Nuke (de_nuke) is a small map in which a variety of weapons and grenades are used by players.
Close-ranged weapons remain very popular among players while snipers tend to be present from the outside or at the hangar, overlooking bombsite A. While the fighting is dense from the outside, in the bombsites, and inside the facility, the basement and the underground hallways hardly ever contain any players. To many people of the Counter-Strike community, this map is mainly infamous for the recurring amounts of wallbanging to eliminate enemies behind a wall or a penetrable object. Notably, the walls of the building are exploited by players, even the floor/ceiling that separates site A and B thus frustrating many players.
Predicting when fighting will happen at the outside is hard to determine, unless there were no players encountered inside the building. Normally, if players are not feeling ready to enter inside the facility, then they will most likely be hanging around in the side yard or the roofs of the building.
Typically, when players engage each other, it is difficult for team members to get close to the enemy or escape from the opposing force, whenever they have surrounded the area and has taken control of the places that offer cover. Even if someone does manage to get behind a crate or a large object, enemies can shoot through the surface of the objects or simply throw grenades to draw out players. If the presence of a sniper is detected, especially from the roof, players will immediately try to find cover or take down the sniper.
Try not to rush in areas where it is open-spaced as retreating may become nearly impossible for you to do. Instead, wait for a few seconds when the round has began and try to eliminate enemies when they have fully exposed themselves.
Although the garage may seem useless at first, the Counter-Terrorists can take control of this area and guard the door at bombsite A with sniper rifles. This tactic is commonly utilized at the beginning of a round until the bomb is planted at a bombsite.
The Terrorists will often choose to plant the bomb here since this site is closer to the Terrorist spawn zone and takes less effort to reach, unless the Counter-Terrorists have entered this area first. In many situations, there will be a sniper found in the hangar or the loft, waiting to take down enemies from above the bombsite while players can camp in the corners and watch the entry points that lead to site A.
Whenever the C4 was (being) planted, any one who was doing the planting/defusing was exposed to enemy fire from many angles. Furthermore, enemies can easily swarm in the bombsite from at least six different entryways thus effectivelly trapping victims.
Once in a while, players may be hiding in the vents (that connects between the two bombsites) from enemies and could be waiting for the best time to strike. Flashbangs and HE grenades are used by wary players as these grenades are thrown at the vents.
If possible, be sure to guard the hangar as it offers valuable advantages otherwise, the opposing force will have the upper hand by having higher ground. The reason why is that a sniper at the loft can overlook at the entryways that lead inside the bombsite and that player can take down the first enemy who enters and prevent other opposing force members from entering inside. However, the sniper must watch out for an enemy player who have used the ladder and want to get rid of the player, by using a nasty knife slash at the back.
Note that in the older versions of Nuke, the support beams that are over Bombsite A can be walked through thus allowing you to move around the upper areas of the bombsite.
Unlike Bombsite A, this section offers better protection aganist enemies as it is an enclosed area and offers more cover from approaching assailants. Furthermore, the automated doors, the vents, and sometimes, the breakable observation window, emits noise that alerts nearby players, if someone is trying to gain access into the bombsite.
Since this site B is less open-spaced compared to site A, it is significantly harder to breach inside, let alone, escape from surrounding enemies. Due to this, Counter-Terrorists can easily camp in site B and wait for a terrorist with the C4 to plant the bomb while for the Terrorists, they can simply plant the bomb directly in the middle of the bombsite, hide in the corners or the vents, and wait for the enemy to arrive and defuse the C4.
Should any player let down his guard, however, a flashbang can be thrown in that player's view and greatly reduce his chance of surviving. Furthermore, it is recommended to devise an escape route should there be too many enemies or if the bomb is very close to detonation. If this is not done properly, you may die and lose your hard-earned weapons and equipment.
These sections serve as great importance for infiltrating players as the vents connect both to the bombsites and parts of the underground. Sometimes, campers can hide inside the dark vents and wait to ambush enemies or hide from aggressive players. For veteran players, they will know if someone has used the vents as it is required to break through the vent ducts, which emits sounds and leaves an indication. In some situations, players can be hiding in the ventilation shafts to either secretly get behind the enemy front lines or to wait for the perfect time to plant/defuse the bomb.
Combat does not occur frequently in these sections, compared to the side yard and the bombsites. Instead, this area serves as a place for players to set nasty ambushes for enemies who have to reach bombsite B quickly or for some other designated reason. However, these plans from these campers are often foiled as the crates do not offer protection aganist bullets. Generally, the real "smart" player can be observed in hiding at the small corridors between the bottom of the ramp and bombsite B as enemies least expect an ambush to occur there. However, whoever is at the top part of the ramp and the side hall will gain a better fighting ground than enemies or potential ambushers who are at lower areas.