CS JB - Gain HP After Killing

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What about killstreaks, like 5 Cts give you a full clip of ammo, at 10 Cts you get some other stuff anything but HP

why not hp, ammo would be essentially useless, at 5 there should be guns around you. 10 is very uncommon as most possible cts at max players is 13
 
Getting health after killing a CT doesn't change much. If you're caught, you die anyway in a few shots. If you escape, you're red now and health is scattered throughout Jail maps.

That being said, Ts don't need more unnecessary overpowered features. Jailbreak is 80% T-Sided, 20% CT-Sided. And that's with a solid CT team and active wardens. We should be removing features we don't need, not adding more.

Its more like 67% T sided 33% CT sided due to ratio
 
I'll rephrase my previous statement to simply say that I really don't want to give any immediate bonuses for a killing outside of what's already given in the form of an exchanged CT:T ratio.
 
Ts don’t need hp on kills. If you’re any good at rebelling you’ll take your hp into consideration when rebelling. It takes skill to rebel and I feel if you get hp upon kills that removes a ton of skill.
 
For what it's worth, I think that this suggestion is plausible, however I don't really think that adding something like this would do much other than enable foul play. We already have enough of that going around as it is. Just use that god given noggin and the resources on a map and everything will be dandy.
 
Because CTs need voice communication (Warden giving orders, CTs telling Ts to drop guns) and good placement on the map (Not Baiting, Pursuing KOS areas, Deterring rebellers (It's actually "rebels" not "rebellers" that is grammatically incorrect, not to say you said that, but its some food for thought)) "CTs blow it everytime" means that Ts have the advantage.

EDIT: It's pretty obvious these percentage ratios of T-CT is just picked from thin air. I don't think we should give health to Ts for rebelling. I think rebelling needs to take skill, same with being Warden and a Guard in general.
 
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"CTs blow it everytime" means that Ts have the advantage.

What? It's a 1 CT to 3 T ratio. That means a CT (at the most) needs to manage 3 T's from somehow blowing up your round. You have very powerful weapons to prevent and rules that, imo, allow for an easy LR everytime.

But why don't CT's get to LR? Because CT's bait, don't know the rules very well or at all to pursue secrets, warden doesn't count the T's or plays games that have deadly secrets like grenade secret in surf.

10% of the time that T's win is getting guns in their cells randomly and popping CT's like a mad man. CT's blow their round everytime.
 
What? It's a 1 CT to 3 T ratio. That means a CT (at the most) needs to manage 3 T's from somehow blowing up your round. You have very powerful weapons to prevent and rules that, imo, allow for an easy LR everytime.

But why don't CT's get to LR? Because CT's bait, don't know the rules very well or at all to pursue secrets, warden doesn't count the T's or plays games that have deadly secrets like grenade secret in surf.

10% of the time that T's win is getting guns in their cells randomly and popping CT's like a mad man. CT's blow their round everytime.

The 1:3 ratio is sometimes never filled. For example on Dust2 it?s like a 1:5 ratio. Don?t expect every player wanting to play CT
 
The 1:3 ratio is sometimes never filled. For example on Dust2 it?s like a 1:5 ratio. Don?t expect every player wanting to play CT
Even still, with the exception of Dust2, maps are winnable still with that low amount of CT's.
 
I never thought of the ratio that way. Both you and kazz bring up some good points. Baiting is still a huge issue in jailbreak.
 
Cool idea, depends on _who_ gets HP. i don't think a guard should get overheal for spraying into stack, but should if he Deag'd a T while at half health and being shot at. It would be pretty hard to implement, and if done wrongly would really unbalanced the game and turn it into a cancer pit comparable to my dog's corpse. People would be freekilling or being Nazi's and kill for small reasons just for some more health. +1 if done properly, but I doubt it could if implemented. :/
 
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so here is my hypothesis:
If this suggestion is accepted and a player kills their enemy and gains HP and will keep on killing more and more which would make them almost unkillable. Then the server would go into chaos even more than it already is and that would cause people to not to play on JB, and that would mean that server might be closed or something similar.
 
so here is my hypothesis:
If this suggestion is accepted and a player kills their enemy and gains HP and will keep on killing more and more which would make them almost unkillable. Then the server would go into chaos even more than it already is and that would cause people to not to play on JB, and that would mean that server might be closed or something similar.
That’s the whole point of this suggestion... and it won’t go above 100 hp
 
There is no way that the ts need more help then they have already. when one person rebels they might die they might get kills that's the fun of it. if you get a kill and then gain health it take away a lot of the fun of rebelling and just annoys cts.

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mabey a knife kill or a backstab give 25 health
 
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gliptal gliptal

This would be a very overpowered perk to rebelling prisoners. This will not be added.

~Closed
 
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