@@wraethcs2 I also want you to know that I recorded and explained your most recent Mirage A exec smoke set for the video (the fast landing stairs and giant jungle smoke) and somehow managed to not include it in editing. I even have a short made of it xD
This might be a TL;DR, but if you think everything has been done in mirage, here: There's three smokes I *have* to use the advanced reticle that comes up (it's only this map too lol), it's from B apps but it smokes off the boost box on cat and spills down into underpass so you can kind of maybe use it to lurk and get information. It's easy to find, you have to aim into the sky and it is a jump throw, so in a practice server just hold down jump button and you'll have the x-axis line up with the edges of the building geometry from, I believe it's either the corner with the other smokes, or you line up in the 90deg corner next to those few steps. I'm still working on annotations on all the maps and I'm trying to find as many as I can, moreso than on other annotation workshop maps out rn. Sometimes I like throwing that, then running underpass to fake footsteps, I walk back, then I flash mid from outside B apps, then I go back underpass. People think mirage is boring. Well, some strats are just not shared. I've come up with five in two months, they're almost completely perfect, some I still need to test and see how people react to it. Here's a strat I'll share: There's a smoke also useful thrown from right side T spawn that should land on a pizza shaped wedge rooftop in mid that spills down onto cat, CTs cannot boost on box and see over it, and makes CTs want to lurk on cat and also rush mid further to get info. Before the jump update, you get into the right corner position next to the jail/gate thing. I need to find the updated one. It's a w+jumpthrow. Used to have to aim at the first boarded up window, at the bottom, just to the right of the middle. One person needs to go top mid and not die, throw a nade at 1min41-1min42 deep into cat and try to look like they are interested in A. This helps with preventing CTs from hearing apps noise. (reason why it's not 1min45 is because of the time to take to throw the other util) Only throw it when you have rushed and abused the heck out of mid a few rounds to make CTs skiddish about being in mid, but they'll want to. If you successfully punished them if they rushed mid before, then this strat is perfect.. When you have thrown the volumetric cascading smoke on the pizza wedge roof, you have someone throw the connector smoke right after that, then throw a flash over A from the spawn area, this will draw more CT attention mid and the flash will prompt a check towards A main and palace, then someone throw the double box cat smoke and the window smoke then rush B immediately or lurk A palace and wait about 14 seconds after everyone has full walked after the brief time they could run, and is in position. Better to just full send B though. Three have to go straight to B through halls and apps. Have one guy go through underpass immediately and start walking halfway down the stairs, then they should run a bit, either toss a flash in front of them to blind anyone peeking underpass or slow push up, and have the last smoke thrown to smoke off top conn from outside B apps by the last player going B. First two are the entry and Santa with the package. Underpass guy should make noise to make it seem like you want to rush A. He should use his molly in window / jungle so it blocks off entrance to window and also gets hole (at this point Ts have made contact on B and CTs will need to wait for that molly, or rotate through conn or CT spawn to market) and throw a flash over conn--but they should expect someone to be *in conn* and someone on cat, mid, or ladder room. This is a strat that just forces CTs out of the best positions if timed correctly. You want mollies and flashes, maybe a couple nades to nade stack cat during afterplant (CTs might lurk / wait in ladder room) or just burn the heck out of the entrances to the site. But CTs sometimes misread this play and think that the T's could be lurking palace. So you could do either or. If T's go B, someone needs to go mid and throw a nade right at cat, so it makes a loud boom sound at 1min41-1min42*, so T's can keep running into apps and the underpass guy's noises can be obscured for just a second. It needs to be thrown left side top mid deep into cat to cover the noises. Doing this strat also lends itself to the perfect rotate if you are going B and then switch it up to underpass. If you can have the top mid guy just stay hidden / alive, you can just change the entire plan to go A, but realistically you want to throw a perfect conn smoke from outside B apps and then boost into window. That way you still have that original underpass player who can lurk into the conn smoke whilst your team goes through jungle and CT. Or you can wrap to B. Another tip: If you want the CTs to panic about mid, you smoke conn, window, and double box cat, they have absolutely no info at that point and you can have someone lurk out of sight to try to get kills but if CTs are being extremely brutal in mid you just throw those smokes and hard rush A. Harder to rush B because all that stuff obscuring their vision makes them unaware of what's going on at B without stacking and being inside of B. The smoke I found to lurk B apps doesn't land a lot of the time now, so I need to find a new lineup. That one makes CTs rush apps a lot of the time, even in faceit pugs and sometimes it pulls the B anchor off site. There's a stupidly funny strat I do sometimes with this. The team hides behind the wooden wall underpass stairs whilst I lurk after the smoke lands (if I can get it to land). They're positioned so that when I die, the CT cannot directly see them and will quickly jump into underpass, go towards TV room, or round the wooden area silently to go underpass. I am set up as the distract, meaning, they'll think they just killed the lurker and the rest of the team is somewhere else. This is a free kill for the CT since I'll be in front of trash bags top stairs. Someone on my team is watching bottom stair, two are watching directly above, and one is watching the top of stairs. If they don't see you, wait a bit and then go B silently without throwing util. The idea is the CT kills me as the lurker, then doesn't assume the rest of the team is stacked there. If we get spotted, we get the frag and immediately go B.
