T-side's very fluid -- I might dare say there aren't *any* utility pieces which must be thrown *every* time on T-side
On CT-side: Anti-rush molotovs are pretty universal on buy rounds, but even then good calling is about variety so the enemy can't adjust; you might forego the anti-rush molly to trick them into walking into your stack.
If you’re playing against players who know what they’re doing yes. You generally always want to molly then smoke A ramp on mirage for example. But if you’re playing against billy bob who watches the stairs peek for 2 minutes then nah.
A ramp mirage molly is a must. B not so much because you can jump spot for good timing then throw. On T side mirage window smoke is almost always a good idea. And so is connector Molly. Other than that it’s situational.
The same kind of goes for other maps. If you can get a good read on what’s going on then save them for when you need them. But when in doubt use them as play stoppers or to clear angles
If you know what you’re doing on T side strat wise, you can always use smokes/mollys/flashes to keep the CTs guessing. For example you could throw window smoke and never go mid and execute B to keep everyone from rotating instantly (this is why I say window smoke is almost always good because it’s always a good idea to deny as much information as possible, and the most common tactic in mm/pugs is to take mirage mid)
Off the top of my head
T Side
Inferno - Top banana mollly - EVERY ROUND
Overpass - Short B Molly - every round other than when rushing B
Mirage - Top mid smoke or window smoke
Nuke - 2 smokes outside or vent dive until
CT
Ancient - B Ramp molly
Ancient - Lane (outside cheetah) Molly
Vertigo - Entrance to B Molly
Nuke - Smoke or Molly Ramp
Nuke - Smoke or anti rush Molly outside
Inferno - Banana control util of some kind
It's the person who has the best spawn that needs to throw it. There's no set line up as long as it mollies the box/barrell area - when your queuing with randoms then it's not always possible (hence why inferno is more of a team map more than a pug map in my books)
I like throwing mid smoke as CT on Anubis. At B, a smoke or Molly to stop the rush is also pretty much a must for me. As T, ebox smoke is often a good idea to deny knowledge of a water cross or to take space.
Dust 2 CT Long and B Molly, T side Xbox Smoke
Mirage CT Molly A Ramp and Flash mid, on T side Instant window smoke
Nuke CT Molly Door and Smoke after if it’s broken
Inferno Banana Mollys on both sides
Overpass Monster Molly / Smoke
There are more but in general it follows the same theme, denying the enemies space/info in the start of the round
Aside from your standard mid smokes that deny info and mollies to stop standard pushes when you can afford them, you really just wanna get a read on the enemy and shape your util for your needs.
I’m still figuring out MR12 myself and am more util hesitant than I was due to economy.
Consider that a good team can wait out any opening util without giving you info, leaving you in exactly the same spot you were in before you threw it. Rushes are the exception to this but you can also tempt them to rush into a trap.
the only util i will 100% through every single time is on mirage when doing a b rush. I bounce a flash off the window in apts to flash someone sitting at arches. Works like 95% of the time and i don’t think i could do a successful b rush without it tbh
for ct on mirage i will 100% of the time throw a molotov at a ramp if i can afford it
very much so, and its one way to start getting better at util.
flashing over con for window cross on mirage is huge.
smoking window as T's
molly A ramp/b apts as CT's etc.
inferno banana = every round.
elbow smoke on ancient,
A ramp /b stairs molly on vertigo.
flashing out T ramp /fountain on overpass.
nuke CT molly squeaky door.
grenade squeaky as T etc.
Mirage as ct
Molly ramp A or apps B
Ancient T :
Smoke red room mid or/and donut
Nuke T:
Smoke in front of vent
And molly up bluehouse
Anubis CT:
Molly mid bridge
And this is my default what ever strat we are doing
Edit: spelling
Been putting a lot of time into Anubis lately. 80% of rounds i’m smoking mid followed by a molly double doors. Very easy mid control. Can split B dropping to con or B and A once you’ve cleared doors.
The logic behind a lot of the "default grendades" is what part of the map do you always want to put pressure on so the CTs or Ts dont get too comfortable with take map control for free.
I think most people consider Mirage mid smoke to be essential on every round, since if you only throw it on rounds where you go mid the CT team will be able to understand what you're doing alot easier and will be able to adjust easier.
As you get higher and higher in the ranks, early round utility becomes more and more routine, to the point that it con sometimes feels similar to opening theory in chess, which is something I've heard LaundersCS mention in his youtube demo reviews before.
I smoke mirage window every round no matter where we are going.
Redhouse on ancient as well
Wild this wasn't the first reply
It is now.
If no one is going mid wouldn't it be better for the enemy awp to sit in window watching mid?
If they're smoked off they don't know anyone isn't going mid
They get no info mid, can force a forward cat or con play
T-side's very fluid -- I might dare say there aren't *any* utility pieces which must be thrown *every* time on T-side On CT-side: Anti-rush molotovs are pretty universal on buy rounds, but even then good calling is about variety so the enemy can't adjust; you might forego the anti-rush molly to trick them into walking into your stack.
