Most CTs run around checking secrets the whole round anyways rather than doing their job so this doesn’t happen very often and usually it only happens if there are only new CTs are alive. Limiting and dictating how a T rebel seems to be against the spirit of rebelling itself. I think it should be more enforced upon the CTs to pursue if someone is wasting time hiding rather than forcing the rebel out and ruining his mischief.
Not allowing T’s to camp and hide when rebelling would be similar to saying they are forced to push CTs on a warday; it would force them into an even greater disadvantage than they already are in in the first place and would make rebelling unfun and ruin the spirit of the game.
It’s the CT’s job to pursue the rebeller, not vice versa.
Most CTs run around checking secrets the whole round anyways rather than doing their job so this doesn’t happen very often and usually it only happens if there are only new CTs are alive. Limiting and dictating how a T rebel seems to be against the spirit of rebelling itself. I think it should be more enforced upon the CTs to pursue if someone is wasting time hiding rather than forcing the rebel out and ruining his mischief.
Not allowing T’s to camp and hide when rebelling would be similar to saying they are forced to push CTs on a warday; it would force them into an even greater disadvantage than they already are in in the first place and would make rebelling unfun and ruin the spirit of the game.
It’s the CT’s job to pursue the rebeller, not vice versa.
They’re not saying that you should make the Ts force themselves to unhide. If the round is going slowly without any progress, that nothing is leading to whatever, an admin should therefore force progression. However, if they’re searching for the last 2 Ts but have trouble and not progressing, then an admin should or could toggle a beacon on Everyone making it easier for both the Ts and CTs
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So what's people's opinions when it's the last 2-3 minutes of the round and the T plans on hiding in a vent? Also their logic is hide to win the round without having to fight the rest of the CT team.
I think that's when it's time to step in as an admin to do something about it.
So what's people's opinions when it's the last 2-3 minutes of the round and the T plans on hiding in a vent? Also their logic is hide to win the round without having to fight the rest of the CT team.
I think that's when it's time to step in as an admin to do something about it.
Again, that's the major reason I brought this rule up. Because this happened on LEGO the other day and I witnessed it and it wasn't fun because it just delayed the round. It's also a problem when there's an AFK player too
Most CTs run around checking secrets the whole round anyways rather than doing their job so this doesn’t happen very often and usually it only happens if there are only new CTs are alive. Limiting and dictating how a T rebel seems to be against the spirit of rebelling itself. I think it should be more enforced upon the CTs to pursue if someone is wasting time hiding rather than forcing the rebel out and ruining his mischief.
Not allowing T’s to camp and hide when rebelling would be similar to saying they are forced to push CTs on a warday; it would force them into an even greater disadvantage than they already are in in the first place and would make rebelling unfun and ruin the spirit of the game.
It’s the CT’s job to pursue the rebeller, not vice versa.
They’re not saying that you should make the Ts force themselves to unhide. If the round is going slowly without any progress, that nothing is leading to whatever, an admin should therefore force progression. However, if they’re searching for the last 2 Ts but have trouble and not progressing, then an admin should or could toggle a beacon on Everyone making it easier for both the Ts and CTs
What you are saying will force them to “unhide”. Putting a beacon on someone is pretty much saying make a move or die, once a beacon is up, the entire CT team knows the Ts location and if he doesn’t move he will die (unless the CTs are bad which is also their fault). It’s more helpful for the CTs (who usually have the number advantage in this situation) to know which secret a T is in than it is for a T (who is more than likely alone) who has to push out into the open into multiple CTs who are already looking for him and know where he is, regardless if he knows their location.
Rebelling is apart of the role of a T, though it is optional, it is something they are allowed (and encouraged or incentivized) to do. It isn’t their job to kill the CT team as a rebeller, it’s their choice. On the otherhand, it IS the CT’s job to find and kill them and if they fail to do so they should be the one punished. Rebels shouldn’t get punished for something out of their control. If a CT is taking too long to pursue or not pursuing at all, why not just warn/slay them like you normally would if they weren’t doing their role? If you really think beacons are the solution then you could just beacon only the CT, incentivizing the T to attempt to kill them.
