Here is a compilation of five utility line-ups for the map of Nuke in Counter-Strike 2.
Nuke is one of the most iconic maps in the Counter-Strike franchise. Over the course of time, the map has seen numerous changes and improvements but due to its unique nature, it has remained to be one of the most played maps in CS:GO. Veteran players know how revolutionary Nuke is in the way the game is played. Due to its deviation from the traditional maps which try to split up major points of interest with numerous lanes, the map stacks both of the sites on top of each other with paths moving vertically between.
This brought in a new wave of strategies and changed how the players visualized a match. Due to the importance of strategy and the layout of the map, proper usage of utility is very crucial here. Being able to use dependable and useful line-ups is such a crucial advantage to have in this map.
As Valve has added this map in CS2 with revamped aesthetics and graphical improvements, the line-ups that have been created by the community over the years are now obsolete. Now the community is trying to re-discover these line-ups and find newer ones as well to bring the strategic aspect back into play for the map of Nuke. Make sure you check out our list of useful Smokes in Nuke as well.
- 1 Utility Line-ups for Nuke
- 1.1 Molotov and Flash Combo for Behind Blue (Silo to Blue) (11:30)
- 1.2 Molotov For Secret Control (Silo to Secret) (12:15)
- 1.3 HE To Break Door (Lobby to Squeaky)
- 1.4 God-Flash For A-Site (Outside Lobby to A-Site) (15:40)
Utility Line-ups for Nuke
Molotov and Flash Combo for Behind Blue (Silo to Blue) (11:30)
The position of Blue is very strong for the CT side. It is essentially a very tight angle that gives free vision toward the T side pushing from Silo to T-Red. If a CT player is holding this angle then crossing towards T-Red or Secret can be very difficult. This angle is also ideal for AWPers as it is very tight and hard to clear with just guns. So it is very important to clear this out with utilities if players are to cross from Silo to T-Red without dying.
This line-up can be used as a combo or the Flash and Molotov can be used individually. Both are able to clear out the player behind Blue. With proper co-ordination, a teammate can push up and with good timing, they can take out the player as well. As the angle-holder will be damaged or blinded, they will be easy to take out. This will help in overall site access and map control for the Terrorist players.
- Push and take out the player behind Blue.
- Push towards Secret to B-Site.
- Use as fake and rotate to A.
- Show activity in A and use this to commence rotation to A.
- Push A-Main or take control of Lockes.
Molotov For Secret Control (Silo to Secret) (12:15)
If the B-Site is the primary focus for the Terrorist players then it is essential to hold control of Secret before pushing towards the site. If the tactic is not a fast rush, then the CT players will have enough time to get control of Garage, A-Main, and Secret within the early stages of the round. So it would be impossible to access B through Secret without losing a player or two. If the CT side is holding control of that area and is posting a player there every round, then using utility to open up the means of entry is vital. This will allow the T side to walk B and remove any resistance.
This will push out anyone holding or blocking Secret. Blocking Secret means denying entry to B. And if the B-Site is the target for the T side, it is imperative that they regain control of that region. Due to the spread of the Molotov, either the CT pushes up and faces the entire T side or falls back to fight with his teammates giving up control of this very crucial area. Either way this opens up so many options for the Terrorists and lets them have some control in the game, and play how they want to without being restricted.
- Push B through Secret.
- Use as fake and rotate to A.
- Fake at A and regain access to B.
- Play for map control outside.
- Use the angle to fight Lockers or Heaven.
HE To Break Door (Lobby to Squeaky)
The Door in the A-Site better known as Squeaky, might seem like a random door that has no effect on the map. But that could not be more incorrect. As the door blocks access and vision when closed, the CT side can avert their attention to more open areas where the T players can fight. If the Terrorists try to access A through Squeaky, the door will need to be opened and when it is opened, it makes a noise.
The CT side depends on that noise to find out if their opponents are in that area. Once the information is given away, they can react immediately and shut down the area. So having that door working takes away space and ease of access for the T-side and so is vital to make sure it is destroyed. This gives the CT side another area to be worried about where they will spend their utility and divide their attention.
As soon as the door is broken, the CTs will have to constantly commit utility to keep the T players from entering A. This will weaken their map control and open up avenues to exploit for the opposition. Not to mention the free opening to the A-Site. This can be used for late-round lurks all the way to full-team executions. This line-up isn’t for executing specific strategies but for opening up more options and making things hard for the CT players.
- Rush to the A-Site.
- Use as fake and go B.
- Poke towards the A to distract players.
- Lurk through to A.
- Use lurk as bait and open up B.
- React off of lurk kill to rush A.
God-Flash For A-Site (Outside Lobby to A-Site) (15:40)
The A-Site is a very strong site defensively. Most would think that the T side would avoid this because of how hard it is to get control of it. But for this exact reason, the T players focus on this more, as this same aspect works for them in the post-plant. The CT players have a much harder time in the retake after they rotate. But it still doesn't take away how hard it is to take control. For this reason, the T side depends on utility to help make the A push successful.
This flash blinds everyone inside A. As it is thrown through the window and pops above the site, players in Hut, A-Main, Squeaky, Backsite, and Heaven, they all get blinded. This perfectly sets up the players ready to push the site and take out all vulnerable CTs. Terrorists can then easily proceed to the post-plant.
- Push the A-Site.
- Use as fake to push B.
- Bait opponents by jumping in vents.
- Push from Lobby.
- Push from A-Main.
Make sure you check out our ever-growing library of guides to help improve your utility game and give you an edge in your next match in CS2.