- Joined
- Jan 16, 2007
- Messages
- 6,091
1. There will be mass rebellions almost every round, making rebelling even more stale than it already is due to how easy it will become.
No there won't. Most of the time people rely on Texan who usually just goes for baiting CTs or another player to start the rebellion so they can come in and clean up.
CTs will actually have to use CT areas such as cat walks, guard towers, areas behind fences and glass windows. They'll actually have to smarten up and stop baiting. I've just seen so many rounds go down hill due to one not-so-bright CT who decided to be in an area they shouldn't have. Wardens will actually have to be more strict and keep a watchful eye for any threats such as those possibly with a gun, checking cells for any missing Ts and actually making sure all of the Ts are accounted for.
Rebelling is really stale when you can't do it at all, not because its too easy though after a while it can be if the CT's can't be smart enough to keep out of the Ts ways and make sure vents and what not aren't open. Mainly though its not easy with a decent team of CTs as Ive had it hard on many maps when the CTs are actually decent to above average to professional guards (we don't have teams of the last one like we used to).
2. Playing Ct will be become EVEN MORE difficult and boring than it already is when there are rebellions and you get killed during them.
You mean being a CT with a gun, secondary, and grenade isn't easy? You mean the bad CTs wont want to play thus allowing good CTs the chance to be able to play?
Good CTs prevent rebellions, its not tough. I've done it as a warden because I make sure CTs are covering any ways that are not the ways to the area I specified and they're not in areas that causes them to bait. I also make sure that I don't move the Ts unless they're shift walking or crouching thus preventing rebellions even more so.
If the Ts work as a team (You know like they did 3-4 years ago in Jail) then CTs will have a tougher chance to control them but not impossible as I have seen massive rebellions of 25 Ts fail horribly against a team of 12 CTs without one CT getting knifed and leaving just the 1 innocent T alive (they got an A for effort, but an F for execution) . But really the CTs who bait are the ones making it hard for the rest of their team not because Ts have to move around.
3. Jail will become unbalanced due to the amount of rebellions and it will overall be a matter of the Cts surviving every round.
Right now a majority of the reasons that CTs fail to win is because they bait and fail to use the areas designated for them. It isn't because Ts work as a team because I rarely see that anymore, but more a few who work together at best or because a Super Star Lone Ranger comes in and wipes the CTs before the rest of the Ts can do anything.
To be honest CTs have become so comfortable with keeping the Ts in cell blocks at times they forget to check if they're missing any, if any have guns then tell them to stack, or to check other entrances into cell block, etc to make sure they're not going to be snuck up on.

















