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Jailbreak Suggestion Thread


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IDK how many times I have to quote myself...

 

^ This. I am NOT going to make Ts even MORE OVERPOWERED. If anything, I will continue to give CTs more advantages. Compare JB now, to JB before drugs, and you'll see a HUGE difference between the win/loss ratio.

 

There's a 9.1% chance of getting Electric Chair with !pd, so that means the percent chance of getting it 8 times in a row is 0.00000047% so, I suggest yo udon't buy a lottery ticket any time soon.

 

Anyways, I can always change it back to how !pd was before, I can always add these !pd's back in

  • Fire Crotch - Sets you on fire
  • Civilian - Strips all your weapons

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I think that the Rebel !pd is completely unnecessary, if you get it you are dead unless you get a warday, or you are in VIP. I think that JJK/Bonbon should take it out

 

That's just like saying to get rid of the electric chair !pd. Not everything you get from !pd has to be good, there needs to be a downside/risk to !pd. T's ARE ALREADY OVERPOWERED ENOUGH.

 

Refer to Bonbon's famous "T's are already overpowered and will not be getting more advantages to kill CT's" quote.

 

^ This. I am NOT going to make Ts even MORE OVERPOWERED. If anything, I will continue to give CTs more advantages. Compare JB now, to JB before drugs, and you'll see a HUGE difference between the win/loss ratio.
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I think that the Rebel !pd is completely unnecessary, if you get it you are dead unless you get a warday, or you are in VIP. I think that JJK/Bonbon should take it out

 

Spray cell

 

Hide behind spray for 15 secoonds

 

???

 

profit

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Make prisoners who kill Cts red for more than 5 seconds.. I dont know if there's some sort of bug with holding the gun out for 5 seconds then when you holster it you arent a rebel...

 

But as it is now, someone can get a gun and just pick of ct's while in a group and by the time they are unstacked they are no longer a rebel

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if you kill someone on t you're red for 45-50 seconds i believe. most leads nowadays have a habit for sitting the t's at the bottom of stairs for minutes on end nowadays.

 

It depends on how much rep you have. It can be from 5-50 seconds. And if leads/cts are good enough, they can tell them to unstack and then you can kill the red T's.

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First off let me say this, I don't honestly understand where all the angst comes from with trying to make cts even with the ts. Before the gang/drug mod, the ratios of wins vs. loses for ts and cts and basically the same as today, the only difference is that we are making it more complicated for people to become lead and once they are lead to actually lead. Now I propose a few adjustments none of which will probably be entered just as my other 'ideas'. I will go in more detail on my ideas in a moment but a synopsis of it would include; removal of the command !fire, toning down the gang perks, and an auto-muter for the t side. Now let me first crush the argument that states that the drug/gang add-on caused for the disinflation of the ct team and/or ct leads. Well, I argue saying that it stopped being a fight over who's lead when the !lead first came out. As I remember many people stopped being ct, simply because people were getting picked for lead just for how fast they can press a button. So now that we have the covered let me go over to my 'ideas', first one was removal of fire. While on paper it seems like a good idea but in the long run it slows down ct leading because they do not want to be fired over a popularity contest. The argument obviously for !fire is that it allows the common player to take off this lead, now lets use the scenario that the lead has a bad mic, does everyone really need to fire him? I believe the admins do a great job at warning the leads when the mics are bad, even a little overkill so that reason is out. How about if you don't like the lead? As I said above, some people I know stopped being lead because of its a popularity contest. What if hes just a bad lead and/or you dont like the game? REBEL THEN. Also, if the lead gets fired at some place like at sauna or at the bottom of cell stairs, the round is over, even if a noble ct took over, there is probably 5 ts in armory. Next proposition would be to tone down the gang mod. I can't really think of a reason not to tone it down so let me tell you my opinion on the matter. There is going to be a point in the distant future, where all gangs have the 3 bullet scout/whatever and are ranked up fairly. This would totally ruin game play for cts if for say 3 people have a scout, that's 9 dead cts assuming the ts are good with a scout. Now 9 dead cts before the doors open, would equal obviously a fail round, this will go on every round. Okay so this is assuming there are 3 gangs with scouts, and all are good with it. Lets put it to today's jailbreak and you will see just about the same thing, well I spawn with a scout at a good percentage, and an aq member at least one of them gets one a round, so thats 6 cts that are able to die now, and then you have the usp/ other rebellers, now half of the cts are dead. Last point (thank god), is to add some sort of muter for ts. This is idea will probably get rejected, whatever. This muter would include two branches, one that mutes ts when lead is talking and/or one that mutes disruptive ts automatically when they are playing music (the latter would not be using on wardays).