It isn’t fair for the T to get punished for doing his role just because the CTs are incompetent and punishing them simply discourages rebelling itself which takes the fun out of the gamemode. Punish the CT (who is actually at fault in this situation) and incentivize the T to make a move rather than ruining his fun.
In my opinion this is a CT problem and the T shouldn’t suffer because of that.
Most CTs run around checking secrets the whole round anyways rather than doing their job so this doesn’t happen very often and usually it only happens if there are only new CTs are alive. Limiting and dictating how a T rebel seems to be against the spirit of rebelling itself. I think it should be more enforced upon the CTs to pursue if someone is wasting time hiding rather than forcing the rebel out and ruining his mischief.
Not allowing T’s to camp and hide when rebelling would be similar to saying they are forced to push CTs on a warday; it would force them into an even greater disadvantage than they already are in in the first place and would make rebelling unfun and ruin the spirit of the game.
It’s the CT’s job to pursue the rebeller, not vice versa.
They’re not saying that you should make the Ts force themselves to unhide. If the round is going slowly without any progress, that nothing is leading to whatever, an admin should therefore force progression. However, if they’re searching for the last 2 Ts but have trouble and not progressing, then an admin should or could toggle a beacon on Everyone making it easier for both the Ts and CTs
What you are saying will force them to “unhide”. Putting a beacon on someone is pretty much saying make a move or die, once a beacon is up, the entire CT team knows the Ts location and if he doesn’t move he will die (unless the CTs are bad which is also their fault). It’s more helpful for the CTs (who usually have the number advantage in this situation) to know which secret a T is in than it is for a T (who is more than likely alone) who has to push out into the open into multiple CTs who are already looking for him and know where he is, regardless if he knows their location.
Rebelling is apart of the role of a T, though it is optional, it is something they are allowed (and encouraged or incentivized) to do. It isn’t their job to kill the CT team as a rebeller, it’s their choice. On the otherhand, it IS the CT’s job to find and kill them and if they fail to do so they should be the one punished. Rebels shouldn’t get punished for something out of their control. If a CT is taking too long to pursue or not pursuing at all, why not just warn/slay them like you normally would if they weren’t doing their role? If you really think beacons are the solution then you could just beacon only the CT, incentivizing the T to attempt to kill them.
It isn’t fair for the T to get punished for doing his role just because the CTs are incompetent and punishing them simply discourages rebelling itself which takes the fun out of the gamemode. Punish the CT (who is actually at fault in this situation) and incentivize the T to make a move rather than ruining his fun.
In my opinion this is a CT problem and the T shouldn’t suffer because of that.
But what you’re stating is that it’s the CTs fault for not being able to find a T which are hiding and they are to blame for not being able to find a T which has found a good hiding position. You have some interestingly ideas but would you really want while you’re dead to be waiting like 3 minutes watching a CT fail to find a T or several? Would you get bored and tired of waiting?
If any CT which knows there’s a missing/rebelling CT then 1/2 CTs should be hunting for this T, if not then they’re not really playing their role. CTs role is to maintain balance in the prison by one CT becoming the warden, and the others bring guards which protect their fellow CT team and as well help the warden by getting rid of those who defy orders (warning has to be provided if applicable). CTs therefore should hunt down rebelling Ts as that is protecting their team from any harm.
We beacon everyone when it is found difficult finding the Ts that are hiding purely on the fact that it’s not progressive if there’s 1/2 CTs left and 2 Ts (one which has LR once the rebeller has been killed) and they cannot find this rebelling T. This T who is hiding is delaying the round, making it difficult for the CTs, and making it difficult for admins by having to put up with people moaning about how long they’re waiting, and by waiting we might even lose a few population.
*DEAD*EgN|s BEST ADMIN TITTYSPRINKLES: i thought today was rulebreaking day my bad :-( *DEAD* EgN| Terminator #Fishy Guy: yup, ma dick to long :)
Most CTs run around checking secrets the whole round anyways rather than doing their job so this doesn’t happen very often and usually it only happens if there are only new CTs are alive. Limiting and dictating how a T rebel seems to be against the spirit of rebelling itself. I think it should be more enforced upon the CTs to pursue if someone is wasting time hiding rather than forcing the rebel out and ruining his mischief.
