Any tips for Execution defense?


(HoopleDoople) #1

My initial assumption was that as with the other modes, defending would be easier on Execution because it is simpler to hold ground than to it is to take it in Dirty Bomb. Without the ability to respawn I was afraid that offense might be an exercise in futility unless teams were stacked in its favor. After all, Objective and Stopwatch assume that the offense will fail at an objective repeatedly.

I was surprised to discover that the opposite was true - all things equal, offense has a significantly easier time in Execution. What I hadn’t accounted for was the effect of two bomb sites. The attacking team can very easily coordinate its assault simply by having one player announce “A”, “B”, or “follow the bomb” at the start of each round. This typically provides the offense with a edge in numbers that largely negates the advantages of defending ground. Once a plant is accomplished the defense team is forced to attack, but they are stuck assaulting a single target that is held by all remaining offense players. The short window of time to defuse means that even a battle in the defense’s favor can be too slow to win the round. It is also important to note that if you play an objective specialist on offense, you can often guarantee that you will start with the bomb and thus dictate your team’s tactics.

In attempting to counter this simple offensive strategy, I’ve come up with several strategies, but the problem is that they all require far more coordination than can realistically be achieved in pub play. Ideally the defense should spread out into favorable defensive locations around both bomb sites. When the offense is spotted the goals are to identify the target bomb site and to try for pick kills from relative safety. Out of position defenders need to quickly redeploy as soon as the offense is spotted. Preventing the plant is NOT the primary objective here. Rather, the defense needs to provide themselves with an edge in numbers before any potential plant.

Unfortunately, it is incredibly difficult to communicate with your team mid-battle. Spreading out on defense essentially just allows the offense to get some easy kills en route to the plant site. It also risks that your team responds to a plant piecemeal, allowing the offense to deal with only one or two players at a time. I’ve also tried directing the defense to only one bomb site and it can be wildly successful at times. The two problems are that it allows an uncontested plant half the time and that the offense has a much better chance of switching bomb sites successfully than the defense.

If anyone has found a strategy that works well on defense when playing on a team of randoms, please let me know. This would go a long way towards making my daily Execution match much less of a chore.


(retief) #2

If the offense can plant and get set up with minimal casualties, they pretty much always win – the defense has a very hard time making a coordinated push in time.

The key for defense seems to be fighting a delaying action while calling out where the attackers are. If the initial defenders can slow the attacking blob down and force them into cover while calling out where the attackers are, the rest of the defending team can collapse on them and destroy them before they get set up. Even if you don’t get the bomb there, you should have enough of a numbers advantage to overrun a plant on the other site.

That said, most matches seem to come down to a individual skill/coordination advantage. Attackers that spread out and run piecemeal into the defense are easy to beat, and defenders who end up getting picked off in ones and twos are equally easy to beat. Often times, both sides play like that, and the side that wins the 1v1s is the eventual victor. Actual strategy only shows up when both sides are halfway competent, and that is pretty rare.


(HoopleDoople) #3

That’s my main point as to why offense seems easier. On offense I can get the bomb in my hands, get my team coordinated with a single statement before the round, and generally dictate the flow of the battle merely by having a bomb icon on my head.

On defense I can’t properly describe what I need my team to do before the round, nor can I adequately redirect them mid-battle. Even if they do listen to me declaring where the offense is headed there’s a strong chance they fail to mass up before diving into combat.


(FalC_16) #4

I would say pretty much, counter strike logic applies. The defending team should be really checking both flanks to observe the movement of the attackers and rotate accordingly. There are many strategies how to set up a defense pattern. What I learnt, its essential to have an engineer on team in order to be able to defuse fast.

On the pub servers I see many medics which is obvious, but many teams forget to have defusers at hand.


(neverplayseriou) #5

Flank, most attackers will or split up or all follow the bomb carrier, if they all follow the carrier it’s an easy win for the defence.


(HoopleDoople) #6

Rotations and defense patterns? How exactly would you get a team of randoms to execute this?

Sensitivejellyfish, care to elaborate on how its an easy win for defense if they all follow the bomb carrier?

