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ESWC organizers have announced that Molotov cocktails (or Incendiary grenades for CTs) will be allowed to use in their tournaments. In addition to that, they revealed the map pool which contains no surprises and includes the community made de_mirage_csgo and the modified de_nuke_ve.
Earlier today Electronic Sports World Cup's twitter account revealed an update regarding their upcoming CS:GO tournaments. Although complete rules are not available yet, the French organizers gave us a snippet in which we could see that the map pool contains no surprises, and more interestingly, that Molotov cocktails and Incendiary grenades will be allowed.
Molotov cocktails and their counterparts on the Counter Terrorist side, Incendiary grenades, have so far been treated differently from one tournament to another. For example, on one hand, ESL has been allowing the use of these grenades in their cups and ladders, while on the other hand DreamHack forbade it in their Valencia event, same as SteelSeries GO at IOS.

Molotovs to make their major LAN tournament debut at ESWC
In their most recent update, Valve altered the way these two grenades work, making them explode mid-air if they fly too long. This prevents a previously criticized possibility of throwing them over the entire map and blocking off parts of it at the very beginning of a round, which thus makes them more suitable for competitive play.
Regarding the map pool, it is the same as it was at DreamHack Valencia and the recent ESL Go4CS:GO cups, meaning that the community made de_mirage_csgo and Sal "Volcano" Garozzo's de_nuke_ve will continue being a part of the pro circuit.
Map pool for ESWC 2012:
- de_dust2_se
- de_inferno_se
- de_train_se
- de_nuke_ve
- de_mirage_csgo
ESWC's CS:GO female and male tournaments will contain 8 teams each, while the prize purses for them still haven't been announced. ESWC will take place from November 1-4 in Paris, France, at the same venue as last year as part of the Paris Games Week event.
But yeah, it will make CT sided maps even more CT sided.
and this is why noobs shouldn't commnent about molotovs ....
have you even seen a proper CS match? T's actually camp 50% of the rounds most of the time ....rushing early on is just a waste
Post edited 2012-09-25 08:34:53
Post edited 2012-09-25 12:32:07
Post edited 2012-09-25 00:54:06
Post edited 2012-09-25 01:00:08
also de_train_se is the worst map, they should remove it
Post edited 2012-09-25 01:01:04
That grenade should be banned even from pub servers.
Post edited 2012-09-25 01:10:42
Post edited 2012-09-25 01:34:50
You really haven't played this game LOL. You still bash on it, however.
5 players per team can buy the grenade
Now do the math: 7x5
PS: I have been testing GO since March.
Also, how often do you think all five players on a team can buy a molotov?
proof I've been in the beta: http://www.hltv.org/forum/176387-csgo-beta-giveawa..
Cannot believe they are playing this game
Post edited 2012-09-25 01:26:30
Nice move from ESWC and DH Winter, wasn't expecting much love from HLTVer since they just can't stand anything new or innovative.
The currently brought up arguments against it are that it prevents rushing (don't flashes and smokes also in a way? It's just 7 seconds and if your rush is blown, you need to adjust), and that it can be used to prevent defusing in the last seconds.
It can prevent planting as well, but what's so wrong about that? We actually get a new aspect that players need to think about, and that the clever ones will use to their advantage. It's not like every player will be running around with a Molotov every round and save it for the very last seconds... And plus you have to sacrifice one flashbang for it.
But still, I'm open to other arguments so someone please explain to me why this is so bad as most of the comments make it out to be :)
Post edited 2012-09-25 01:37:14
Molotov worked very well during the ESWC.NA and FR qualifiers.
Though it is somewhat interesting considering the ecos right now are so dangerous, having molotovs kinda helps.
About flashbangs, sure you can pick them up, but at the beginning of the round when you are making the decision flashbang or molotov, you won't be counting on "oh i'll pick up a fb later on in the round after i get rid of this molotov". It will depend on your game plan, tactic for that round, or moment of inspiration, so there's still a choice to be made.
