Not freezing out of cells if ordered to is "not following orders"All were rebelling/not following orders
Not freezing out of cells if ordered to is "not following orders"
Woah 5-8 CTs vs 8-12 Ts, how could you possibly contain them. Amazing.
...For games with similarly skilled people on both sides I find that Ts win the majority of the time in Prospekt
Imo, any map where the CTs are actually as skilled as the Ts, CTs will completely dominate the Ts. However, it only takes 1 ct to bait to turn 1 gun into 5, and then everyone is dead.
You think so? I find that skilled Ts can make things happen even when Cts are playing "correctly". One fine example is Texan on StationX even without a gun he manages to escape from time to time or if given a gun he easily will shoot down a couple CTs allowing the remaining Ts to rebel.
Skilled Ts can only "make things happen" if they have a gun or the the CTs themselves are not skilled at all. Even then, if the CT team were actually on equal footing, the T team wouldn't be able to capitalize on killing a few CTs as their guns would be dropped into CT areas or far enough away that a T couldn't just run out and grab it then run back, which a lot of CTs just sit back and watch happen.
and using Texan as an example is a great way to put them at unequal footings. I have yet to see a CT able to consistently match Texan in a firefight.
I kill him sometimes.
I also kill him sometimes, but I would never consider him my equal.
Killing someone doesn't necessarily make you better then them. there are lots of other factors such as how much hp they had, what weapons you both were using, any other CTs engaging him or if you were hiding and shot him in the back.
The only time I came close to killing Texan by myself, both at 100, was on blackops, he using an awp against my m4. 99 in 5d him including at least 1 headshot, then he rounds a corner and insta awps me. source just hates me.
Skilled Ts can only "make things happen" if they have a gun or the the CTs themselves are not skilled at all. Even then, if the CT team were actually on equal footing, the T team wouldn't be able to capitalize on killing a few CTs as their guns would be dropped into CT areas or far enough away that a T couldn't just run out and grab it then run back, which a lot of CTs just sit back and watch happen.
and using Texan as an example is a great way to put them at unequal footings. I have yet to see a CT able to consistently match Texan in a firefight.
1. There should still be plenty of CTs to watch any remaining Ts, and if there wasn't the warden shouldn't have moved them in the first place. Most of these can easily be solved by the warden. Also, the Ts can't type indefinitely, if it's obvious they are doing it just to delay and prevent some CTs from moving up, they can be killed. and good wardens don't give st, just sayin, and even if he did, he can order the CTs not to escort him anywhere.1. Effectively separating out/removing CTs by spreading out the number of Ts This makes rushes more effective. Examples:
-Hiding in cells to make one or two CTs check them
-Stopping to type, this can also be used to seal off rooms by prevent CTs from moving
-Asking for ST and requesting an escort
2. Making use of distractions to escape and get guns. This also includes rigorously examining where the CTs are positioned & looking and understanding your chances of escape.
3. There are some situations that will result in a CT dying at least some of the time. Moving CTs through tight locations, around corners, enclosed rooms kill CTs all the time even if they are really good at being CTs.
4. Mass rebellions.
1. There should still be plenty of CTs to watch any remaining Ts, and if there wasn't the warden shouldn't have moved them in the first place. Most of these can easily be solved by the warden. Also, the Ts can't type indefinitely, if it's obvious they are doing it just to delay and prevent some CTs from moving up, they can be killed. and good wardens don't give st, just sayin, and even if he did, he can order the CTs not to escort him anywhere.
2. The only distractions that happen will come from rebels, and unless its actually a mass rebellion, it usually isn't enough of a distraction to sneak away from a watchful eye.
3. Tight locations aren't necessarily a death sentence, and neither are corners. I've addressed this in my guide already, and they are very easy to handle if you know what you're doing, especially if you have backup. You may get stabbed once, but if you get stabbed twice you probably did something wrong. Also, CTs do not need to go into an enclosed room to watch the Ts, and if they needed to be, it would be on the warden to put the Ts in an area away from the entrances/exits.
4. It's going to be an uphill rebellion unless the Ts can get guns, which shouldn't happen unless CTs/wardens are doing stupid things, like ordering them in front of armory or something.
Unless theres only like... 3 CTs, theres always plenty of them to watch any potential exits. And again, if there is only 3 CTs, the warden can move them in increments instead of having them run across the entire map. This also helps solve the following point.There's never plenty of CTs. It also depends on the map if they are suspended up high it does make it more difficult, although again depending on the situation it makes chasing and aiming harder. If it's completely flat then opportunities can be made as you will need some cutting off the sides, some from the back, some from the front.
You can always have the Ts in front stop and let the one in back catch up. The only opportunity a T in the back can capitalize on is any encroaching CTs, which again, I have addressed in my guide.How can you tell they are delaying vs typing? It only takes moments for a T to seize the opportunity to run. Blob walking might solve this.
You don't need to watch every exit per say, some exits eventually leads to the same area and multiple exits can usually be watched from 1 area. The only exceptions are vent cells.On maps that have multiple escape methods (break_final, inception) you won't have enough CTs to watch every exit. One distraction is enough to bring focus onto one particular section allowing a CT to get knifed or allowing other Ts to escape. This distraction could come in the form of a running away T, a gun, or something like vishnu.
Getting stabbed twice is a lot less likely than getting stabbed just once. If theres a tight corridor, then Ts would need to be on different sides to actually stab you, and if you check the corners correctly, you should only end up getting stabbed once in a bad situation. If worse comes to worse, you could always lead with a grenade and spray the corners assuming the prisoners were given time to move to the correct location and you won't be freekilling. And one pistol with no backup ammo won't be enough to kill a strong CT force.If you get stabbed once you can get stabbed twice by two people. It's easy enough to coordinate. It's all probabilities at the end of the day. You just need one gun like you said.
Ts rebel in climb in syntax or climb in stationX. If you order the Ts out you split your forces and your CTs may still lose.
Really don't get what you mean by this.Unless a CT team has a plan they will often focus on one area letting another go unwatched