Counter-Strike JB RTD

santa

Frat Boy Mentality
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Feb 9, 2020
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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.
 
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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.
I completely agree. The negatives of RTD far outway the semi-good ones.
 
There's an RTD that makes it so you spawn in marked as a rebeller? Who thought that was a good idea? lmao
 
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.
 
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??
 

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that .011% is really strong... Have yet to see any of these other than the negev and glock. which are not strong orr good lol
 
that .011% is really strong... Have yet to see any of these other than the negev and glock. which are not strong orr good lol
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 RTD
 
if spawning "red" is kos, why is spawning "green" not ST

the amount of STs there are now because of "gun st" and they give up a empty gun kind of ridiculous to the Ts who give up a full gun with a clip

+ the rule where CTs cant follow STs because they don't count as "Ts" they just have a free rebel and ends the round quickly (rule needs to be reworked)


RTD is very T sided but spawning in red is a very mid idea, I like how you can spawn with lower hp but they should make it so the T is unable to heal,


These STs complain about "toxic ct" when they get killed because they are in armory/vents 😭 they got free ST because of an empty gun from RTD 😂
 
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if spawning "red" is kos, why is spawning "green" not ST
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.
 
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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.
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.

I have no issue with with the other current negative rewards, as a T can adapt their playstyle each round to make the most with what they have (i.e. try and heal when -50 HP or acquire a gun when no right click knife).

If this reward is removed, something else negative (for the t-side) clearly needs to take it place, but in my opinion it should not instantly ruin a player's round without them having a say in it.
 
why 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 think the goofy rtd rolls add to the gameplay +1 we need more red ts off spawn up the chances :D
 
I think the goofy rtd rolls add to the gameplay +1 we need more red ts off spawn up the chances :D
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 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.
Hate spawning red, lose the whole round. sucks on high pop
 
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