Not allowing T’s to camp and hide when rebelling would be similar to saying they are forced to push CTs on a warday; it would force them into an even greater disadvantage than they already are in in the first place and would make rebelling unfun and ruin the spirit of the game.
It’s the CT’s job to pursue the rebeller, not vice versa.
They’re not saying that you should make the Ts force themselves to unhide. If the round is going slowly without any progress, that nothing is leading to whatever, an admin should therefore force progression. However, if they’re searching for the last 2 Ts but have trouble and not progressing, then an admin should or could toggle a beacon on Everyone making it easier for both the Ts and CTs
What you are saying will force them to “unhide”. Putting a beacon on someone is pretty much saying make a move or die, once a beacon is up, the entire CT team knows the Ts location and if he doesn’t move he will die (unless the CTs are bad which is also their fault). It’s more helpful for the CTs (who usually have the number advantage in this situation) to know which secret a T is in than it is for a T (who is more than likely alone) who has to push out into the open into multiple CTs who are already looking for him and know where he is, regardless if he knows their location.
Rebelling is apart of the role of a T, though it is optional, it is something they are allowed (and encouraged or incentivized) to do. It isn’t their job to kill the CT team as a rebeller, it’s their choice. On the otherhand, it IS the CT’s job to find and kill them and if they fail to do so they should be the one punished. Rebels shouldn’t get punished for something out of their control. If a CT is taking too long to pursue or not pursuing at all, why not just warn/slay them like you normally would if they weren’t doing their role? If you really think beacons are the solution then you could just beacon only the CT, incentivizing the T to attempt to kill them.
It isn’t fair for the T to get punished for doing his role just because the CTs are incompetent and punishing them simply discourages rebelling itself which takes the fun out of the gamemode. Punish the CT (who is actually at fault in this situation) and incentivize the T to make a move rather than ruining his fun.
In my opinion this is a CT problem and the T shouldn’t suffer because of that.
But what you’re stating is that it’s the CTs fault for not being able to find a T which are hiding and they are to blame for not being able to find a T which has found a good hiding position. You have some interestingly ideas but would you really want while you’re dead to be waiting like 3 minutes watching a CT fail to find a T or several? Would you get bored and tired of waiting?
If any CT which knows there’s a missing/rebelling CT then 1/2 CTs should be hunting for this T, if not then they’re not really playing their role. CTs role is to maintain balance in the prison by one CT becoming the warden, and the others bring guards which protect their fellow CT team and as well help the warden by getting rid of those who defy orders (warning has to be provided if applicable). CTs therefore should hunt down rebelling Ts as that is protecting their team from any harm.
We beacon everyone when it is found difficult finding the Ts that are hiding purely on the fact that it’s not progressive if there’s 1/2 CTs left and 2 Ts (one which has LR once the rebeller has been killed) and they cannot find this rebelling T. This T who is hiding is delaying the round, making it difficult for the CTs, and making it difficult for admins by having to put up with people moaning about how long they’re waiting, and by waiting we might even lose a few population.
You shouldn’t have to wait 3 minutes, if the CT really needs that much time to find someone hiding (especially in the more familar and popular maps which the server rarely strays from) then they are either 1. Fucking around and not doing their role or 2. Incompetent and should be swapped until they get a better understanding of their role or the map. If it takes then 3+ minutes of searching for a T they more than likely shouldn’t be on CT just because of their lack if understanding or involvement in the round. There are some odd maps that not many people are familiar with that manage to get voted and perhaps if it happens then it would be okay to beacon, but if some CT needs to take 3 minutes to find some random T hiding in a cell on Electric his role as a CT should definitely be brought into question.
Next time this rare occurence happens, take a look at the living CTs, I almost guarantee they are either new or not paying attention.
