Ts have every possibility before LR to cheese or cheat. You aren’t required to LR, nor are you required to select gun toss.
If you want to cheese then fine, but I don’t think the server should be giving them a fully loaded deagle and teleporting the CTs to them for them to die.
Either don’t LR and find a new way to rebel, do /rebel, or pick a different LR.
Or get good at gun toss.
Some obligatory background statistics, since near the beginning of CS2...
Guards have won 34% of all LRs (6529 vs 12340), and 21% of rounds (8462 vs 31538).
I appreciate the response and I have disagreements throughout. I think the easiest way to address this is line by line:
1: "Ts have every possibility before LR to cheese or cheat. You aren’t required to LR, nor are you required to select gun toss." This is true you are not required to do anything as a T when it comes to server rules. However, they are still rebelling if they don't LR by a reasonable time specified by the warden so they are required to LR. When it comes to choosing gun toss or not, this is the complaint as me and others seem to agree we want to play gun toss just without the hand holding server plugins. If we just didn't like gun toss we wouldn't care about the change at all.
2:"If you want to cheese then fine, but I don’t think the server should be giving them a fully loaded deagle and teleporting the CTs to them for them to die." You do not think it's fine to cheese as you gave the T a 2 bullet gun with a 500hp 500 armor CT with full ammo. This means the T even under the best circumstances can not reasonably cheat the LR since each shot point blank to the head does ~205 damage. The teleport feature I think is more QOL and if they had immunity for the first 3 seconds that could make sense. With this in mind though, a CT can always just ask for another CT to watch to make sure the T doesn't cheat.
3:"Either don’t LR and find a new way to rebel, do /rebel, or pick a different LR." You can't just pick another LR, it's the principal, because if changes like this stand I would assume more LRs will be sanitized until there is nothing left. Another great thing about gun toss specifically is the ability to do other custom LRs within it like cancer jumps or map games without any restrictions. With this change it makes it harder/more annoying.
4:"Or get good at gun toss." This goes both ways. In jailbreak the CTs need to follow the rules while the T's do not. There are plenty of times I have outplayed a T trying to cheese based on how I threw the gun or smarter positioning after landing from throwing the gun. You may have the feeling this is unfair but then I would say a phrase with similar sentiment, "Get good".
5:"Guards have won 34% of all LRs (6529 vs 12340), and 21% of rounds (8462 vs 31538)." Win rate != fun/balance. For example, If there was a game where the attackers won 100% of the rounds because they were given a button to kill the other team at the start of each round for free, we wouldn't just give the other team a button to make the win rate 50/50. This just means adding anti-fun mechanics like this are not the solution towards a better experience for the player base. A couple other quick things about this comment, as stated by
gliptal
the CTs make up a smaller portion of the total players so it would make sense the CTs would loose. When looking at time alive CTs get to play the game much more than T's since each T gets a small chance to rebel/LR each round vs the CTs who get a free ride to LR without having to play a single minigame.
TLDR; Adding guard rails isn't how jailbreak should be balanced