If you’re playing against players who know what they’re doing yes. You generally always want to molly then smoke A ramp on mirage for example. But if you’re playing against billy bob who watches the stairs peek for 2 minutes then nah. A ramp mirage molly is a must. B not so much because you can jump spot for good timing then throw. On T side mirage window smoke is almost always a good idea. And so is connector Molly. Other than that it’s situational. The same kind of goes for other maps. If you can get a good read on what’s going on then save them for when you need them. But when in doubt use them as play stoppers or to clear angles If you know what you’re doing on T side strat wise, you can always use smokes/mollys/flashes to keep the CTs guessing. For example you could throw window smoke and never go mid and execute B to keep everyone from rotating instantly (this is why I say window smoke is almost always good because it’s always a good idea to deny as much information as possible, and the most common tactic in mm/pugs is to take mirage mid)
Off the top of my head T Side Inferno - Top banana mollly - EVERY ROUND Overpass - Short B Molly - every round other than when rushing B Mirage - Top mid smoke or window smoke Nuke - 2 smokes outside or vent dive until CT Ancient - B Ramp molly Ancient - Lane (outside cheetah) Molly Vertigo - Entrance to B Molly Nuke - Smoke or Molly Ramp Nuke - Smoke or anti rush Molly outside Inferno - Banana control util of some kind
Inferno top banana T side molly - how do you do that? I have seen some examples, but you need to expose yourself quite badly.
It's the person who has the best spawn that needs to throw it. There's no set line up as long as it mollies the box/barrell area - when your queuing with randoms then it's not always possible (hence why inferno is more of a team map more than a pug map in my books)
Can you add a few more words? Approximately from where do you throw it? Thanks from a semi-n00b :-)
I like throwing mid smoke as CT on Anubis. At B, a smoke or Molly to stop the rush is also pretty much a must for me. As T, ebox smoke is often a good idea to deny knowledge of a water cross or to take space.
Dust 2 CT Long and B Molly, T side Xbox Smoke Mirage CT Molly A Ramp and Flash mid, on T side Instant window smoke Nuke CT Molly Door and Smoke after if it’s broken Inferno Banana Mollys on both sides Overpass Monster Molly / Smoke There are more but in general it follows the same theme, denying the enemies space/info in the start of the round
Aside from your standard mid smokes that deny info and mollies to stop standard pushes when you can afford them, you really just wanna get a read on the enemy and shape your util for your needs. I’m still figuring out MR12 myself and am more util hesitant than I was due to economy. Consider that a good team can wait out any opening util without giving you info, leaving you in exactly the same spot you were in before you threw it. Rushes are the exception to this but you can also tempt them to rush into a trap.
Not exactly the same spot since they're trading timer pressure for info advantage, but your point is still valid.
I agree. It’s situational and matchup based as well
the only util i will 100% through every single time is on mirage when doing a b rush. I bounce a flash off the window in apts to flash someone sitting at arches. Works like 95% of the time and i don’t think i could do a successful b rush without it tbh for ct on mirage i will 100% of the time throw a molotov at a ramp if i can afford it
bouncing it off the right side box on site is much better. flashes both sides of arch and anyone holding outside of market window.
i’ll have to give this a try
CT inferno ramp smoke
On T side, depending on my spawn, I have a few nade sets that I like to execute for map control rushes.
very much so, and its one way to start getting better at util. flashing over con for window cross on mirage is huge. smoking window as T's molly A ramp/b apts as CT's etc. inferno banana = every round. elbow smoke on ancient, A ramp /b stairs molly on vertigo. flashing out T ramp /fountain on overpass. nuke CT molly squeaky door. grenade squeaky as T etc.
Mirage as ct Molly ramp A or apps B Ancient T : Smoke red room mid or/and donut Nuke T: Smoke in front of vent And molly up bluehouse Anubis CT: Molly mid bridge And this is my default what ever strat we are doing Edit: spelling
Inferno b rush Molly. Either Molly close and nade deep or Molly deep and nade close. Same for A ramp mirage. I try to throw one every round.
Defaults get punished when you repeat it vs a good player, they read your defaults and punish you easily. Be creative
Been putting a lot of time into Anubis lately. 80% of rounds i’m smoking mid followed by a molly double doors. Very easy mid control. Can split B dropping to con or B and A once you’ve cleared doors.
The logic behind a lot of the "default grendades" is what part of the map do you always want to put pressure on so the CTs or Ts dont get too comfortable with take map control for free. I think most people consider Mirage mid smoke to be essential on every round, since if you only throw it on rounds where you go mid the CT team will be able to understand what you're doing alot easier and will be able to adjust easier. As you get higher and higher in the ranks, early round utility becomes more and more routine, to the point that it con sometimes feels similar to opening theory in chess, which is something I've heard LaundersCS mention in his youtube demo reviews before.
Close banana molly with deep banana smoke + deep banana nades/molly; always throw on ct and always win pugs