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First off let me say this, I don't honestly understand where all the angst comes from with trying to make cts even with the ts. Before the gang/drug mod, the ratios of wins vs. loses for ts and cts and basically the same as today, the only difference is that we are making it more complicated for people to become lead and once they are lead to actually lead.

 

Now I propose a few adjustments none of which will probably be entered just as my other 'ideas'. I will go in more detail on my ideas in a moment but a synopsis of it would include; removal of the command !fire, toning down the gang perks, and an auto-muter for the t side.

 

Now let me first crush the argument that states that the drug/gang add-on caused for the disinflation of the ct team and/or ct leads. Well, I argue saying that it stopped being a fight over who's lead when the !lead first came out. As I remember many people stopped being ct, simply because people were getting picked for lead just for how fast they can press a button. So now that we have the covered let me go over to my 'ideas',

first one was removal of fire. While on paper it seems like a good idea but in the long run it slows down ct leading because they do not want to be fired over a popularity contest. The argument obviously for !fire is that it allows the common player to take off this lead, now lets use the scenario that the lead has a bad mic, does everyone really need to fire him? I believe the admins do a great job at warning the leads when the mics are bad, even a little overkill so that reason is out. How about if you don't like the lead? As I said above, some people I know stopped being lead because of its a popularity contest. What if hes just a bad lead and/or you dont like the game? REBEL THEN. Also, if the lead gets fired at some place like at sauna or at the bottom of cell stairs, the round is over, even if a noble ct took over, there is probably 5 ts in armory.

 

Next proposition would be to tone down the gang mod. I can't really think of a reason not to tone it down so let me tell you my opinion on the matter.

 

There is going to be a point in the distant future, where all gangs have the 3 bullet scout/whatever and are ranked up fairly. This would totally ruin game play for cts if for say 3 people have a scout, that's 9 dead cts assuming the ts are good with a scout. Now 9 dead cts before the doors open, would equal obviously a fail round, this will go on every round. Okay so this is assuming there are 3 gangs with scouts, and all are good with it. Lets put it to today's jailbreak and you will see just about the same thing, well I spawn with a scout at a good percentage, and an aq member at least one of them gets one a round, so thats 6 cts that are able to die now, and then you have the usp/ other rebellers, now half of the cts are dead.

 

Last point (thank god), is to add some sort of muter for ts. This is idea will probably get rejected, whatever. This muter would include two branches, one that mutes ts when lead is talking and/or one that mutes disruptive ts automatically when they are playing music (the latter would not be using on wardays).

 

huge wall of text formatted: tl;dr - remove !fire, add an auto-muter for the tees, tone down gangs.

 

now lemme lay some shit down. The !fire command is abused yes, but I have only seen a few successful fires in the past few days (all were the same guy when he was trying to lead) so !fire abuse is not really a problem when the fire is not actually taking place. !fire is a good way to get rid of a lead you personally don't want to lead.

 

an auto-muter is already in place (beginning of round starting at 6:00 and going to 5:30) and 9/10 times there is at least 1 admin in the server who is ready to mute the tees should they begin to get unruly with the mic spam.

 

the gangs have made the server more popular than it was before (which is insane to think about). And i laugh at the fact that you think ALL JAILBREAKERS ARE GOOD WITH A SCOUT. that part made me laugh. honestly the aq scout is usually good for 1-2 dead cts per scout. if you don't like it, get better cts that can kill the scouter(s) quick.

 

/endrant.

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huge wall of text formatted: tl;dr - remove !fire, add an auto-muter for the tees, tone down gangs.

