- Joined
- Jan 5, 2022
- Messages
- 20
I see there was a similar suggestion to this in december (wasn't approved or denied) but i propose something slightly different and less T sided than that guys suggestion. Regarding this rule "CT's must not damage vents or go into them unless you hear/see/suspect a prisoner has gone through (do not camp vents)".
I understand CT's pursuing based on seeing and suspecting (broken vent or missing t's) but hearing breaks a lot of maps. My suggestion is just to either remove them being able to go in based on hearing or make a rule that prevents them going through the armory vent directly. My reasoning is on many maps where armory is near cellblock it destroys the entire point of the vent cell and is basically a death wish if any t's go in due to most mappers using metal vents and having the metal breaking noise which broadcasts very loud that someone is smacking a vent which leads to CT's who have a full loadout breaking the vent in armory and pursuing. If every vent had a gun in it i wouldnt be against it but when you have a knife and youre in a tight hallway theres not much you can do other than eat a face full of lead, even on spy vs spy where theres a sawed off you're usually screwed if its cell 1 due to it taking longer to run and get the shotgun and then turn around and get a tight angle where its even usable and if you go outside there's a high chance a CT hears it and exits there or steps outside and you get blasted by an AK 30 seconds later. vipinthemix is another example of this where if you break the vent youre gonna die before you even get 6 feet into the vent. I'm sure theres more maps with this issue but those are the first 2 that come to mind since they're played daily. Vent cells in maps are usually supposed to be that one way ticket to a free rebel since it already requires a decent amount of rng to get it, usually 1/12 or 1/20 on maps with lots of cells. I feel like it's an issue that camping in your cell and praying for no cell check or knifing the ct as he comes in is more viable than using the vent that was built into that cell for the reason of rebelling.
Addressing the main argument I saw someone make in the other guys post is "Maps that have cell vents leading to armory would be terrible to play. Think about it. Every round, several T’s get a free pass to armory with no threat. This would cause for extreme rebelling every round. Every map usually ends with no more than 2 CT wins, no need to make it even more T sided."
To this i would say there's usually 8-15 Ct's with full loadouts, I doubt every person who gets a vent cell is a pro and can 1v12 an entire team with full loadouts especially if the T miss their shot, plus if a CT were to see them in there they can pursue or use the button outside armory to just open it and hunt them down. Regarding the end bit it usually ends in 2 CT rounds because most T's will kill them all during LR or time runs out and it defaults to a T win.
The whole goal and fun for a T is usually to rebel (some like going for LR and have fun with s4s or gun toss and thats fine) and the goal for a CT is to keep them in check and deal with rebellers so removing peoples joy of spawning in and seeing that vent in their cell seems unnecessary when CT's have plenty of other advantages like full loadoats or not having to go AFK every 15 seconds/having to crouch or shiftwalk everywhere.
I understand CT's pursuing based on seeing and suspecting (broken vent or missing t's) but hearing breaks a lot of maps. My suggestion is just to either remove them being able to go in based on hearing or make a rule that prevents them going through the armory vent directly. My reasoning is on many maps where armory is near cellblock it destroys the entire point of the vent cell and is basically a death wish if any t's go in due to most mappers using metal vents and having the metal breaking noise which broadcasts very loud that someone is smacking a vent which leads to CT's who have a full loadout breaking the vent in armory and pursuing. If every vent had a gun in it i wouldnt be against it but when you have a knife and youre in a tight hallway theres not much you can do other than eat a face full of lead, even on spy vs spy where theres a sawed off you're usually screwed if its cell 1 due to it taking longer to run and get the shotgun and then turn around and get a tight angle where its even usable and if you go outside there's a high chance a CT hears it and exits there or steps outside and you get blasted by an AK 30 seconds later. vipinthemix is another example of this where if you break the vent youre gonna die before you even get 6 feet into the vent. I'm sure theres more maps with this issue but those are the first 2 that come to mind since they're played daily. Vent cells in maps are usually supposed to be that one way ticket to a free rebel since it already requires a decent amount of rng to get it, usually 1/12 or 1/20 on maps with lots of cells. I feel like it's an issue that camping in your cell and praying for no cell check or knifing the ct as he comes in is more viable than using the vent that was built into that cell for the reason of rebelling.
Addressing the main argument I saw someone make in the other guys post is "Maps that have cell vents leading to armory would be terrible to play. Think about it. Every round, several T’s get a free pass to armory with no threat. This would cause for extreme rebelling every round. Every map usually ends with no more than 2 CT wins, no need to make it even more T sided."
To this i would say there's usually 8-15 Ct's with full loadouts, I doubt every person who gets a vent cell is a pro and can 1v12 an entire team with full loadouts especially if the T miss their shot, plus if a CT were to see them in there they can pursue or use the button outside armory to just open it and hunt them down. Regarding the end bit it usually ends in 2 CT rounds because most T's will kill them all during LR or time runs out and it defaults to a T win.
The whole goal and fun for a T is usually to rebel (some like going for LR and have fun with s4s or gun toss and thats fine) and the goal for a CT is to keep them in check and deal with rebellers so removing peoples joy of spawning in and seeing that vent in their cell seems unnecessary when CT's have plenty of other advantages like full loadoats or not having to go AFK every 15 seconds/having to crouch or shiftwalk everywhere.
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