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- Dec 10, 2019
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Hi all, currently on jb_minecraft_beta_v5z there are two secrets that I believe give a significant and unfair advantage towards the prisoners.
AWP One-Way
The AWP One-Way has been a historical feature of mc_beta and is fairly well known. I personally have never been a fan of one ways as they encourage camping, are very powerful, and heavily shut down potential defense/counter-attacks from CTs. Though it should obviously be pointed out that CTs need to be careful when bringing prisoners anywhere near the entrance to said secret, I strongly believe the time and risk taken is significantly smaller than the reward granted. Having a one-way with an AWP in an elevated area grants the prisoner an amazing vantage point to most areas of the map. Additionally, it is near impossible to reach this position safely once a prisoner is on the one-way.
Proposed Nerf: I suggest we replace the AWP that is currently in the one-way with a scout (ssg08). This weapon is less powerful than an AWP, however, still allows the prisoner to deal a considerable amount of damage to the round / CTs. Since the scout is not generally considered the "best" weapon (such as AWP / Rifle), it also encourages the rebel to be more daring and risky, forcing them to consider leaving the one-way in pursuit of another weapon. When considering the cost and risk that it takes to reach this secret, I strongly believe a one-way AWP is too strong.
Trapdoor Vent to Nether
A recent addition to this map, the wooden trapdoor that is right outside of cells has only 200 HP (requiring only 6 left click knifes) and grants a one-time teleport into the nether. This teleport isn't necessarily overpowered, by itself, however, it can make camping extremely easy if a CT has not yet entered the nether. One of the biggest issues I see with this secret is the teleport leads to a room with normally only one way in. This can make it extremely difficult for CTs to fairly engage; utility on this map is additionally minimal, so smoking, flashing, or other tactics are few and far between. The fact that it is very much in the way of a common pathway can make it trivial for prisoners to break, though this secret is more preventable as a warden / CT.
Proposed Nerf: I think moving the teleport from into the nether to be in pool or nearby (maybe the 200 hp secret) would improve the gameplay for both teams. There are more paths from the proposed area, and camping would effectively be non-existent. Moving it to the pool or in 200 hp secret still gives a solid teleport for the prisoner while also being fair for the CT. I do admit that this would likely benefit the CTs more than Ts, and am open to alternative teleport locations.
Please let me know what you guys think!
AWP One-Way
The AWP One-Way has been a historical feature of mc_beta and is fairly well known. I personally have never been a fan of one ways as they encourage camping, are very powerful, and heavily shut down potential defense/counter-attacks from CTs. Though it should obviously be pointed out that CTs need to be careful when bringing prisoners anywhere near the entrance to said secret, I strongly believe the time and risk taken is significantly smaller than the reward granted. Having a one-way with an AWP in an elevated area grants the prisoner an amazing vantage point to most areas of the map. Additionally, it is near impossible to reach this position safely once a prisoner is on the one-way.
Proposed Nerf: I suggest we replace the AWP that is currently in the one-way with a scout (ssg08). This weapon is less powerful than an AWP, however, still allows the prisoner to deal a considerable amount of damage to the round / CTs. Since the scout is not generally considered the "best" weapon (such as AWP / Rifle), it also encourages the rebel to be more daring and risky, forcing them to consider leaving the one-way in pursuit of another weapon. When considering the cost and risk that it takes to reach this secret, I strongly believe a one-way AWP is too strong.
Trapdoor Vent to Nether
A recent addition to this map, the wooden trapdoor that is right outside of cells has only 200 HP (requiring only 6 left click knifes) and grants a one-time teleport into the nether. This teleport isn't necessarily overpowered, by itself, however, it can make camping extremely easy if a CT has not yet entered the nether. One of the biggest issues I see with this secret is the teleport leads to a room with normally only one way in. This can make it extremely difficult for CTs to fairly engage; utility on this map is additionally minimal, so smoking, flashing, or other tactics are few and far between. The fact that it is very much in the way of a common pathway can make it trivial for prisoners to break, though this secret is more preventable as a warden / CT.
Proposed Nerf: I think moving the teleport from into the nether to be in pool or nearby (maybe the 200 hp secret) would improve the gameplay for both teams. There are more paths from the proposed area, and camping would effectively be non-existent. Moving it to the pool or in 200 hp secret still gives a solid teleport for the prisoner while also being fair for the CT. I do admit that this would likely benefit the CTs more than Ts, and am open to alternative teleport locations.
Please let me know what you guys think!
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