For This "Pursue Vents Through Armory"

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byechill

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so i rebel alot and ive see on maps like undertale if you are playing this game and you break the wood on the door you can get to vents. so when ct's see it they are allowed to pursue this through armory...but to me thats giving a chance to t's and they have no other way to get out other than go disco which should be the way ct's should pursue. or through Strafe Jump. to me the point of jb is to rebel or play games and when they have the chance to rebel and the only entrance through that game is armory and its being blocked by ct's pursuing you is hard to beat. i think there should be a rules where ct's cant pursue through armory.



sorry for my bad typing! this was fresh from my brain lol.


thanks from bye!
 
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To be completely honest, I think we should bring back old maps, where teleports were less frequent and rebelling was a SKILL BASED thing. Now, anyone who has he patience to wait for respawn rebells and goes into kitchen secret, TP’s into armory, and does whatever easy teleport BS they can do to rebel.
 
To be completely honest, I think we should bring back old maps, where teleports were less frequent and rebelling was a SKILL BASED thing. Now, anyone who has he patience to wait for respawn rebells and goes into kitchen secret, TP’s into armory, and does whatever easy teleport BS they can do to rebel.

Armory teleports are just dumb in my opinion. Back in the day, way back before PG even existed, maps used to get denied for having teleports or vents to armory. R Rogue Sniper can confirm

Now I know the PG server is its own thing and people like it. I just like stating my opinion even when nobody asked for it Kappa
 
well EpicFlamingos i wasnt saying add it as a rule or not just stating what ive heard may have misheard it and leo :) leo :) that rule really only means while chasing a t into the vent if you kill him before the end is opened you have to back track out not continue to open other side.

Also to add on to what nick said, yes before pg had a jail our jail server maps where not allowed to have
cell ->armory vent/teleport, it just killed the fun b/c once you knew what cell had that teleport and saw the vent broken you had half the cts rush armory for 1 t, but we did have some maps that had vents that led to armory that started from another area on the map but rarely/never from cells. Also those vents weren't a point a to point b vent, it was point a (cell) to point b-z on the map with 7-10 exits. it gave 1-3 ts max who spawned in the cell to rebel and team together, while in the vent all they really found where pistils and (when they worked) health shots, maybe once in a while smg/shotgun/scout rarely a AR and never an awp. AWPS where a secret that you had to do to unlock them.
 
two different jailbreaks.
we enjoy rebelling...and thats why we play. the challenge is for the ct's to hold the t's from rebelling but giving them these "no armory vent" and all these silly things dont give ct's a challenge. from a pG community i think we dont want these kind of rules. thanks for your opinion tho!
 
Realistically, sounds like the rules are fine except on a few maps that the creator decided to add a vent exit/entrance in armory. I don't see why we need another rule to confuse players. They should feel free to counter a rebellion how they see fit. There are plenty of other ways out of most vents.

Map specific rules will add confusion and ruin the freedom that the Jail server has now. Players like having few rules and fewer that are enforced.

So tl;dr - its fine as is.
 
taco those people should be swapped for staying in armory and second if nobody rebels then what is the best explanation for "JailBreak"?

If people are camping armory report it


Sent from my iPhone using Tapatalk
 
If people are camping armory report it


Sent from my iPhone using Tapatalk

you are allowed to pursue vents if you hear or see a vent break... every map is like that btw R Rogue Sniper ....
it wont confuse players to pursue through armory...the point is why can ct's pursue through armory which blocks the entrance for t's?
literally the people who dont want this play ct D: but its not worth wasting 10 minutes of someone breaking a vent or a door when you are already in vents. i think logically its not fair to t's.
 
you are allowed to pursue vents if you hear or see a vent break... every map is like that btw R Rogue Sniper ....
it wont confuse players to pursue through armory...the point is why can ct's pursue through armory which blocks the entrance for t's?
literally the people who dont want this play ct D: but its not worth wasting 10 minutes of someone breaking a vent or a door when you are already in vents. i think logically its not fair to t's.