 

now lemme lay some shit down. The !fire command is abused yes, but I have only seen a few successful fires in the past few days (all were the same guy when he was trying to lead) so !fire abuse is not really a problem when the fire is not actually taking place. !fire is a good way to get rid of a lead you personally don't want to lead.

 

an auto-muter is already in place (beginning of round starting at 6:00 and going to 5:30) and 9/10 times there is at least 1 admin in the server who is ready to mute the tees should they begin to get unruly with the mic spam.

 

the gangs have made the server more popular than it was before (which is insane to think about). And i laugh at the fact that you think ALL JAILBREAKERS ARE GOOD WITH A SCOUT. that part made me laugh. honestly the aq scout is usually good for 1-2 dead cts per scout. if you don't like it, get better cts that can kill the scouter(s) quick.

/endrant.

Like I said if you read, dont like the lead, for personal reason? its not a popularity contest, rebel or suck it up

 

I am not talking about the beginning of the round, im talking the other 90% of it.

 

I am able to kill 3 cts with the three bullets given to me, as i know others that can do the same, that is 6 cts, right now with 48 players that is about half the team. Also the entire framework is out of balance for the ts, but you clearly do not understand that and thats why there is all this effort to find 'creative' ways to help cts in which I gave 3 ways that would boost it tremendously.

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Damn, Cookie, when you told me you were gunna post a huge page in this thread I woulda at least thought you woulda used BBCode :P

 

And yes, cookie, I acknowledge that Ts have, do, and always will win more rounds than CTs. BUT! But let's compare JB to now, to JB right before we put gangs on.

 

before

  • All T's spawned with 100 HP.
  • The only gun a T could ever get in his cell was the USP in USP cell.
  • 1 round start bomb
  • the occasional !pd bomb

 

Note that because there was only 1 weapon, all the good leads would do a USP check, and the only way anyone could rebel was

  • Baiting CTs
  • Bomb (Only if CTs are baiting)
  • First Cell
  • Randomly sneaking away and making it to armory

 

 

Jailbreak now

  • 1 round start bomb
  • 1 USP in USP cell
  • The occasional !pd bomb
  • Usually at least 1 scout on the server
  • Usually at least 1 ADDITIONAL person being teleported to first cell (I'm not talking about PD, because the old PD had first cell teleport too, but the gang perk)
  • Some Ts spawn with an extra 20 health (I Decline)
  • Superknife !pd
  • Admin Room !pd
  • Still baiting CTs

 

 

A few facts about gang perks

  • 8 gangs have 3 bullet scout perk. A total of 209 members are in these gangs. The chance of any one of those people getting a scout on round start is from 10-18%
  • 8 gangs have First cell chance. A total of 99 members are in these gangs. The chance of anyone getting this perk is from 10-30%
  • 3 gangs have Executioner perk (50% chance of sending someone with a right click knife to electric chair if you get the perk, which is 5-15% chance) a total of 71 people have this perk
  • 23 people in I decline get like 18 health EVERY ROUND
  • 9 people have bomb chance
  • 7 people have hegrenade chance

 

Now, because of these weapons that people can get, no one really does gun check anymore. So not only do the Ts have all the weapons they get from gangs, they have that 12 bullet USP.

 

Now I agree that people don't have perfect aim with the scout, but being realistic, I get at LEAST 1 kill with a scout when I get it. When you're at the bottom of cell stairs, all it takes is 1 CT not paying attention and BAM headshot. And occasionally you'll get 2 or three.

 

Back to your original three

  • Remove Fire - IDK man, I ain't changing anything because there seems to be no solution to that madness.
  • Auto Muting TsTwo things:
    • The idea of an auto mute Ts when lead is talking has been proposed, but IIRC bort didn't like the idea, but I can't remember the argument. (not too sure on this one)
    • Eventually, I was thinking of limiting the amount of people that can talk on the mic at any point in time to 3 (mainly to prevent buffer), while giving precedence to Lead -> CTs -> Ts... it's on the list, but I'm quite busy right now.

