Attack - 9.6
Post-plant
In one line: After the plant, the attack no longer has to get in: it has to stop the defuse. You play it with positions watching the spike from different angles, utility kept in reserve, and time: the defense has 45 seconds, and the defuse takes 7.
The goal changes
After the plant, the round flips. Before, the attack had to get into a site held by the defense; now the defense has to get into a site held by the attack. And time, which was against the attack, is now on its side: the spike explodes in 45 seconds.
Your goal in the post-plant is not kills: it is to stop anyone completing the 7-second defuse. You can do it by killing whoever tries to defuse, but also by interrupting them with utility, forcing them to wait or simply wasting their time.
Experienced players play the post-plant calmly: they do not need to find the defense, because they know exactly where it has to go.
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