SpazzO wrote:
ajescorcia025 wrote:
koolaidman wrote:
SpazzO wrote:
In my honest opinion, it ruins any chance the Ts have to attempt to rebel if a CT can just jump into a secret on "suspicion" that a T went in, or if they heard some random noise....
I'm not in agreement with the current ruling, but I will enforce it accordingly to Matt
If there are T's missing, your method would prevent CT's from really searching for T's without getting killed, since they could hide in secrets with you unable to enter them as a safe zone, and pop out when the coast is clear. It would also prevent you from really defending yourself on maps like spy_vs_spy where you can clearly hear when T's are in water. It would also prevent you from chasing after them when you hear vent break, or if the screen is shaking from deathcrate.
Sounds aren't random, something made them play. Hearing a vent break, water footsteps, metal grate footsteps etc tell a lot of information.
Completely agree! By not allowing CTs to use what they hear then you give Ts an unfair advantage and on maps that are easy to rebel on ie razor this is crucial!
It's not as much about the noise, as it is the roleplay of not knowing the secrets are there. I'm done with this. Matt has spoken, I'll enforce it as so.
"I heard a noise behind this wall, probably just a mouse ig" There's a certain limitation when it comes to "roleplaying" It is a game after all with the goal of killing rebelling enemies. It's hard to avoid the "meta-gaming" that knowing if you hear a T at X, you can enter at Y to cut them off. But such is life. It's a game.