Overpass - The main aspects of the game on the map
Yuriy SheremetOverpass is a rather difficult map, which is not often played in matchmaking and faceit. Due to its breadth, it has to be played as a team and requires important areas to be occupied. Playing for the defense side on the map is somewhat easier.
Defense of the A plant
When the attack is directed to point A, the players are positioned as follows: One goes to length with AWP, one controls the toilets and mid, another defensive player takes the connector. Players B of the site, in which case, can make a quick haul in the direction of site A through the transition.
With a quick aggression, the player from the toilets goes deep into the plant, taking a position on the car. The player controls the exit from the fountain and onto the balls from the connector, having checked the possible tightening. The length player watches the breakout from a kinder. Thus, map control and quick shooting of the offensive are achieved.
When stepping back, the sniper must zig-zag the smoke, taking a position in the bank. Smoke also rushes to the exit from the toilets. Grenades are thrown there in order to inflict any damage on the attacking side. If you lose a connector, you should retreat to the bombsite and take closed positions, because knocking out the connector when the attack has already occupied it is very difficult.
B plant protection
Receiving a B plant is also not complete without a player on the connector. It provides important information about the vector of a terrorist attack. The players located in the plant should take the most advantageous positions to receive the attack.
The toxic position meets terrorists, both from the monster and from the short. The second player must create an opportunity for crossfire. At this time, the player from the connector already rushes into the creaky one, and the other two run through the passage: one goes to the top ten, and the second (avaper) to the nine, shooting the remaining terrorists.
As for the scattering, it is necessary to put smoke on the exit from the monster, as well as on the short, and the smoke must be close to the short so that the attack goes directly into the sight of the player of the dozen. Also, such smoke allows you to throw fire on the sand without extinguishing it. The monster must be thrown tightly with fragmentation, since attacks can often simply extinguish the molotovs and break into the smoke.
Examples of constellations
The defense has several basic formations that it must (!) Combine during the match, depending on the situation. If on a conventional Mirage the 2 - 1 - 2 formation works in any situation, then on Overpass the attack quickly adapts to any defensive position.
Overpass has 4 main lines at once: long, toilets, connector and exit under B (Water and Monster). Therefore, we will describe all the arrangements with four numbers in this order.
1 - 0 - 2 - 2
A popular setup in which the defense completely gives up mid. The long player plays passively, if he wishes, he can even stand at point A and collect information on his position. One player in the connector rises to the shelves and looks at the passage to the toilets, and the second passively controls the connector. This link, if necessary, is very quickly pulled under both bombs, and also controls almost half of the map (water, connector and balls).
1 - 2 - 0 - 2
Mirror arrangement. This time, the connector is completely given up, but 2 players are in the toilets. You can put AWP on long. Terrorists will not be able to go to the A site, so this arrangement should be used if they were actively pressing this side before. But with such a setup, the defense of B suffers seriously, since the attack can easily take the connector and the water, after which it is easy to enter the site. We will analyze the game of the defenders B later, but with such an arrangement, they should play as passively as possible: one player is on the help, the second is in the swamp or behind the column.
0 - 1 - 0 - 4
By the number of players on B, it is obvious when such an arrangement is needed. The task of the only defensive player A is to collect information and throw back grenades, restraining a potential exit. At the start, he can play in the toilets, but after scattering he must quickly move to the site, from where he can check both positions by jumping.
Attacking game
You cannot come up with a guaranteed working round for an attack. The beauty of the card is the ability to adapt to the situation. On Overpass, it is preferable to play slow rounds with the collection of information: one player each in the connector and B, the rest go under A
If possible, take the connector, water and toilets. If these positions are knocked out, then the round is practically won. It is enough to make a fake spread for any of the sites, and then go to another. If you can't get out there, then even at the 25th second you can have time to go back. The most important thing in the circuit is to control the connector.
But even in the pro scene, they occasionally do quick rounds. These are straight-line exits to the B site, sometimes without even taking water. Fast spreading of smoks to key positions and exit by five of us through the monster. But each player must understand in advance what position he should check, since the defense players have a lot of variability in their arrangement: the Monster's pixel boost, side, short, toxic, water, 90, help and nine. Some of these positions are zoned with smoks and "hammers", as shown in the screenshots below, while others are opened manually for flash drives.
When attacking A, you should first decide on the development of events. With a small amount of money, you can find a lot of resistance on the mid lane. It is in this case that it is advantageous to attack through a connector or length, accompanying the offensive with a competent spread.
So, when reaching the length, you need to throw smoke on the mid to close the view of the players in the toilet and on the connector. This is followed by a quick burst under the flash drive for length. It is worth putting some smoke in for tea. An additional smoke screen flies to the fence and bank.
At this point, one or two players can go through the connector, eliminating the defending player in this position. It is the expansion of the attack line, with good shooting, that give great chances of winning the round.
Terrorists of length, breaking into the site, must control the first players from the help. To do this, it is enough to break into the bank and wait for the retake.
You can go to the length, and freeze in the car, or, having killed the toilets, go there. It is worth controlling the exit from the connector, leaving one player on the banana.
B plant
Output to B is best done with a connector connected. Let's say two players walk over a monster, throwing hammers on a toxic. One goes through the pipe to the swamp, controlling the replanting or preloading. Two go to the connector in order to exchange murders if something happens. When entering through the shorts, they throw smoke at the top ten and check the water (one player should also stay there). Next, they cut off the nine with smoke and occupy the sand, a position behind the pillar and a swamp to give information on the constrictions from the connector.
Yuriy Sheremet – Expert in mobile gaming and esports among shooters and MOBA games.
At EGamersWorld, Yuriy, as in 2020 when he joined the portal, works with content, albeit with adjustments to his area of responsibility.