3 Key Takeaways from Train’s First Tier 1 Match
Train’s Tier 1 debut was a resounding success!
The inaugural season of BLAST Bounty commenced on January 15, as the top 32 teams globally squared off in a single-elimination tournament format. In line with Valve’s announcement about Train being part of the Austin Major, BLAST also revealed that the map would be included in the Bounty competition. On the very first day itself, Train made its comeback after Fnatic selected the map during their series against Spirit. Here are some insights from the initial Tier 1 CS:GO encounter on Train.
First tier 1 Train match in CS2 – Spirit 13-10
Initially, Danil “donk” Kryshkovets started off the map by consecutively eliminating multiple opponents from the E-Box location. This early success set the stage for a strong defense by the Russian team, resulting in four consecutive kills. In round 4, spectators were introduced to the newly introduced Ivy flank when Fnatic moved through the CT spawn and attempted an unsuccessful B-take.
As guns were introduced, Fnatic grew increasingly confident on their attacking (T-) side. It was unexpectedly Benjamin “blameF” Bremer who delivered crucial entry kills. The absence of the usual Pop-dog was noticeable during the game, reducing the entertainment value on A site. However, the team’s consistent split attacks compensated for this, enabling them to end the half tied at 6-6 each.
Once more, Ivy found herself front and center as Spirit launched an assault on the avenue during their pistol round. Armed with guns, Spirit showcased their unique strategy against Train. Displaying precision, Spirit maintained a relentless offensive across the entire map, which allowed Donk to freely break into sites whenever desired. In round 19, A’s red train played a pivotal role as Fnatic was outsmarted by Myroslav “zont1x” Plakhotja’s deception.
At the brink of victory, Spirit was just one point away, but Freddy “KRIMZ” Johansson and Denis “Burmylov” Buraga managed to deliver crucial plays consecutively in the following rounds, keeping Fnatic in contention. Despite this, Spirit’s superior talent and strategies ultimately proved decisive. In the inaugural CS2 match on Train within tier 1 competition, Spirit emerged victorious with a score of 13-10.
Key takeaways from Train’s first day out
Even though it was only their initial match on Tier 1 CS2 for the team known as Train, they managed to gather valuable insights about potential strategies for this map in future games. Some specific aspects of the map were particularly noteworthy.
The closed-off Ivy opens up new mechanics
The most noticeable modification in the map design was undoubtedly the alterations to the Ivy area. These adjustments, particularly the reconfiguration of CT angles around Ivy-Connector, introduced a novel dueling mechanic. Previously, fights for CTs, such as those involving Emil “Magisk” Reif, would often be 1v2. However, with Magixx skillfully managing his engagements, these battles morphed into a tactical game of angles. As a result, he was able to rack up an impressive 20 kills.
Although it’s not implying that Ts were merely stationary targets in a shooting range, applying pressure on the A-site would compel CTs to divert their attention. In CS:GO, there was a maneuver called “wrapping through Ivy,” and while it existed in CS2 as well, the passage seemed safer in CS2. Both Fnatic and Spirit frequently pulled off this move effectively, pinching down B-defenders from both sides.
Shifted T-side Timings – A massive improvement
Originally, the train map was advantageous for the Counter-Terrorists (CT). However, when Counter-Strike: Global Offensive’s CS2 version debuted in November, the map became beneficial for the Terrorists (T-haven). In a recent update by Valve, they adjusted the T-spawn location. This change wasn’t mentioned in the Patch Notes but significantly affected gameplay. The altered timings for the T-side made Train reminiscent of classic head-to-head confrontations once again.
Rather than clashing directly with Main Molotov’s A site, Ts were confronting it squarely, creating an opportunity for CTs to move into E-Box. It was in this area where Donk achieved significant success, particularly during the early stages of matches, overwhelming Fnatic’s team composition. A minor shift on paper, the adjustment to T-spawn has proven to be a substantial enhancement.
Pop-Dog still needs time to mature
In some instances, it’s the missing element that stands out rather than what’s present. Removing a ladder from Pop-Dog in CS:GO has significantly improved many issues within the Train meta. Previously, players like Kirill “Boombl4” Mikhaylov would linger on the ladder, making fake movements to bait CT-utility. This tactic caused problems during A-side attacks, as the Totem Drop was hard to counteract.
Although Voo identified it as one of the poorest locations in CS, its new staircase-like design hasn’t seen much usage compared to expectations. Over time, Pop-Dog may discover additional uses beyond A-splits; however, for now, some of its appeal seems diminished, reducing its entertainment value.
On the challenging terrain of Vertigo, Train’s premier match in CS2 was destined for greatness. However, what truly stood out was the map itself, striking a perfect balance between personal autonomy and structural integrity. And as things progress, it can only improve further.
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2025-01-14 23:45