Not Planned Jailbreak Last Guard HP ratio...

Baefy

Ayy lmaoo
=(eGO)=
Joined
May 6, 2017
Messages
340
So obviously when last guard is activated depending on how many Ts are alive and how much HP they have the guard will get a HP boost them self to try and kill the rest of the Ts. However I think the HP the guard gets is wayyyyy too low. I think iirc I've seen something in the chat along the lines of... "Terrorists have a combined HP of 2500! The last guard now has 1000 HP!" Which 1000 is a lot but against 25-40 Ts even if lets say 25 of the 30 aren't armed, there's just too many targets to only take out the 5 that might be shooting at you then kill the rest that aren't even armed currently. I just don't think the HP ratio is fair in any situation. Even 30 Ts that are unarmed can easily take out 1 CT who has a gun with 30 shots in the clip.

I know right now many things are in the works such as possibly arming the Ts with glocks when last guard hits, but regardless I think the last guards HP should be almost doubled to its current value.
 
Upvote 1
I agree with your reasoning. Even when they aren't armed as you said, there isn't enough ammo to do enough damage with 1000 HP, because they rush, knife you, and you die before you can even reload.

+1
 
Idk, I think it's more skill issue than an issue with the ratio. There are cts that pull it off just fine. I think it should stay as is.
 
Idk, I think it's more skill issue than an issue with the ratio. There are cts that pull it off just fine. I think it should stay as is.
#​
arrow_small_down_gray_17021_924d9b0008699e7fddd3e021b3f6dd7674332a73.png
Achieved​
Achieved %​
1​
0​
11,536,283​
56.71%
2​
1​
2,175,815​
10.70%
3​
2​
1,499,899​
7.37%
4​
1​
1,213,473​
5.96%
5​
-2​
985,139​
4.84%
6​
0​
757,131​

I beg to differ. At our #1 spot for actions on the server, over 11.5 Million times all CTs have been killed VS. #6 All Ts killed at not even 800,000.

Obviously not all those are going to be for the situation described but I still think this says a lot.
 
Keep in mind those stats are all-time, including times where things have been outright broken, say like the first iteration of the dust map, where it was guaranteed T win no matter what, and other game breaking things. Keep also in mind, I'd wager more often than not CT eliminations come from mistakes being made by CTs, causing domino effects, I'd wager the amount of "Unwinnable and unavvoidable" CT wipes is a much smaller number than you paint the picture as.

Let's say for a second, you do adjust the last guard health ratio, what would be the balanced ratio? Last guard is already given a signifcant advantage over Ts for the most part barring just how badly the CTs mess up and allow the Ts to get a ton of guns. I just don't think there is a whole lot more that can be done to make it any more fair, when it comes to adjusting numbers.

Now, being said let's talk ammo. I could see MAYBE it would be fair if CTs could define a primary and a secondary (No Negev's or M249's) to replace their current weapons when last guard is triggered, meaning the CT is guaranteed to have a proper weapon available of their choosing with ammo, depending on how many Ts with Guns are alive, trying to curb situations where last guard gets screwed over by CTs for allowing them to have an arsenal available.

Forgive me for being a harsh critique, I'm just one dude's opinion, so take what I say with a grain of salt, I mean props to you for making the suggestion in the first place, just not something I agree with.
 
Remind me to go into a more in depth reply when I'm at my computer (knowing me I'll forget), however:

The points given by those before me are great. I'd like to quickly add that last guard is a last chance for the CTs to control the T's and make it to LR. When it's reached, it means the CT team failed through normal means. It's not meant to be easy for the CT. I believe the current system and health ratio works well and shouldn't be changed.
 
#​
Achieved %​
1​
0​
11,536,283​
56.71%
2​
1​
2,175,815​
10.70%
3​
2​
1,499,899​
7.37%
4​
1​
1,213,473​
5.96%
5​
-2​
985,139​
4.84%
6​
0​
757,131​

I beg to differ. At our #1 spot for actions on the server, over 11.5 Million times all CTs have been killed VS. #6 All Ts killed at not even 800,000.

Obviously not all those are going to be for the situation described but I still think this says a lot.
the problem tho with this even if cts get lr it doesn't always mean they will kill the last 2 so that will also mess with the statistics
 
the problem tho with this even if cts get lr it doesn't always mean they will kill the last 2 so that will also mess with the statistics
I mean still even if we take off a few MILLION just incase, the numbers are so far apart I just really thing it speaks volumes. But others seem to say otherwise so maybe not.
 
-1,

I'd say I have to disagree. I'm one of those who hopes that LG dies relatively quickly to start a new round. Sometimes it even seems like LG has too much HP, and they get armor on top of the boost. The way I see it is if the LG is good and knows how to play the game well in terms of the tactical aspect, they won't really much HP at all. On the contrary, if LG is bad at the game, doesn't matter if they get 2k HP they will still probably lose. I'd say right now it's pretty balanced, and the map also has a lot to do with it. Maps like VIP will always be tough due to easy armory access, but on maps like arcade where getting into armory is difficult unless it's already been opened, the LG will usually win because Ts don't have easy access to a good weapon.
 
#​
Achieved %​
1​
0​
11,536,283​
56.71%
2​
1​
2,175,815​
10.70%
3​
2​
1,499,899​
7.37%
4​
1​
1,213,473​
5.96%
5​
-2​
985,139​
4.84%
6​
0​
757,131​

I beg to differ. At our #1 spot for actions on the server, over 11.5 Million times all CTs have been killed VS. #6 All Ts killed at not even 800,000.

Obviously not all those are going to be for the situation described but I still think this says a lot.
This is very silly . The amount of time actually spent alive (what actually matters) is not represented at all by this.
1660052643987.png

While ideally it should be a 1/3 ratio: time spent in cells, CTs not at max players, the plugin rounding down (I think), and CT being completely optional make up for this.

If you can prove to me that the majority of players care about their team winning more than their time spent alive I will be amazed.
 
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