    [*]Back to toning down gangs

    • I've been wanting to do this for a while, actually
    • Looking at the statistics I just posted, I would probably start by decreasing 3 bullet scout to 2 bullet scout (and change 1 clip USP to 8 bullet USP)
    • Then I would decrease the percent chance/powerness of ALL perks by 25% or so
    • People would bitch at me to no end
    • Some people would stop playing JB because they're so mad, and then reappear in the next few months/years telling stories about how good JB used to be, and how it sucks now
    • Eventually people would forget that I ever changed everything

 

Now the question is, do I tolerate the week of people being mad at me if I change it? @_@

 

That's just my side of things, and I hope that you understand No matter what I do or do not do, some people will love me for it, some will hate me for it.

 

 

 

FOR THOSE OF YOU WHO LIKE PRETTY COLORS

 

Damn, Cookie, when you told me you were gunna post a huge page in this thread I woulda at least thought you woulda used BBCode :P

 

And yes, cookie, I acknowledge that Ts have, do, and always will win more rounds than CTs. BUT! But let's compare JB to now, to JB right before we put gangs on.

 

before

  • All T's spawned with 100 HP.
  • The only gun a T could ever get in his cell was the USP in USP cell.
  • 1 round start bomb
  • the occasional !pd bomb

 

Note that because there was only 1 weapon, all the good leads would do a USP check, and the only way anyone could rebel was

  • Baiting CTs
  • Bomb (Only if CTs are baiting)
  • First Cell
  • Randomly sneaking away and making it to armory

 

 

Jailbreak now

  • 1 round start bomb
  • 1 USP in USP cell
  • The occasional !pd bomb
  • Usually at least 1 scout on the server
  • Usually at least 1 ADDITIONAL person being teleported to first cell (I'm not talking about PD, because the old PD had first cell teleport too, but the gang perk)
  • Some Ts spawn with an extra 20 health (I Decline)
  • Superknife !pd
  • Admin Room !pd
  • Still baiting CTs

 

 

A few facts about gang perks

  • 8 gangs have 3 bullet scout perk. A total of 209 members are in these gangs. The chance of any one of those people getting a scout on round start is from 10-18%
  • 8 gangs have First cell chance. A total of 99 members are in these gangs. The chance of anyone getting this perk is from 10-30%
  • 3 gangs have Executioner perk (50% chance of sending someone with a right click knife to electric chair if you get the perk, which is 5-15% chance) a total of 71 people have this perk
  • 23 people in I decline get like 18 health EVERY ROUND
  • 9 people have bomb chance
  • 7 people have hegrenade chance

 

Now, because of these weapons that people can get, no one really does gun check anymore. So not only do the Ts have all the weapons they get from gangs, they have that 12 bullet USP.

 

Now I agree that people don't have perfect aim with the scout, but being realistic, I get at LEAST 1 kill with a scout when I get it. When you're at the bottom of cell stairs, all it takes is 1 CT not paying attention and BAM headshot. And occasionally you'll get 2 or three.

 

Back to your original three

  • Remove Fire - IDK man, I ain't changing anything because there seems to be no solution to that madness.
  • Auto Muting TsTwo things:
    • The idea of an auto mute Ts when lead is talking has been proposed, but IIRC bort didn't like the idea, but I can't remember the argument. (not too sure on this one)
    • Eventually, I was thinking of limiting the amount of people that can talk on the mic at any point in time to 3 (mainly to prevent buffer), while giving precedence to Lead -> CTs -> Ts... it's on the list, but I'm quite busy right now.

    [*]Back to toning down gangs

    • I've been wanting to do this for a while, actually
    • Looking at the statistics I just posted, I would probably start by decreasing 3 bullet scout to 2 bullet scout (and change 1 clip USP to 8 bullet USP)
    • Then I would decrease the percent chance/powerness of ALL perks by 25% or so
    • People would bitch at me to no end
    • Some people would stop playing JB because they're so mad, and then reappear in the next few months/years telling stories about how good JB used to be, and how it sucks now
    • Eventually people would forget that I ever changed everything

 

Now the question is, do I tolerate the week of people being mad at me if I change it? @_@

 

That's just my side of things, and I hope that you understand No matter what I do or do not do, some people will love me for it, some will hate me for it.

