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Dust Tactics and Stratagies

This collection of tactics for the map de_dust will help you to learn some of the best spots on the map while giving clans and organized players some great stratagies to put to use! These methods have been developed and tested over the past year and we are confident that they are some of the safest and most powerfull player configurations for this map.

 
Bomb Site (A) Hold-Off  

To effectively hold off this bomb site you need at least 3 of these 5 positions for a small or medium game and all 5 or more (backup never hurts) for a large game.

With this player configuration there are only 2 players in jeopardy and they can keep themselves safe with a little planning.

First off, the player in the hallway. He can't be seen unless someone comes to the side door...but there is a safe plan. When you are in this position and you get attacked what you need to do is retreat toward the bomb site so that the player on the platform has a clear shot as well as your firepower. This should throw off the enemy and most likely keep you alive.

Secondly, the player on the left of the door. This player should be just fine because of the man in the hallway, but in some cases such as 3 enemy players rushing the wooden door this spot can be dangerous. If attacked from outside the door the man on the right of the door needs to send fully automatic fire at the door. With the fire from the door guys and the fire from the man in the hallway everyone should be fine.

 
Bomb Site (B) Hold-Off  

This player configuration seems to work just about every time for securing this area and can be executed with only 3 of the 4 shown positions.

The player guarding the long hallway from the back is an optional position for added security if the player on the outside ledge gets taken out.

The 2 players in the main bomb area (the ones with the crossing lines of fire) should try to work together when dealing with an enemy by strafing in and firing at the enemy.

 
That door is mine!  

This strategy is an effective method for holding off rushing CT's. We all know the feeling of getting crushed in this hallway before we even get near the bomb and this method will put a stop to it.

The 2 players aiming in to the building have the highest risk due to enemy grenades. Be sure to strafe away from the entrance for a moment when you see an enemy grenade flying in at you, and when you strafe back to your position make sure your not in the enemy's line of fire by: (a)using a flashbang or (b)firing into the halls as you strafe back into position.

 
Holding the Outside Area  

This plan can be useful for stopping a full on rush, but will in no way protect bomb site (a). This configuration is what we call "high-risk" because of a few things.

The man above the bridge (on the T side) has no backup. When playing this position the main point is to provide firepower against T's coming under the bridge, but you have to be careful of enemies in the hallway. As long as you stay behind that box and out of the enemy's line of fire you should be OK, but if you see the player on the other side of the bridge (the guy on the sniper ledge) taking fire then its time for you to step up...just make sure you check the hallway before you change positions.

If you know that they are in bomb site (a) then your team should go in! Half the team should rush through the wooden doors and the other half through the hallway. Chances are that they will be thrown off by the attack, but even if they arent stunned you should soon be seeing "The bomb has been defused."

 
Warehouse Hold-Off  

This configuration works perfectly to get the halls clear and the enemy team "dulled down" before heading to plant the bomb.

Not much to this one...2 players cover the hallway to the bomb and 2 players cover the back entrance. The only risk with this configuration is being flashbanged...watch out for it.

   
   
   
   

2D Maps Courtesy of CS2D!


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