Utility - 7.7
Utility as time
In one line: In a 100-second round, with a spike that explodes after 45 and a defuse that takes 7, every ability is also measured in seconds. Utility delays, denies and forces: players who think this way win the rounds decided on time.
The round is a clock
Every round has a clock, and utility is one of the main ways to move its hands. The numbers to remember (explained in the chapter on key numbers):
- the round gives 100 seconds to plant;
- planting takes 4 seconds;
- after the plant, the spike explodes in 45 seconds;
- defusing takes 7 seconds, with a checkpoint halfway: if you are interrupted after the first 3.5 seconds, you resume from there.
With these numbers, every ability can also be measured in seconds: how many it costs the enemy, how many it gains your team. A player who thinks this way uses utility very differently from one who only thinks about "where it goes".
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