Anyway, we can all keep making theories of what could happen, but until we see it in action and until someone actually does manage to abuse it like so many people claim would happen, we won't know where molotovs stand, so ESWC could be a good chance to see that.
Well the flashbang issue kinda balances itself out, if you really need two to run a strat you can always not buy a he or a smoke.
im actually all for it, just playing devil's advocate. Getting mauled by a molotov in front of you and one behind while having team-mates beside you is not a fun position, but it will be a matter of adjusting to a new gameplay, it still takes skill and timing to throw an effective molotov.
The thing costs $850, its not something one CT on each side of the map is purchasing every round to "stop rushes." Even if they did, the CT's really have to think about whether its wise to use it because its totally not worth dropping haphazardly. I mean, lets just say in this hypothetical scenario that the CT's on every choke point of a map are in fact buying molotovs every round and putting a complete stop to a rush. Any decent Terrorist sided strat caller should be smart enough to catch on to it fast enough to start throwing fakes and putting the CT's into a position where they are just blowing $850 for every round that they try it.
Personally, I'm all for the molotov. Because of how short it lasts, the thing takes skill and thinking to use properly and I would say its the same case with the decoy nade. Its easy to be a CS veteran of 10 years, play CS:GO for a few minutes and say that the decoy and molotov are stupid additions but if people actually play the game then I think people would see that they really aren't bad and in a way, they add an interesting, much needed, fresh dynamic to the game.
Post edited 2012-09-25 04:16:50
I didn't see any good teams on tournaments or scrim use it, pretty sure there won't be very many decoy strats or much use for it for that matter.
Though maybe I'm wrong, time will tell.
Post edited 2012-09-25 12:13:54
a) one molotov can't cover the whole site on most maps and
b) You don't have a CT sitting around waiting for you to start planting, most of the times you just plant when the site is clear.
On the other hand, the Ts are waiting for you to start defusing, which makes defending extremely easier if you have a molotov in hand.
Post edited 2012-09-25 11:13:16
But ok, let's say Ts have that advantage on the bombsite, that would still be something players need to consider - where to plant the c4, to time the molotov throw, to avoid the CT killing them while they're waiting to throw a molotov, etc..
On the other hand, CTs have the advantage during the attack to a bombsite. Ts won't have much use of a molotov when attacking, but CTs can prevent entry with it.
I'm sure people would be pissed off at first when someone does it to them, but that doesn't mean it's overpowered.. Back when crouch-hop was used for the first time people complained that it gives an unfair advantage to those who peek, that it messed up the hitboxes and it was even banned at big tournaments, but look at it today, everyone adjusted and it's completely normal.
That might be kinda similar to the molotov situation, people who had it happen to them are annoyed cause they didn't know what to do, how to adjust, but in time they could figure it out.
Valve (or ESWC organisers) should consider rethinking the molotov, which is like a fun thing for public play, but completely different during competitive matches.
also it doesnt say theyre CT only, i dont know who thought thats what it says or how.
example on dd2 catwalk stairs:
If his mate died there and makes a call like 4 or 5 guys are taking catwalk on and he knows when they peak out he could stop the front for taking on A spot.Especially since 2 guys cover it.
And another ct could stop the back of catwalk with throwing another molotov. now a few flashes/grenades in there and they are really fucked.
Post edited 2012-09-25 14:58:47
FAIL BY ESWC!!!!!!!!!
Oh wait that doesn't happen at all.
Post edited 2012-09-25 04:28:54
just wait and see there will be many rounds where a molotov will decide the round but it will be in a fashion that would make a live crowd go Boooo.
really so sad, is this real in 2012 the worst game ever? BAH
All in all though, I'd prefer it without Molotov, as on some maps, if coordinated well, they can remove the fast play element completely, which makes games boring to watch.
it was a lot worse in previous patches... They are overpowered, sure, but they are expensive and in a close match you rarely have enough cash to constantly buy them
- They won't use the 'good' maps ( http://imgur.com/a/HDfl4 ).