What everyone is saying keeps confirming my suspicions - Execution is really a mode that only works with coordinated teams. Seems the devs were miles off the mark by selecting Execution as the newbie mode.


(FalC_16) #7

[quote=“HoopleDoople;103719”]Rotations and defense patterns? How exactly would you get a team of randoms to execute this?
[/quote]

I don’t know, why have they put VOIP in the game? :wink:


(HoopleDoople) #8

[quote=“FalC_16;103723”][quote=“HoopleDoople;103719”]Rotations and defense patterns? How exactly would you get a team of randoms to execute this?
[/quote]

I don’t know, why have they put VOIP in the game? :wink:

[/quote]

I don’t use a mic and neither do the overwhelming majority of players. A mode intended for general play (let alone beginners) needs to be balanced accordingly.

Your suggestions are all valid and undoubtedly correct, but unfortunately won’t really help me. What I’m trying to convey here is that I need a simple strategy that can be reliably used by a team of random, mostly low level players. There may not be such a thing, and it is looking like that is the most likely case.

Once this strategy or lack thereof is identified I can either start to enjoy Execution more or provide the proper feedback to the devs on how to improve it.


(retief) #9

A game/game mode can be good without a simple strategy for victory. See mobas – you could practically write a book about how to end a game in them. Most player have no clue what to do, and yet games still end (eventually) and league is still one of the biggest games on earth.


(blisteringOwlNest) #10

Second guessing the team seems to be my best stratergy. If they lost the push last round, they’ll switch sites. If they won, they stay. after about the 3rd win, they’ll change sides. Not useful against anyone with any experience with this kind of game mode, but seems OK in most pubs.


(Szakalot) #11

all this talk and a single strategy prevails: roam the map as a ball of 7 and rush-kill anyone on your way: by the time a possible plant happens you will have the numbersadvantage and can easily storm the attackers around C4. spreading out as defense is a bad idea


(HoopleDoople) #12

True, but mobas are symmetrical. Each side is equally lacking a simple strategy for success. In Execution it appears to me that, at least at low skill levels, one side has an easy strategy at their disposal while the other team does not.

Good advice on the prediction game. If you can’t pull off a split defense strategy, just do your best to guess correctly and defend one bomb site effectively. If the enemy picks the other or switches mid-round, at least the defense has some chance of maintaining cohesion when they attempt to defuse.

Probably the best suggestion yet. If the offense is foolish enough to not stay grouped this should get you an easy win, plant or no plant. I’m guessing this still will put the defense at an overall disadvantage if the offense rushes one bomb site together - if the defense picks the wrong spot to death-ball the bomb will have been planted before the engagement happens.


(CCP115) #13

Execution is a hard mode.

You gotta have communication as well as extreme player skill. if anyone has played CS:GO competitive, then it’s really obvious why Execution is so intense and hard. A single mistake, and your team is down one player.

I really wish Execution was 6v6, and you had to have a mic or something. Teammates that don’t communicate literally ruin the game, it’s not like Obj or Stopwatch where you can carry.


(XavienX) #14

2 Bushwackers, 2 Auras, 3 Rhinos. Game over.


(Aazhyd) #15

The bomb sites aren’t that fat away from each other, especially in Market. So best way would to be to run to one bomb site (announce it before start) and if you don’t encounter enemies, run like hell with the entire team to the other side.

Splitting up as defender is a recipe for disaster, unless your team is overpowered.


(Tayski) #16

I would agree on the 6v6 part, except that in pubs you always seem to get at least 1 or 2 AFK players in your team. So if it’s 6 players instead of 7 the AFK guys handicap you even more :frowning:
We need a competitive for Execution to solve all those teamplay issues.


(Derpfestor) #17

Play Phoenix…


(sentimentalDime) #18

Don’t die? No seriously, don’t die.

I have seen MANY times, where people don’t know what to d if the enemy isn’t near them, even if the bomb is right next to them. If something like this happens just kill off all Objective Specialists and hide.

Also, setting up traps seems to work wonders in Execution when defending, place a turret around a corner, set a an Aura camp near the bomb sites and you should be set.