I really like the content, although I play somethings a bit differently. I suggest throwing the first molotov (the one from the short/cat player) flat and narrow, so that the immediate B rush (even the faster T spawns) is stopped for about 7 seconds. This is always more useful than to split a rush, most will damage boost a late/deep molotov, giving a chance to Ts to take over the site. Imo giving the Mid and a Players 7 seconds to rotate or push for example under is extremely helpful if short/cat player hears Ts stopping in front of the molotov. Nothing's harder than to push a stacked site and already be flanked. Also I prefer to jumpspot from the left to the right, as it shortens the time for peeking Ts to hit you as well as allows you to postion faster and more freely on the whole site. Boosting your B player is highly underapreciated if you expect an eco from your opponents (good tracking needed), otherwise playing deep in apps is superior almost every round. Nice deep smoke btw
but splitting the rush usually stops it anyway, the first player can rush in and die, or they can wait and live with their team, or they can smoke molo and then its identical situation.
@@fab9207 right, but only if its just one player and he dies without impact. With a fast molotov you deny this first one to push to make a big play, which might cost you the round.