In CS:GO, once the bomb is dropped, it likes
to stay where it is. In real-life I’m sure that CT’s wouldn’t hesitate to pick it
up and to toss it over the nearest wall. Or- y’know, defuse it. But they can’t. It
becomes like Thor’s Hammer, refusing to move until a terrorist comes along to collect
it. Bullets do nothing. Grenades do nothing. Even another bomb’s explosion does nothing!
But move beyond your basic competitive CS:GO tools and you’ll begin to find ways of shifting
this device. I’ve always believed that bomb throws were
deliberately randomised every time. From testing, sometimes I’d chuck it and it would go flying,
whilst others it would unexpectedly and immediately drop to the floor. It would make sense for
the throws to be randomised, since it would stop griefing players from planning fiddly
bomb-stuck throws in advance, like the one to behind here, which requires exact positioning
to make it unreachable from either side of the crate. Yet from this you can see that
throwing from the exact same position and angle every time yields the same results.
However, even tiny changes to the angle will massively change where it lands every time,
so unless you can line up the identical position and angle every time then you’ll be unlikely
to repeat griefing throws consistently. Maps are coated with invisible brushes to
improve gameplay. Clips and playerclips help stop your player from getting stuck, but also
determines where the bomb can go. Same with the block bullet clips. However, it can still
pass straight through grenade clip brushes, which are there to make grenades bounce consistently
every time off of otherwise unreliable surfaces. CS:GO has cut down on the number of physics
objects in its levels, which is just as well as it seems that not only do they bounce off
the bomb, but they can also cause it to move a bit itself! Though I struggled to move the
bomb by any significant distance with these in-game, and once the bomb was planted it
was very much firmly stuck in place. I was surprised to see teleports working so
well with bombs, though I suppose it could help to move the bomb back to accessible areas
of the map. There’s another invisible tool that you can use called ‘trigger_bomb_reset’,
which was used extensively on de_vertigo to place the bomb back whenever it was chucked
off the side of the map. This wasn’t in the first version, however, a major oversight
from Valve that lead to some hilarious results! I wonder if this brush should be added to
other areas as well, like these areas of Dust2 where right now it requires a head boost to
retrieve it. Problems arise where these raised areas play a significant gameplay role, like
on Cache. What happens if the bomb is dropped up here? Is it fair that the round becomes
unwinnable for the remaining terrorist? And lastly, there are doors. These wonderful
things effortlessly flick the bomb across the level. This can be particularly troublesome
once again on Cache, as it can move the bomb from a T-controlled area to one that isn’t.
Given the lengths that Valve have gone to keep the bomb where it’s dropped, doors
seem like a bit of an oversight, and one that can still be seen in current competitive maps.
It just seems a little bit out of character with the rest of the game’s mechanics. Terrorists
can still pick the bomb up by being within close enough proximity to it, which in most
cases still lets them pick it up from the other side of a door… even if they’re
then immediately greeted by a hail of bullets. But I still think that a door can move the
bomb in a way that could change the outcome of the round.
This raises another question: what if it gets stuck between a door and a hard place? Does
it get pushed into the infinite nothing beyond the map? No, this is the one case where the
door yields and it passes straight through, ready for the bomb to be flicked the other
way once the door’s open-timer ends. So: bomb dropping. Makes it hard to move,
but not impossible, if given the right tools.