- Joined
- Dec 9, 2020
- Messages
- 44
Hello,
When the css server is in it's early period where it's sub 12 players there's an extreme off-balance in the favor of terrorists.
There are 5 avenues between both planting sites: Long A, short A, tunnels to B, mid to B, and mid to A.
For CT with both planting sites in play, they need a minimum of 4 players to cover the basic needs of defense. But should they only have one person at each avenue, it only requires one T to escort the bomb for a nearly guaranteed round win. Having a double attackers to defenders ratio in early games is akin to a coordinated rush when servers are full and very hard to coordinate a defensive rotate since the other CTs are completely blocked off from each other.
Normally this isn't an issue as most people will do the honorable thing and refrain from planting at B until server numbers are higher. Recently, the last few times I've played around noon EST there has been one player who doesn't care about playing and whether or not anyone else is having any fun; he simply wants to win the round no matter what he has to take advantage of. In the 20 minutes I played, at least 8 CT players joined for a few minutes, realized they couldn't defend, complained about it for a few rounds and left. When I asked them not to plant at B until 4 more players were on I received pushback from this player and they planted at B every round, or tested B's defenses before going to short since they knew we couldn't successfully defend more than 1 site.
What I'm suggesting is that we make this server fair and balanced so that numbers can build up rather than staying empty until the evening rush kicks in.
A w/k/b for a b plant before 12 players are active would do wonders for early players.
When the css server is in it's early period where it's sub 12 players there's an extreme off-balance in the favor of terrorists.
There are 5 avenues between both planting sites: Long A, short A, tunnels to B, mid to B, and mid to A.
For CT with both planting sites in play, they need a minimum of 4 players to cover the basic needs of defense. But should they only have one person at each avenue, it only requires one T to escort the bomb for a nearly guaranteed round win. Having a double attackers to defenders ratio in early games is akin to a coordinated rush when servers are full and very hard to coordinate a defensive rotate since the other CTs are completely blocked off from each other.
Normally this isn't an issue as most people will do the honorable thing and refrain from planting at B until server numbers are higher. Recently, the last few times I've played around noon EST there has been one player who doesn't care about playing and whether or not anyone else is having any fun; he simply wants to win the round no matter what he has to take advantage of. In the 20 minutes I played, at least 8 CT players joined for a few minutes, realized they couldn't defend, complained about it for a few rounds and left. When I asked them not to plant at B until 4 more players were on I received pushback from this player and they planted at B every round, or tested B's defenses before going to short since they knew we couldn't successfully defend more than 1 site.
What I'm suggesting is that we make this server fair and balanced so that numbers can build up rather than staying empty until the evening rush kicks in.
A w/k/b for a b plant before 12 players are active would do wonders for early players.
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