I'm gunna give an end-all here. I've clarified this time and time again so I'm simply going to just quote myself here.
Relevant rules:
You may not camp the armoury or secrets (CTs should be out of armory by 5:30) but you can enter secrets for a 10 second count. You must play your role as a guard. CT's may kill T's as rebels, any prisoner that is trying to access a secret.
mattlikespie wrote:
CTs can enter secrets at any given point, provided that they are actively playing their role, i.e looking for a rebeller, not straying to the other side of the map, etc. This is where the 10 seconds come in. Say, for example, you are playing razor and only 9 out of 10 terrorists are present, and you decide to go look for the last terrorist. Well, obviously, you don't know where he is. So you decided to check awp window. You may enter this secret, but only for 10 seconds, because you have no idea if there is actually a terrorist in there. If there isn't a terrorist in there, more than 10 seconds is considered camping. The 10 seconds is just a definition of how long it is until you are to be considered camping the secret. Now on the other hand, say you saw the terrorist kill a CT with an awp from awp window, so you go there to hunt them down. There is not a 10 second limit for you to enter this secret because there is a terrorist in there, and you are actively trying to kill them, because there an active engagement is not camping. However, once the terrorist is dead, you are, of course, expected to leave. So, not going to call out any names, but when a terrorist who's an admin goes into a secret and camps there waiting for a CT to come in, they cannot slay a CT for "being in there for more than 10 seconds," when they come to pursue, even when its blatantly obvious the terrorist is there.
Another example, there's another vent in the corner of the map under armory window on razor that leads straight to armory. It is physically impossible for someone to get to armory in less than 10 seconds using that vent. What does that mean? Well then CTs should not ever use that secret, unless they just saw a terrorist use it, and they are pursuing. Using a different secret to get to the same location as another secret that the rebelling terrorist used is allowed, provided that you are indeed pursuing the terrorist, and you don't use that secret for more than 10 seconds, or camp it.
The most important part to remember, is that CTs must always play their role. This is really what it comes down to, and admins should always ask this question first before slaying some CT for entering a secret.
Doesn't make sense? If you are a CT that went into a secret and you have a legitimate reason for doing so, then ideally you are following the rules.
To answer the question - if you've heard a noise from a secret then yes you can go check it out but you cannot camp it or spend more than 10 seconds doing so unless you've gained a visual on the terrorist.
There is controversy over the aspect that secrets are "secret" and CTs shouldn't know about them. However - the current rules do not prohibit how I've defined this rule and how it will be clarified. This controversy cannot fit in with the current rule and everything make sense, because yes, the rule is broken.
That's it. There's no ifs, ans or buts about it. I know a lot of people don't like this rule or what it actually means but too bad. The best I can offer is try to change it at the next admin meeting but for the past year and half, this rule has been brought up at every single admin meeting and never changed? Why? Because we've yet to come up with something better.
I'm gunna give an end-all here. I've clarified this time and time again so I'm simply going to just quote myself here.
Relevant rules:
You may not camp the armoury or secrets (CTs should be out of armory by 5:30) but you can enter secrets for a 10 second count. You must play your role as a guard. CT's may kill T's as rebels, any prisoner that is trying to access a secret.
mattlikespie wrote:
CTs can enter secrets at any given point, provided that they are actively playing their role, i.e looking for a rebeller, not straying to the other side of the map, etc. This is where the 10 seconds come in. Say, for example, you are playing razor and only 9 out of 10 terrorists are present, and you decide to go look for the last terrorist. Well, obviously, you don't know where he is. So you decided to check awp window. You may enter this secret, but only for 10 seconds, because you have no idea if there is actually a terrorist in there. If there isn't a terrorist in there, more than 10 seconds is considered camping. The 10 seconds is just a definition of how long it is until you are to be considered camping the secret. Now on the other hand, say you saw the terrorist kill a CT with an awp from awp window, so you go there to hunt them down. There is not a 10 second limit for you to enter this secret because there is a terrorist in there, and you are actively trying to kill them, because there an active engagement is not camping. However, once the terrorist is dead, you are, of course, expected to leave. So, not going to call out any names, but when a terrorist who's an admin goes into a secret and camps there waiting for a CT to come in, they cannot slay a CT for "being in there for more than 10 seconds," when they come to pursue, even when its blatantly obvious the terrorist is there.
Another example, there's another vent in the corner of the map under armory window on razor that leads straight to armory. It is physically impossible for someone to get to armory in less than 10 seconds using that vent. What does that mean? Well then CTs should not ever use that secret, unless they just saw a terrorist use it, and they are pursuing. Using a different secret to get to the same location as another secret that the rebelling terrorist used is allowed, provided that you are indeed pursuing the terrorist, and you don't use that secret for more than 10 seconds, or camp it.
The most important part to remember, is that CTs must always play their role. This is really what it comes down to, and admins should always ask this question first before slaying some CT for entering a secret.
Doesn't make sense? If you are a CT that went into a secret and you have a legitimate reason for doing so, then ideally you are following the rules.
To answer the question - if you've heard a noise from a secret then yes you can go check it out but you cannot camp it or spend more than 10 seconds doing so unless you've gained a visual on the terrorist.
There is controversy over the aspect that secrets are "secret" and CTs shouldn't know about them. However - the current rules do not prohibit how I've defined this rule and how it will be clarified. This controversy cannot fit in with the current rule and everything make sense, because yes, the rule is broken.
That's it. There's no ifs, ans or buts about it. I know a lot of people don't like this rule or what it actually means but too bad. The best I can offer is try to change it at the next admin meeting but for the past year and half, this rule has been brought up at every single admin meeting and never changed? Why? Because we've yet to come up with something better.
Thank you for the clarification.
I was playing it as if "I am not going to go to a secret as a CT cause I do not know they are there, unless I see a T use it." In the spirit of the game, I will continue to not use secrets as a CT, but I will be trying to address this issue in the next admin meeting.
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
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.
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!
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.
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.
If it's a matter of roleplay then why let Ts rebel without getting slayed? Kinda seems unfair imo. Just saying that the whole "roleplay" aspect goes both ways....
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.
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.
+1 bud on the same page as you. Its common sense. Btw you should consider applying, I like your ingame name haha.
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.
I apologized to you and I apologize again, my attitude wasn't the greatest and I should have asked what you were doing, all I saw was a CT roaming in the vents, and sounded like had been there for quite some time.
*DEAD*EgN|s BEST ADMIN TITTYSPRINKLES: i thought today was rulebreaking day my bad :-( *DEAD* EgN| Terminator #Fishy Guy: yup, ma dick to long :)
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