jb rounds getting to lr consistently is not good

gliptal

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With all of the buffs to CTs in jailbreak, rounds are consistently making it to LR. This is bad!! There has never been less incentive to rebel at the start of the round and go for some suicide play because you are almost guaranteed to have to wait 6+ minutes to play the game again.

I do not think the current balancing is healthy for jailbreak
 
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+1 ct ratios are the main culprit, keep saying this but people pretend like 2 extra cts isnt game breaking
 
Hi gliptal gliptal , could you provide concrete changes you'd like to see?

The most recent update we saw the ratio changed from 1 : 2.5 to 1 : 3. Is this satisfactory to meet the desires that you have regarding our Jailbreak server?
 
I think removing the chat message that snitches if people are hiding in cells should be changed. I think its fine if there are 4 or less CTs, but past that it disincentive an entire type of rebeler from existing. This is problematic because A. naturally less rebelling/chance to rebel B. Makes CTs play way safer as they dont have to get closer to Ts to check cells, and C. Maps with without cell games are CT sided if they dont have some form of rebelling tool like vents or a gun, which not every map has.
 
Hi gliptal gliptal , could you provide concrete changes you'd like to see?

The most recent update we saw the ratio changed from 1 : 2.5 to 1 : 3. Is this satisfactory to meet the desires that you have regarding our Jailbreak server?
I think this change is definitely a step in the right direction. I still think more can be done though.

Last Guard is way too strong for no reason. It is very rarely fun for Ts as they will likely not have a good gun or stuck in some game while trying to fight someone with >10x their hp. CTs are encouraged to bait teammates so they become Last Guard, and Ts are encouraged to hide/camp during Last Guard so they can potentially get LR. I do not think either of these interactions are good. Essentially, it is a minigame that can waste up to 2 minutes that is only really fun for one person, the last CT.
I understand this has tried to be addressed by giving Ts guns, but I think Last Guard is inherently flawed due to the behaviors it encourages. It should be nerfed to a point where the CTs very rarely win.

I have talked a little about this before but all CTs getting guaranteed armor is bad. Ts are already disadvantaged by not having guns, and armor makes this worse. Mappers already do this balancing when deciding whether or not to give armor in their map :).
I think it can still be okay on bad ratios though, but it should be indicated somewhere in chat for the Ts. Maybe an indicator in the first warden selection message if you are trying to reduce chat clutter. Something like: (K) if just kevlar, and (HK) if helmet and kevlar.

i agree with this completely too \/
I think removing the chat message that snitches if people are hiding in cells should be changed. I think its fine if there are 4 or less CTs, but past that it disincentive an entire type of rebeler from existing. This is problematic because A. naturally less rebelling/chance to rebel B. Makes CTs play way safer as they dont have to get closer to Ts to check cells, and C. Maps with without cell games are CT sided if they dont have some form of rebelling tool like vents or a gun, which not every map has.
 
100% the server is always at its highest pop when guards are just getting ruined. I main guard and I encourage doing everything we can do to increase rebelling

bring back jb_obama, jb_tavern and im gonna finish mine

When I’m hopping on jailbreak I’m hopping on to throw down with some red ts
 
Mappers already do this balancing when deciding whether or not to give armor in their map :).
I do agree with this, maps choose if and how much armor is given to each CT. and even on aqueduct, they are given more contra/armor based on how many guards there are which attempts to balance the map. i think bc each map is different armor just should be left up to the mapper. and yeah like gliptal said, if it is like really inbalanced, then knowing what the CTs are getting will def help Ts knowing if they have to left right click, left left right click, etc.

To add onto this post i also think that !rebel needs a rework and should be more similar to how it was in csgo. The m249 needs to be replaced with a negev as it is just the better weapon for killing multiple cts, the m249 is one of the worst guns to use on most jb maps. I also feel like when you do !rebel you barely get any more hp? like sometimes its 125 or in the range but the old calculation was def much nicer, and still gave a challenge to do the T. But as it is right now, nobody is going to !rebel with multiple CTs that are still alive because of how it works right now
 
To add onto this post i also think that !rebel needs a rework and should be more similar to how it was in csgo. The m249 needs to be replaced with a negev as it is just the better weapon for killing multiple cts, the m249 is one of the worst guns to use on most jb maps. I also feel like when you do !rebel you barely get any more hp? like sometimes its 125 or in the range but the old calculation was def much nicer, and still gave a challenge to do the T. But as it is right now, nobody is going to !rebel with multiple CTs that are still alive because of how it works right now
Doing !rebel should be more like how Last Guard is. Where it gives extra HP based on how many CTs are left alive. I feel like that's how it worked back in the GO days, but I could be wrong. Also Negev > M249. I think currently it only gives back to 100hp or 125hp if they are already at 100hp.
 
I can see the reasoning behind this, I'll talk with CS LE and will go from there. Thanks for your concrete recommendations gliptal gliptal .
 
disallow ct's from chasing t's into vents unless it was directly seen

disallow ct's from being in armory past a certain time
 
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