Thanks for sharing and giving such a detailed explanation! If you enjoy theory crafting that sort of thing, you should join my discord! There are quite a few people in there that would really enjoy discussing this sort of thing including myself!
Window from the same side of the can as all the other smokes also work. It's the old hold D smoke from CSGO. When it comes to mid, I like knowing lineups from the same spot. This can be an issue for site execs if you need to rely on 1 person to throw multiple nades, etc., but for mid, it's usually alright. 5:14 This is great, this is the attention to detail and level of care that people want to see. Anyone these days can pump out a generic smokes guide but having that extra 5/10% is what makes you the best IMO. I live and breathe this game I can understand what makes a good lineup vs a bad one but the average player possibly can't and that is where this extra effort pays off.
Hey, thanks so much for taking the time to leave such a thorough comment, I appreciate the feedback! :D I'm not sure why I didn't include the old right side window smoke from CSGO, I used to throw it, but in CS2 I've just always gone to the other side and haven't questioned it too much as funny as that may seem.
I'm planning to make a guide covering CT-side smokes, but they're often much more reactionary. Set lineups aren't as common for CT unless you're going for a very specific play.
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Finally, I've been waiting on new smoke guides!
Certified Mirage lover
@@wraethcs2 I also want you to know that I recorded and explained your most recent Mirage A exec smoke set for the video (the fast landing stairs and giant jungle smoke) and somehow managed to not include it in editing. I even have a short made of it xD
@CS2Tactics it's ok, my lineups are too elite
This might be a TL;DR, but if you think everything has been done in mirage, here:
There's three smokes I *have* to use the advanced reticle that comes up (it's only this map too lol), it's from B apps but it smokes off the boost box on cat and spills down into underpass so you can kind of maybe use it to lurk and get information. It's easy to find, you have to aim into the sky and it is a jump throw, so in a practice server just hold down jump button and you'll have the x-axis line up with the edges of the building geometry from, I believe it's either the corner with the other smokes, or you line up in the 90deg corner next to those few steps. I'm still working on annotations on all the maps and I'm trying to find as many as I can, moreso than on other annotation workshop maps out rn.
Sometimes I like throwing that, then running underpass to fake footsteps, I walk back, then I flash mid from outside B apps, then I go back underpass.
People think mirage is boring. Well, some strats are just not shared. I've come up with five in two months, they're almost completely perfect, some I still need to test and see how people react to it.
Here's a strat I'll share:
There's a smoke also useful thrown from right side T spawn that should land on a pizza shaped wedge rooftop in mid that spills down onto cat, CTs cannot boost on box and see over it, and makes CTs want to lurk on cat and also rush mid further to get info. Before the jump update, you get into the right corner position next to the jail/gate thing. I need to find the updated one. It's a w+jumpthrow. Used to have to aim at the first boarded up window, at the bottom, just to the right of the middle. One person needs to go top mid and not die, throw a nade at 1min41-1min42 deep into cat and try to look like they are interested in A. This helps with preventing CTs from hearing apps noise. (reason why it's not 1min45 is because of the time to take to throw the other util) Only throw it when you have rushed and abused the heck out of mid a few rounds to make CTs skiddish about being in mid, but they'll want to. If you successfully punished them if they rushed mid before, then this strat is perfect.. When you have thrown the volumetric cascading smoke on the pizza wedge roof, you have someone throw the connector smoke right after that, then throw a flash over A from the spawn area, this will draw more CT attention mid and the flash will prompt a check towards A main and palace, then someone throw the double box cat smoke and the window smoke then rush B immediately or lurk A palace and wait about 14 seconds after everyone has full walked after the brief time they could run, and is in position. Better to just full send B though. Three have to go straight to B through halls and apps. Have one guy go through underpass immediately and start walking halfway down the stairs, then they should run a bit, either toss a flash in front of them to blind anyone peeking underpass or slow push up, and have the last smoke thrown to smoke off top conn from outside B apps by the last player going B. First two are the entry and Santa with the package. Underpass guy should make noise to make it seem like you want to rush A. He should use his molly in window / jungle so it blocks off entrance to window and also gets hole (at this point Ts have made contact on B and CTs will need to wait for that molly, or rotate through conn or CT spawn to market) and throw a flash over conn--but they should expect someone to be *in conn* and someone on cat, mid, or ladder room. This is a strat that just forces CTs out of the best positions if timed correctly. You want mollies and flashes, maybe a couple nades to nade stack cat during afterplant (CTs might lurk / wait in ladder room) or just burn the heck out of the entrances to the site. But CTs sometimes misread this play and think that the T's could be lurking palace. So you could do either or. If T's go B, someone needs to go mid and throw a nade right at cat, so it makes a loud boom sound at 1min41-1min42*, so T's can keep running into apps and the underpass guy's noises can be obscured for just a second. It needs to be thrown left side top mid deep into cat to cover the noises.
