I completely agree. The negatives of RTD far outway the semi-good ones.I think we should get rid of the spawn in red rtd roll. Its just auto death basically and you lose an entire round because of it. You also barely win anything anyways so having it just makes rtd feel bad imo.
To be honest, im the intended audience as the guard who wants to mow down that red tThere's an RTD that makes it so you spawn in marked as a rebeller? Who thought that was a good idea? lmao
What guns and how many bullets spawn in these guns??RTD currently gives Ts a lot of powerful rewards, such as spawning with a gun, spawning invisible, and more. Meanwhile, there are little meaningful downsides to RTD, the extent of it is the rare left or right knifing (or weapon) restriction, which isn't even that bad.
Spawn Red is a rather lethal roll, yes (though not guaranteed), but it balances it out a bit. When used right, a gun roll (which isn't too rare considering the number of Ts) can almost instantaneously end the round for the entire CT team. Having something like Spawn Red as an actual negative makes sense to me.
What guns and how many bullets spawn in these guns??
yeah warden HP is really strong against most of these besides the awp i guess and deagle but theres still like no chance of rolling these, you get more commonly "spawn red" or "cant right/left knife" or you can just spawn without a knife due to RTDthat .011% is really strong... Have yet to see any of these other than the negev and glock. which are not strong orr good lol
they got free ST because of an empty gun from RTD 
Didn't even think about this. Spawning in green doesn't get you st but red just means kos. There is really no point in either imo. And whats the point of getting green because you cant force a warden to give you st bc you rolled it.if spawning "red" is kos, why is spawning "green" not ST
While I agree that some rtd rewards can end the round for the entire CT team, this is mostly based on the skill factor of the player who receives and uses the gun reward. On the other hand, the "spawn red" reward can end YOUR round based on an entirely luck factor (whether or not the warden pardons you). This is the inequality that makes me and others feel dissatisfied with this outcome.RTD currently gives Ts a lot of powerful rewards, such as spawning with a gun, spawning invisible, and more. Meanwhile, there are little meaningful downsides to RTD, the extent of it is the rare left or right knifing (or weapon) restriction, which isn't even that bad.
Spawn Red is a rather lethal roll, yes (though not guaranteed), but it balances it out a bit. When used right, a gun roll (which isn't too rare considering the number of Ts) can almost instantaneously end the round for the entire CT team. Having something like Spawn Red as an actual negative makes sense to me.
i like this. very smart man nonyawhy not just remove spawn red and the spawn with negev & awp from rtd? Making RTD so strong for either team isn't very fun.
I like the idea of mixing up the gameplay with RTD but think its gone too far, need to find a balance. No need to spawn with guns as a T, or spawn red/green.I think the goofy rtd rolls add to the gameplay +1 we need more red ts off spawn up the chances![]()
Hate spawning red, lose the whole round. sucks on high popI like the idea of mixing up the gameplay with RTD but think its gone too far, need to find a balance. No need to spawn with guns as a T, or spawn red/green.