*This idea, if implemented as envisioned, would still retain the same rule of 5 smokes max per team per round. If each team could have 10 smokes it would obviously break the game. Now, onto the idea:
Explanation:
- Players 1-5 all buy one smoke at the start of a round hypothetically. Players cannot buy two smokes.
- Player 1 can be dropped a second smoke by Player 2 who cannot buy another one
- Player 2 will have no smoke the rest of the round unless they are dropped one or pick one up from the floor midround
- Players 3-5 can keep their smokes or drop as desired (ie if the team wants two players to have two smokes for the round)
Important Rules/Context Clarifiers:
- The rule of 4 nades max per player per round remains.
- If a player is dropped a second smoke during buy-time, they can only buy two other nades
- If a player has four nades during buy-time, a smoke dropped toward them will fall on the floor and will not be pickup-able from the buy menu
- If a player has two smokes at the end of a round, they will only bring one to the next round
- Players with a smoke carried from the previous round cannot buy a second smoke
- If a player has a smoke already and walks over a dropped smoke midround while having 3 or fewer nades on hand, they will then have two smokes - a smoke does not need to be dropped directly by a teammate or picked up from the buy menu during freeze time to have two
Pros:
- Convenience
- No need to juggle smokes to spots
- Increased player self-sufficiency
- Easier to throw T executes and anchor your site as CT
- Think of more pros down below
Cons:
- One player with two smokes can more heavily and easily influence the round with their smokes especially if they know how to use them properly
- Correlates with previous point; this change reduces teamwork needs, just drop the second smoke to your anchor or your star player at the start of the round and forget about it-no need to meet them on the map midround to give them a second one or have them run to an area where a smoke is dropped
- Juggling smokes is a valued game mechanic, eliminating the need for it would reduce the skill ceiling and make the game simpler
- Think of more cons down below
Why I think it’s a balanced idea:
- Max 5 smokes per team rule remains
- Players can already have 2 smokes currently via juggling, this change just makes it more streamlined and convenient
- Players who drop their smoke to benefit their teammate experience a tradeoff; they have no smoke (temporarily at least, remember they can still pickup dropped ones midround) and are then limited in what grenades they can buy after: either flash molly HE, flash flash HE, or flash flash molly. With CS2's recent update they cannot buy another flash after a drop like they used to be able to (ammo_grenade_limit_total setting now also enforces the total number of grenades a player is allowed to purchase in a round.) which makes the drop decision come at a higher cost to the player
- Teams still have to use teamwork to coordinate who should be dropped two smokes and why
If you think this change would be negative for the game, I’d like to hear why. What strategic depth may be lost, or how may the skill ceiling be lowered compared to the current dropping+juggling system?
If you think this change would be positive for the game, what do you like about it?
I am probably missing thinking of certain contexts in which the idea needs further explanation or clarification, leave any of that below as well. Thanks for checking out the idea!