Doing this strat also lends itself to the perfect rotate if you are going B and then switch it up to underpass. If you can have the top mid guy just stay hidden / alive, you can just change the entire plan to go A, but realistically you want to throw a perfect conn smoke from outside B apps and then boost into window. That way you still have that original underpass player who can lurk into the conn smoke whilst your team goes through jungle and CT. Or you can wrap to B.
Another tip: If you want the CTs to panic about mid, you smoke conn, window, and double box cat, they have absolutely no info at that point and you can have someone lurk out of sight to try to get kills but if CTs are being extremely brutal in mid you just throw those smokes and hard rush A. Harder to rush B because all that stuff obscuring their vision makes them unaware of what's going on at B without stacking and being inside of B.
The smoke I found to lurk B apps doesn't land a lot of the time now, so I need to find a new lineup. That one makes CTs rush apps a lot of the time, even in faceit pugs and sometimes it pulls the B anchor off site. There's a stupidly funny strat I do sometimes with this. The team hides behind the wooden wall underpass stairs whilst I lurk after the smoke lands (if I can get it to land). They're positioned so that when I die, the CT cannot directly see them and will quickly jump into underpass, go towards TV room, or round the wooden area silently to go underpass. I am set up as the distract, meaning, they'll think they just killed the lurker and the rest of the team is somewhere else. This is a free kill for the CT since I'll be in front of trash bags top stairs. Someone on my team is watching bottom stair, two are watching directly above, and one is watching the top of stairs. If they don't see you, wait a bit and then go B silently without throwing util.
The idea is the CT kills me as the lurker, then doesn't assume the rest of the team is stacked there. If we get spotted, we get the frag and immediately go B.
Thanks for sharing and giving such a detailed explanation! If you enjoy theory crafting that sort of thing, you should join my discord! There are quite a few people in there that would really enjoy discussing this sort of thing including myself!
Thanks for the updates lineups 🙌🏻🙌🏻
Window from the same side of the can as all the other smokes also work. It's the old hold D smoke from CSGO. When it comes to mid, I like knowing lineups from the same spot. This can be an issue for site execs if you need to rely on 1 person to throw multiple nades, etc., but for mid, it's usually alright.
5:14 This is great, this is the attention to detail and level of care that people want to see. Anyone these days can pump out a generic smokes guide but having that extra 5/10% is what makes you the best IMO. I live and breathe this game I can understand what makes a good lineup vs a bad one but the average player possibly can't and that is where this extra effort pays off.
Hey, thanks so much for taking the time to leave such a thorough comment, I appreciate the feedback! :D
I'm not sure why I didn't include the old right side window smoke from CSGO, I used to throw it, but in CS2 I've just always gone to the other side and haven't questioned it too much as funny as that may seem.
Nice chrismas gift for everyone
Everything I ever wanted for Christmas is this “new” series ❤
@@kAdser Hahaha glad to hear it!
Thank you!
You're welcome!
the goat is here for us
Thank you! :D
Amazing lineups i wish we also get a video for useful flashes we could use for entries or pushes both ct and t side
Great ! thanks
No problem! :)
smokes for ct side ?
I'm planning to make a guide covering CT-side smokes, but they're often much more reactionary. Set lineups aren't as common for CT unless you're going for a very specific play.
are there jumpthrows binds or are you throwing them "by hand"
10:22 turned british for a second
thanks
flash + smoke on dust 2 plsssss , Have a nice Chrismasss
I'm sure we can do it! :)
@CS2Tactics And especially B site, because I recently found out that the flashes I throw are terribly weak and don't allow for good entries
Perfect timing for the all the mirage games the people play in priemer 🙄
Aint no one playing this map like bro 😂
whats our settings? can you do a video of it
I mostly just run on high settings, nothing too fancy like a lot of other creators. :)
Can you make the map guide thing CS 2 did for train?
@@midnoonfilms Yeah I’ve been talking about releasing something along those lines!
@CS2Tactics good to hear that!
Nice
connector for me is nod landing right
Hmm, I'm not sure what the issue would be.
Flashes and moli ?
It's just a smokes video
I've covered quite a few flashes and mollys on this map, most of them still work fine unlike the more precise smoke lineups! :)
hello i found a really nice ancient mid flash and i want to show it to you how can i contact with you
I have a discord linked in the description where you can post lineups and information! :D