- Thwy will allow molotovs... wow!
Post edited 2012-09-25 02:50:01
If the community backs them, and starts using them all the time, the tournaments will use them too.
The game didn't even had one major tournament, this is the right time to replace the crap original GO maps, just before the teams gets used to them.
and molotovs add a huge impact to the game, I believe they'll make the game much more entertaining.
It just adds more strategy to the game.
I would complain more about shotguns... if they are not forbiden then, by 2nd and 3rd rounds everyone should be using nova as it's very powerfull for low budget rounds not to talk about the killing reward.
Post edited 2012-09-25 04:54:28
Hopefully after this event we'll get a better look at how they can be used properly and go from there. Looking forward to watching the event.
Even if it were the case, it lasts for a very short amount of time so your timing with the enemy rush would have to be very good. Even get_right himself has said in interviews that molotovs aren't that big of a problem if you just run straight through it.
I totally expect teams to use it, I think its a fine addition much like the decoy nade, but its not nearly as overpowered as many would have you believe. It can really dent a teams money situation and it takes some skill to use properly so I don't see how its a problem at all.
Post edited 2012-09-25 04:06:50
gg
Post edited 2012-09-25 08:41:41
You're more likely to ace with a glock than even getting more than 2 kills with the molotov in a round and since the glock is free and not $850, its probably a lot more advantageous too.
Post edited 2012-09-25 09:09:26
Post edited 2012-09-25 09:26:43
eswc turned into a big ass sh!t.
ps : avoid the last santence, this's not for you =)
Post edited 2012-09-25 13:25:15
Also, glad to see that nothing changed, people still love change :DDD
You win pistol, buy overpowered p90, get 2-3 kills and you have like 11-12k by round 4.
It's a stupid idea to allow them, or at least we should be able to purchase water grenades and fire resistant armour or something.. ;)
The problem lies mainly at the 1.6 dinosaurs who constantly keep complaining about how Counter-Strike: Globel Offensive doesn't resemble their precious Counter-Strike 1.6. In other words, there is no real will to learn new things and adapt to the constantly changing gameplay.
But hey, just keep on complaining guys, it adds some additional entertainment value to this website.
This could lead to some seriously hilarious shit. GJ ESWC.
CHEERs bro :D
tralala
Post edited 2012-09-25 17:20:44
Molatovs allow different tactics, they add an extra dynamic, team's will learn to use them well. Then people will learn to counter team. That's how the game evolves.
As 1.6 got more and more competitive team's worked out better strategies. Maps that were once considered biased towards T or CT became less so with more unpredictable scores.
I find molatovs interesting, I want to see what the top team's can come up with tactically when using them or how other teams will counter it.
Molatovs benefit teams that put work into new tactics and are willing to embrace new ideas which I think is a good thing. They will harm teams who were perhaps good at 1.6 or CSS and complacently think they'll be able to dominate CS:GO.
The thought of removing them because of whining that players are faced with a new challenge seems entirely counter-productive to me.
Molotovs break the game but let me ask you this would you feel "out played" if you had the bomb down at A on inferno in a 1v1 and a CT that rotated from B came and picked one up from one of your team mates and threw it randomly into the back of site and it killed you from 100 hp to 0? Doubt it.
Smokes don't ensure a loss of a round neither do flashes and neither do nades but molotovs can and it's retarded.
If CT's wins the pistol round they will be able to buy 5 moltovos the first weapon round.
Even if the terrorist's do 2 full ecos they wont be able to buy full and 5 molotovs.
The molotovos favours the team with the momentum to much. And you cant make them cheaper either, becouse they are to powerful to make them cheaper.
HPE/VALVE has not been thinking about the balance issue with the molotov. They could
make a complitely new competitive mappool for 1.6, and play with it for another 5 years :)
Way much better than this 21th century graphics fetish.
For sure i'll try CS:GO at some point, but i saw it, and its ugly. The pistols are just like they've been eaten a lot of fast food in the last few years etc.

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