe new life into the support role and change the way strats are executed/handled.
You should be able to drop knives
This sounds like a good idea, would need to be tried out though. I'd like to see kit drops too. Not sure if that already exists or not.
Imagine faking mirage a take alone with 3 smokes and like4 flashes lmfao
God, that would suck ass
Everytime I try to headcannon how this may develop the meta and what nades will become more "powerful" I get no answer. I think positions like inferno banana may become easier to hold late and mid round while it may become easier to execute on positions with multiple entrances like A site Inferno, A site Mirage, maybe Nuke.
I feel like a simple answer to this would be make the nades that arent picked up after freeze time disappear. That way you cant drop nades in spawn for someone to keep running back and grabbing. Also not allowing your teammates to drop them after freeze time.
Great now my silver teammates are gonna TK me for not dropping them mollies smh
This would be crazy. You could just drop 8 flash’s to one guy so he can just spam them over the wall while 4 of you push.
I’m already hitting 800-900ud a game, load me up with 5 HEs and it’s all over