Servo Posted April 8, 2013 Share Posted April 8, 2013 Because you no longer have to teleport to death run and Dog House is connected from both soccer and obs, it's really easy for the Ts to escape and rebel if CTs aren't watching both areas carefully. If the Ts are ordered to go through obs to Dog House, all they have to do is run away through Dog House and they can get to soccer and back to the cell area. Same for the other way around. I enjoy rebelling, but when it's too easy it messes up the game. It's too easy to rebel now that you can basically run around the whole map. Yeah, CTs should be more careful now to guard every entrance, but that's not going to happen a lot of the time. We have players who aren't always great CTs, just don't think as carefully about the game as others, are new, or just have trouble keeping up with stopping rebellers in all possible exits. Can something be done about that? Also, I really enjoyed wipeout and slide. They were some of my favorite activities. Climb is pretty damn hard now as well. Can we get some version of the previous iterations of these back? And more importantly, can something be done to stop rebelling from being so easy because of the two entrances to Dog House? Quote Link to comment
RageQuit Posted April 8, 2013 Share Posted April 8, 2013 Because you no longer have to teleport to death run and Dog House is connected from both soccer and obs, it's really easy for the Ts to escape and rebel if CTs aren't watching both areas carefully. If the Ts are ordered to go through obs to Dog House, all they have to do is run away through Dog House and they can get to soccer and back to the cell area. Same for the other way around. The lead CT should just tell other CTs to go to these places in advance so that Ts cannot rebel. I enjoy rebelling, but when it's too easy it messes up the game. It's too easy to rebel now that you can basically run around the whole map. Yeah, CTs should be more careful now to guard every entrance, but that's not going to happen a lot of the time. We have players who aren't always great CTs, just don't think as carefully about the game as others, are new, or just have trouble keeping up with stopping rebellers in all possible exits. It's a new map; CTs are slow on the learning curve. They will eventually adjust. Can something be done about that? Also, I really enjoyed wipeout and slide. They were some of my favorite activities. Climb is pretty damn hard now as well. Can we get some version of the previous iterations of these back? And more importantly, can something be done to stop rebelling from being so easy because of the two entrances to Dog House? >wanting the ripped and glitchy shit "made" by Salsa over what Youthedog made Yeah, no. Youthedog and Bonbon are still making adjustments to the map; if it does end up that some of these changes overly benefit the T side, there will be more changes to counterbalance this. 1 Quote Link to comment
Mr Hugh Janus Posted April 8, 2013 Share Posted April 8, 2013 Surprised you had time to play the new map being banned and all, just saying. 1 Quote Link to comment
Factions Posted April 8, 2013 Share Posted April 8, 2013 I like the new map and derp cts are derps no matter how the map changes 1 Quote Link to comment
Killuminati Posted April 8, 2013 Share Posted April 8, 2013 Maybe add some lasers to close off Deathrun and keep Ts in once they're there? CTs will still have to make sure they wont rebel by running under buttons and out the other side but CTs should be able to keep an eye on them with some Ts trapped in deathrun. Quote Link to comment
youthedog Posted April 9, 2013 Share Posted April 9, 2013 So you can stop crying, I added an alarm above DR exit & doghouse entrance so if any T passes through obs tower, dog house door, or DR exit, it will spin and play the sound for 45 seconds, if it gets annoying when you bring T's there for a day, I'll remove it but that'll be all based on your reaction to it unless you can propose another solution. Quote Link to comment
ViridionPlague Posted April 9, 2013 Share Posted April 9, 2013 So you can stop crying, I added an alarm above DR exit & doghouse entrance so if any T passes through obs tower, dog house door, or DR exit, it will spin and play the sound for 45 seconds, if it gets annoying when you bring T's there for a day, I'll remove it but that'll be all based on your reaction to it unless you can propose another solution. 2 buttons in guard tower in obs and another set in in soccer somewhere to disable the alarms either entrance? Quote Link to comment
Icon Posted April 9, 2013 Share Posted April 9, 2013 if they can be disabled. wouldn't that defeat the purpose of the alarms? Quote Link to comment
Mr Hugh Janus Posted April 9, 2013 Share Posted April 9, 2013 Put the alarm switches some where that is easily accessed by guards but no so much the T's Quote Link to comment
Trixus Posted April 18, 2013 Share Posted April 18, 2013 So you can stop crying, I added an alarm above DR exit & doghouse entrance so if any T passes through obs tower, dog house door, or DR exit, it will spin and play the sound for 45 seconds, if it gets annoying when you bring T's there for a day, I'll remove it but that'll be all based on your reaction to it unless you can propose another solution. It should just spin red and not play a sound, or if it does, it should be a quick sound like a button press. 45 seconds would get on peoples nerves quickly. Quote Link to comment
Servo Posted April 18, 2013 Author Share Posted April 18, 2013 45 seconds seems pretty excessive. You could go there, kill the rebelling T, and it would still play for a while. Even at three seconds I think it might get annoying. Also, CTs are still not wising up to preventing rebels running through dog house and death run. 1 Quote Link to comment
Trixus Posted April 22, 2013 Share Posted April 22, 2013 45 seconds seems pretty excessive. You could go there, kill the rebelling T, and it would still play for a while. Even at three seconds I think it might get annoying. Also, CTs are still not wising up to preventing rebels running through dog house and death run. which leads to a LOT less days in dog house/deathrun Quote Link to comment
joKer Posted April 22, 2013 Share Posted April 22, 2013 It leads to smarter cts? Is that even possible? 1 Quote Link to comment
Trolling Pictures Posted April 24, 2013 Share Posted April 24, 2013 It's simple, we kill the rebellers. It will lead to chaos, and madness.... Madness? This is JAILBREAAKKK Quote Link to comment
Fry Posted April 25, 2013 Share Posted April 25, 2013 How about you close off DR with a door that can be open with a button? 1 Quote Link to comment
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