Find a different area to pick up guns. Aren't any? Then that's on the mapper for failing to add weapons around the map such as in areas that prisoners can run off to in or from vents.

If I'm a guard and I see or hear prisoners going to vents and them heading to the one place they continually go to, then by logic, I should continue to go there each time. Maybe, just maybe, putting a vent in armory to begin with isn't such a logical choice to make if its that easy for guards to counter those who are rebelling.

E.G. If prisoners A,B,C always go vent then go to armory when they are moved to game 1 and they go to armory and never some other place, then I will, as a guard, continue to go to armory to counter them as I know they will not go to a different area or game.

Pro tip: as a rebel try going to spots people don't think to look and just hiding out for a bit before running to armory or gun caches that are well known by guards, works pretty well.

E.G. If I know a guard will always counter me for continuously going the same route each time I rebel and they know this, I should go to somewhere different to throw them off my scent and cause them to spend time and resources to find me allowing other prisoners to rebel as I am a priority to the guards.

Source: me and 10 years playing Jail/Jailbreak/w.e its called...
 
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10 years and you are blaming the map creator. pathetic..... look at the maps on jb.


this suggestion should be done with
 
Find a different area to pick up guns. Aren't any? Then that's on the mapper for failing to add weapons around the map such as in areas that prisoners can run off to in or from vents.

If I'm a guard and I see or hear prisoners going to vents and them heading to the one place they continually go to, then by logic, I should continue to go there each time. Maybe, just maybe, putting a vent in armory to begin with isn't such a logical choice to make if its that easy for guards to counter those who are rebelling.

E.G. If prisoners A,B,C always go vent then go to armory when they are moved to game 1 and they go to armory and never some other place, then I will, as a guard, continue to go to armory to counter them as I know they will not go to a different area or game.

Pro tip: as a rebel try going to spots people don't think to look and just hiding out for a bit before running to armory or gun caches that are well known by guards, works pretty well.

E.G. If I know a guard will always counter me for continuously going the same route each time I rebel and they know this, I should go to somewhere different to throw them off my scent and cause them to spend time and resources to find me allowing other prisoners to rebel as I am a priority to the guards.

Source: me and 10 years playing Jail/Jailbreak/w.e its called...

I agree with this.
This might be because we were both raised in the same server. (Yes, we were babies getting raised)
Considering the resources that you have in the maps pG-origins, a round should never be won by the CTs. When I rebel, I only do it when I know I can be clever about it, and I single handedly win the round when I choose to.

Be smart about rebelling, or deal with the consequences of you having to wait for 8 minutes while you're dead.
 
10 years and you are blaming the map creator. pathetic..... look at the maps on jb.


this suggestion should be done with

Glad we came to the same consensus that this suggestion should be cancelled. Also there’s no need to be rude as I have offered workarounds to prevent additional rules from being added that the player base would not enjoy having more things to remember and limit their freedom of play styles.

Also if a map maker doesn’t add other weapon caches to the map then yes that’s on them.

I agree with this.
This might be because we were both raised in the same server. (Yes, we were babies getting raised)
Considering the resources that you have in the maps pG-origins, a round should never be won by the CTs. When I rebel, I only do it when I know I can be clever about it, and I single handedly win the round when I choose to.

Be smart about rebelling, or deal with the consequences of you having to wait for 8 minutes while you're dead.

CTs should never win????? I’m a bit confused by this statement.
 
CTs should never win????? I’m a bit confused by this statement.

The pG maps are basically designed to rebel, but noone uses their brain when rebelling, so CTs actually have a chance.
I bet if the original eGO members (Source/early GO) played on the pG server - then the CTs would never win.

^That's what I meant.
 
The pG maps are basically designed to rebel, but noone uses their brain when rebelling, so CTs actually have a chance.
I bet if the original eGO members (Source/early GO) played on the pG server - then the CTs would never win.

^That's what I meant.

To be fair, back when, you can just walk away from 95% of the CTs and they not notice you leaving. I miss good guards that were fun and entertaining as well as fun Ts that rebelled together or just hilariously dumb things together.
 