Edited by Bonbon
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I agree to toning it down. Or perhaps have a handicap and lower the benefit of a perk the more members a gang has

Lol, and decrease the chances of getting the prize. But I like how you said more gang members = lower benefit it sounds like a real way to balance the gang menu, this might make gangs think twice from having 95% of the server population inside them!

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But I like how you said more gang members = lower benefit it sounds like a real way to balance the gang menu, this might make gangs think twice from having 95% of the server population inside them!

 

^this. This sounds like a great idea, not only for reducing the T's chances of winning, but for spreading out members among the gangs

 

 

FOR THOSE OF YOU WHO LIKE PRETTY COLORS

 

o.O

 

So many pretty colours, I feel like acid is kicking in

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]That's just my side of things, and I hope that you understand No matter what I do or do not do, some people will love me for it, some will hate me for it.

 

This is so true, sadly..

 

 

 

Some people would stop playing JB because they're so mad, and then reappear in the next few months/years telling stories about how good JB used to be, and how it sucks now

 

Fuck the haters, you have done wonders to HG! :D

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I find that the CT's completely lose control when the server fills up, every round there's ATLEAST 1-3 scouts, and there's always CT's who stand perfectly still and get headshotted (Giving T's even more guns to rebel)

 

I do think the extra HP ct's get has increased the chance they'll win (Or atleast get to LR) as i write this the server score is 67 wins for ct's, 235 wins for t's, which isn't too bad since most of the time T's win LR because they rebel.

 

With a good lead and very few derp CT's it's easy to keep them under control, stay out of view of the T's while they are still in their cell (except first cell) make them unstack on deagle cage and check for guns (The main problem is CT's follow around the main group of T's without checking cells for any hiders, and they frequently go close to the T's and get bombed)

 

I agree to toning it down. Or perhaps have a handicap and lower the benefit of a perk the more members a gang has

 

Do you mean how many members the gang has total? Or just online?

 

If it's total then i'd disagree with that, a handicap based on how many gang members that are currently online would make sense.

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Like I said if you read, dont like the lead, for personal reason? its not a popularity contest, rebel or suck it up

 

The fire command is fine as it is, there are alot of terrible leads and we should be able to fire if the majority of the T's don't want him, it's rare to be fired the only person i've seen get fired multiple times was Dj something, and that's because he was a bad lead and sounded like he was 11 (which after 10+ rounds of him leading was quite annoying)

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The fire command is fine as it is, there are alot of terrible leads and we should be able to fire if the majority of the T's don't want him, it's rare to be fired the only person i've seen get fired multiple times was Dj something, and that's because he was a bad lead and sounded like he was 11 (which after 10+ rounds of him leading was quite annoying)

 

But there's the thing, fire isn't used as it should. Sure, it is used less frequently now that rep + points = prep but that does not stop the fact that it is used based on how much they like that person. Just the other day, I seen a guy tried to lead (at least 18, knew the rules, was fairly decent), and because another ct member was not fast enough at typing !lead he convinced the ts to boot him off, and surely he was. Also you are contradicting yourself with your DJ Monkey argument, you even say that his is fired because he is 11 (jailbreakers don't like squeakers).

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But there's the thing, fire isn't used as it should. Sure, it is used less frequently now that rep + points = prep but that does not stop the fact that it is used based on how much they like that person. Just the other day, I seen a guy tried to lead (at least 18, knew the rules, was fairly decent), and because another ct member was not fast enough at typing !lead he convinced the ts to boot him off, and surely he was. Also you are contradicting yourself with your DJ Monkey argument, you even say that his is fired because he is 11 (jailbreakers don't like squeakers).

 

So remove the ability to fire leads despite it rarely being abused? Sounds stupid to me, ofcourse we should be able to fire a lead if we don't like him (Considering the number of !fire commands needed they are usually terrible leads)

 

I would also love another 1-2 well made maps added to the server, though i guess having the drugs spawn would make it a bit of a pain.

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My biggest wish, is to make the JB server have more maps.. gets pretty boring over time with just 1 map..

As far as i know, You have all that is required to pay a mapper for a new map, and im not the only one who thinks that we need more maps (:

 

This will make the server perfect. Never mind more mods and shit.

 

I WANT MOAR MAPZZ

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