B-Site Problems on Dust II (CSGO)
It's official. Natus Vincere (Na'Vi) have won IEM Katowice this year after defeating G2 in a best of 7 map game. It was quite the show... sort of. Na'vi completely destroyed G2 on Nuke 16-4 for the first map and finished it up on Mirage 16-2. The closest chance we saw from G2 was on map 2 in what was a battle of the A-Site on Dust II.
I didn't get to catch the match live but I got to see the highlights a few days later and I realized a really strange trend going on when map 2 came about. It seemed like every single round was an A-site hit from both sides. I had to check it out for myself and went to the livestream and checked every single round. I found that only 3 or 4 rounds, out of 29 played, were initially targeting B-site. Out of those 3 or 4, only once or twice did we actually see the T side make it onto site and pose any sort of threat. It really got me wondering... why?
A-site and B-site are very different when it comes to ways of entering and holding it down. Are they equally difficult in taking and holding? After a lot of thought... I realized B-site's issues. B-sites entry spots are too cramped. Here's a run-down of the entry spots for A and B-site and their good and bad aspects.
A-site can be entered through Long, Catwalk, or through CT spawn and up to ramp (the same ramp you'd take after going through Long). Long is tricky to hold because of the smoke and flash potential. You can look away for a second and there can players anywhere from Pit - headglitching you with snipers - or anywhere on the path up Long which is quite wide. Approaching T's have a slight advantage since they'll have more utility at the round's start to take control of Long, meanwhile CT's have to use whatever they have left to retake the A-site through Long if they go that route. With the right positioning, Long is very opportunistic.
Catwalk isn't too difficult except for one part it seems. By throwing a smoke onto Catwalk in Mid, you can easily have the T's storm it, full force. Once entering the site, it becomes a game of "whack-a-mole" except it's more like "shoot the headglitching CT's". Some nades here and there help out a lot but it takes one good molotov to stop a terrorist rush of the site. Long doesn't have that problem. Also, retaking is a pain because of less utility again, but also because the CT's are now the ones shooting at headglitchers. Usually in a 2v3 or 2v4, rather than their 1v5 or 1v4. So is A-site promising? Definitely.
CT to A is pretty possible if you make sure people on B-site don't kill you from B Doors or from Window. Aside from that, just watch your head as you go to ramp, and you're fine. But how about going through Middle to get to B-site. What's the problem in going through Window or Door? Can't the terrorists do a split where they just go through both? Well, yes... if you'd like to push through a fire that'll take most of your health out or through a smoke that will probably be sprayed through by the counter terrorists. Also, keep in mind that both of these spots are only big enough for single-file movement... so you're on your own if you decide to rush in. If you're the second in line then let's hope the meat shield in front of you works you wonders.
So Middle is quite risky. Also keep in mind that while you're waiting for a way in, the counter terrorists will be coming to take you out from behind. Once you're actually in Window or Door, you've got quite afew positions that the defense can be in just waiting to kill you. It's a very difficult take even for the professionals. That leaves us with Tunnels. Tunnels is just a wider version of B Door, I like to say. One molotov will cover the floor completely so you can't pass without getting burned. A smoke can cover Tunnels from one wall to the other without issue. And, once you get out of Tunnels and onto the site, you have to deal with anyone defending from your close left... Car... Back Box... Back Site... site itself, Window, B Door... so many options... so little chance. Oh yea... people spray through the smoke into Tunnels, also. Have fun.
What's the best option for taking B-site in that case? Well, the best option is probably a split to some extent. There's problems with that, though. Try taking Middle with only 3 players and have one or two watch the flank while only 1 goes through Window or Door. They'll probably be dead in a moment and Tunnels is still probably being watched by the second defender. Essentially, if you don't get a kill early into the take, you're at a huge disadvantage. What can we learn from this?
Though B-site is a great site to take because of how easy it is to defend once won, the risks have to be evaluated properly. If you're going without a team strategy, there's little hope unless you can win some quick gunfights. B-site also has few smokes for taking/retaking. Car, Barrel, and Back Site are all threatening and are all usually open. The best help I can give you is with my "3 Smokes on B-site" post where I showed some important smokes from the newly opened rooftop in Upper Tunnels. Aside from that, it's all a matter of gun skill and coordination by the team. If your team doesn't have any of that, then you may struggle a lot more than the professionals in the Grand Finals of IEM Katowice (remember... they're the pros).
From my personal experience, B-site is a sure-win site once you have 3 terrorists defending it or if the T's try to rush in and win it as you're defending, so don't hesitate to play there. I think there needs to be some changes to the site, though. Some more smoke opportunities. Less open space in the middle of the site and more movement space for entry. Aside from that, I think the site is and always will be a very good one to have some fun taking and retaking... and rotating back to A-site from. But maybe it's time to commit to B-site more fully. Let's stop running back and chickening out. Let's find some more smokes, make some more coordinated moves, and learn what secrets the site has to offer. Though we may (we definitely will) fail many times, we can restore B-site's importance back to Dust II.