The pG maps are basically designed to rebel, but noone uses their brain when rebelling, so CTs actually have a chance.
I bet if the original eGO members (Source/early GO) played on the pG server - then the CTs would never win.

^That's what I meant.

unfortunate the cts watch every single move you make on pg jail and check cells right away, so its kind of hard to rebel just by running off unlike how our maps were you turn the corner and pull a magic trick of the disappearing t. unless you try and do a secret on the map or lucky enough to get a vent cell its 90% harder to rebel, not saying impossible, but its not easy. plus the orders they give is like 98% rebel proof since they gather them in a stack then move them while we used to line them up in a wide area and cells only got checked after the t's left the cell block. another thing is that we had at least 1 gun in a cell
 
I agree with this.
This might be because we were both raised in the same server. (Yes, we were babies getting raised)
Considering the resources that you have in the maps pG-origins, a round should never be won by the CTs. When I rebel, I only do it when I know I can be clever about it, and I single handedly win the round when I choose to.

Be smart about rebelling, or deal with the consequences of you having to wait for 8 minutes while you're dead.

what about playing the games in the start of the round? you have to be clever? say for like undertale. there are games to play.
 
The pG maps are basically designed to rebel, but noone uses their brain when rebelling, so CTs actually have a chance.
I bet if the original eGO members (Source/early GO) played on the pG server - then the CTs would never win.

^That's what I meant.

Wide open maps with no cover and no weapons for the Ts unless you get vents or do some secret. I wouldn't call that designed to rebel.
 
Wide open maps with no cover and no weapons for the Ts unless you get vents or do some secret. I wouldn't call that designed to rebel.

Never mind the maps, it's the rules that are designed to make it easy to rebel. That's why newer maps have evolved to be more open to give CTs at least a chance to win a round or two every 60 minutes. Despite this evolution of maps Ts still win a good 60-70% of rounds, often before a single game can be played.

Nowadays maps are designed to make rebelling more fun and dynamic instead of simply being designed to make rebelling possible. This means that old strategies of rebelling such as slipping around a corner when a CT isn't watching is more difficult, but it also means that when you do manage to get away you have a lot more options open to you than before.
 
Never mind the maps, it's the rules that are designed to make it easy to rebel. That's why newer maps have evolved to be more open to give CTs at least a chance to win a round or two every 60 minutes. Despite this evolution of maps Ts still win a good 60-70% of rounds, often before a single game can be played.

Nowadays maps are designed to make rebelling more fun and dynamic instead of simply being designed to make rebelling possible. This means that old strategies of rebelling such as slipping around a corner when a CT isn't watching is more difficult, but it also means that when you do manage to get away you have a lot more options open to you than before.

agreed. that is why you shouldnt let them pursue through armory...it makes it easier to stop rebellers...and makes it not so fun ;/
 
If we’re talking realistically, all maps are unique, some are maps made to rebel (spy v spy, where you get 30 wins for T’s and 5 wins for CT’s on hg days) and others are more regulated, like undertale (where you often get a pretty even score), while some maps are strictly CT sided, like VIP, where CT’s can open armory from the outside, meaning that if people get in there, CT’s will go back into armory and kill them while they’re defenseless.

That’s how JB is. The only work around this would he to either implement a new rule that will please 1/2 of the players, or wait for new, more modern, maps to come around, and those should be more carefully looked through and tested, to prevent petty issues like this from occuring.
 
agreed. that is why you shouldnt let them pursue through armory...it makes it easier to stop rebellers...and makes it not so fun ;/

This used to happen on old pg and undertale, when ct’s couldnt go into armory, T would get go in there, lineup a shit ton of guns and just shoot them out of armory into the stack, that was placed dead center in main cells. What happened was, ct’s would always get ****ed because T’s would get guns. Making armory an off-limits are for CT’s is foolish and illogical. Its an ARMORY. If you want to rebel, do the p2k secret, dual berettas secret, mac 10 secret... there so many options, you’re just looking for an easy way to rebel, and to do it every round.
One person shouldnt be able to rebel EVERY round, maybe 5-6 times in a single map, but not every round...
 
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