CS Jailbreak Should we give T's a gun when Last Guard is activated?

Should we give T's a gun when Last Guard is activated?

  • Yes

    Points: 21 45.7%
  • No

    Points: 25 54.3%

  • Total voters
    46
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Jacko

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I personally think arming T's once last guard is activated will be beneficial for a couple of reasons:

  1. Unarmed T's can defend themselves.
    - Often times we see unarmed T's stuck in a game or a room when Last Guard is activated. It sucks being killed in these situations.

  2. The round won't last as long.
    - If Last Guard is activated its because the CT's lost control of the round. Winning the round as a Last Guard should be challenging.

  3. When Last Guard is activated, we often times see new players who are not rebelling ask "Why was I killed?". Spawning them a weapon once Last Guard is activated will definitely help them understand what's going on.

I think T's should be given glocks. If they become too powerful we can give the Last CT more health or another type of buff. If T's are still too powerful we can limit the glock to a single clip. Finding a balance to this is achievable.
 
would create a shit ton of lag if 20+ Ts are shooting at one guy, and once the CT loses its armor aim punch would make him unable to shoot anyone
 
that’s a no from me and the only reason is because when last guard happens it already means the t’s have taken over.

point 1

if they’re stuck in a game then that’s just the natural selection, if they get a gun the guard is just going to run away and not pursue because then he’s going to die

point 2

round time lasting so long is because the t’s don’t prusue. instead you should make both sides actively attack each other.

point 3

the new players won’t understand a lot of things. this is just one of them. they’ll learn how the game works like we all did.
 
I really like this idea along with the available changes you listed in case it turns out to be too much. Makes it much more interesting than a CT walking around the map for a minute while the T's run around trying to get into secrets to get weapons like it usually goes. Pretty big change, but I think it will spice things up for the better.
 
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A few points I'd like to make regarding this...

  • Most Last Guard situations end in the T's all swarming the CT and killing him anyway... If we give them guns, the CT wont have any chance at all.
  • Along with your #2, this could end rounds sooner so we don't have 30 people waiting for the CT to either die or kill off 10 Ts -- it would also discourage CTs from camping for LG.
  • This would make the LG situation more clear to new players but there are tons of other things that confuse new players already.

I'm learning more towards "no" on this one.
 
There are pros and cons to this idea.

Pros: Last Guard gets destroyed immediately 95% of the time, making rounds end quicker, which everyone will appreciate.

Cons: Last Guard gets destroyed immediately 95% of the time. Also, I could see guards being even further away from stack as they fear the carnage that occurs when last guard is activated. Queue up high diver campers.
 
I personally disagree with this idea. The main reason I do is that the "last guard" event is supposed to be the guard's final "chance" to get back control, and that chance is gauged by how the guards did during the round in totality.

If the CTs kept the Ts all in a stack and together but one guy sniped everyone, or they are locked in a game, the last guard has a chance.
If everyone got away and got to the armory (which happens most of the time in a last guard scenario), the last guard is going to get lasered.

I think that should remain to be the purpose of the last guard, instead of turning it into some "sudo-TDM", and instead letting how the round played out influence how the last guard does.
 
I agree with the concept, but yea pros and cons. I think our issue here isn't LG but delay as a whole. I've been thinking about this for a while now, and the rounds seem really long and drawn out mainly because people A. do it intentionally to troll, or B. Forget that LR is even happening. I noticed that some wardens make rounds take so long when they don't need to, and it's very annoying. Even more annoying when you have to sit there through 2-3 mins of some1s LR when they aren't even LR'ing, just lolly-gagging around the map while 20+ ppl sit and play on their phones. I think a much more effective solution would be to have more strict rule enforcement against delay, and maybe even create new rules to deter delay if we have to. For example, admins should be allowed to spec a LG (without warning them, should have an implied warning IMO) who knows that a group of 5 Ts are right around the corner, but decides to swing around the map to get the jump full sweat mode, adding an extra 2 mins to round. We should also be just as strict about camping during LG as we are on special days (do not stand in 1 area for more then 10 seconds or be moved to spec), and even more strict about camping out of sight for LG (this is super annoying on so many levels and we should crack down on it). During LR for Ts, give them an automatic LR menu that auto slays them if they don't pick 1 in like 10 seconds (can be enforced by admins if actual plugin doesn't allow for it). Those are just some of my ideas, let me know your thoughts.

Edit: I'm sure you were around Jacko Jacko during the pg days where LR didn't have a separate clock, which encouraged the wardens to speed up the rounds because it was considered a good warden trait to leave the Ts with time to LR before the round was over. I know a separate clock got added because of new rules and complaints about lack of LR time, but I think there's got to be a better way to balance this. Maybe it would have been better, not to necessarily give LR it's own clock scaled to the amount of CTs, but just increase the overall round length slightly.

All in all, delay is always a pain issue when you're dealing with it and hopefully we can think up something good that lets us have more rounds in 1 map, because more rounds = more rebelling chances/more wardens/more just about anything that can happen in the craziness of JB.

My final thought on the matter: delay should be discouraged on the server as much as possible, and speeding up the round when you can should be encouraged.

I also care to hear your guy's thoughts on this @sopheyy @Jayy Daddy Succ Daddy Succ @Baefy @Sloths
 
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just remove last ct 🧠🧠Also last ct being next to unarmed ts in a game is the fault of the rebeller who killed all cts before the warden.
If you want to reduce delay just limit warden hp to 400 like it used to be so people are not as inclined to hide to get last ct
 
Nah, last guard is basically the last guard having a chance to get to LR, most of the time he gets obliterated once a few ts with aks catch him all at once
 
I would say no given that it would not be fair for the T’s who tried to rebel or did rebel during the day… If you’re still near of the Last Guard, it’s your own problem and gotta face the consequences (pussies T’s won’t make me cry !)

To be honest, when it’s Last Guard and I am unarmed, I really like the tension when I have to escape as fast as I can and find out an opportunity to rebel or just camp and wait for my friends to be blasted until LR 👍

And according that it’s already hard for LG to manage to get to the LR in normal time, I’m pretty sure this would just be unfun to be the LG
 
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I like the idea, I would believe maybe a weak weapon like the "Glock" would be a fair gun.
 
Many players including CS LE and JB-SS expressed their thoughts on this matter. The majority of players were not on board with this change and many valid arguments were made.

I appreciate the feedback given!

~Closed
 
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