Steam ID: STEAM_0:1:195157239 Joined: Sun Dec 11, 2016 10:53 pm Posts: 766
I'm going to rephrase part of what Kharn has stated previously
Kharn wrote:
Rebelling can sometimes take patience, I'm all for progressing the round, but not at the cost of limiting how the T's rebel.
There is a tactical advantage to waiting for the CT's hunting you to come to you, rather and walk around and get sniped by a camping CT.
The CT role is to give guidance/orders to the T to follow, if that following T do not follow the orders, they would be warned/killed, however the T is given the opportunity (not mandatory) to rebel or still follow orders. If they have chosen to rebel, they could HIDE since it's tactical stratgey as Kharn said than "delaying" or kill the whole CT team as a suicidebomb. For example, in a situation such as you (the t) rebeled to garage, and had a p228, would you rush a CT with a primary (m4a1, ak-47, and awp) you would not rush in, since they have the upper-advantage (spawning in armory and having primary/secondary/kevlar armor), so the logical answer is to wait it out until a CT come into garage and kill him or her. Hypothetically, if you add a rule to "forcing t's to actively rebel" you are just basically taking their rights of rebelling (hiding for a few seconds, luring a ct to come to you, etc) Also, the round is most likely always progressing and the round is progressing but in the slowest way possible; however many people forget and think "the round isn't progressing"
And, then the auto-win feature, it has always been there; Window:OS Jailbreak and now the recently new panel Linux: Jailbreak, because if we had no objective of the game (Bomb has been planted, etc) the round would continuely go on and on, people would complain on the server then leave, which is a huge problem by itself. Just gonna say it out-there; we had never/countered this problem of "t's delaying the round" and bringing this "potenital problem" out of nowhere would probably won't happen at all.
The situation you had brought up, "See, that's what I was hoping for. Because usually "progressing the round" applies to a CT, but the T was hiding in the cell vent on lego, right underneath the entrance, and the CT's were trying to find him while he just stayed there until time expired and the T's ended up auto-winning"; is a prime example of T's rebelling and the CTs aren't doing their role of pursuing the last rebelling T and killing him. Why would you punish the T who hasn't benefit from anything (kills) but just winning the round (tab-score) against the Counter-Terroist Team.
There's already a rule for this but many people don't look over it; 46. You must play your role as a guard. 75. CT's may kill T's as rebels, any prisoner that is trying to access a secret.
"Time always flows equal and doesn’t undergo any changes, independent of existence or absence of things, independent of their motion or rest."
Last edited by winter on Mon Jan 29, 2018 9:24 pm, edited 1 time in total.
Steam ID: STEAM_0:0:150625838 Joined: Mon Oct 12, 2015 2:42 am Posts: 4024 Location: NorCal
Let me rephrase what I had said.
To an extent, an admin is allowed to beacon either team evenhandedly. For instance, on a war day, if there are two CTs left alive still in war day zone even after the war day had expanded, meanwhile, there are 2 to 3 T's left alive sitting in either vent / secret initially delaying the round with still 3 minutes on the clock an admin should tell the player-base to progress the round as a war day should be fast paced and it's the admins job to make sure the round progresses. Also, this can include either team, terrorist or counter-terrorist, if they (either team) starts moving around. Great. No beacon. As the round is then progressing. After all, it should be the CT's job to pursue their role as they were the ones who had called the war day in the first place and should move forward with it.
Now if they continue to not progress the round (both players / teams are just sitting in corners) then it's appropriate for an admin to beacon both teams / players to advance the round. And just to add, an admin still has to make sure each round is fair for all players during which if there are possibly 5 CT's left with one T then of course an admin shouldn't be throwing any beacons on either team as it'd only be giving the CT team the advantage. Now as for a regular day, if there are no more non-rebelling T's left alive on which there is only one T left rebelling that's possibly camping secrets then as long as the CTs are pursing their role / searching for the last T then the round is still progressing. Not necessary for an admin to beacon anyone neither should it ever be as if the CT doesn't find the T in time it's their fault. Not the T's.
Most of this all depends on what is happening at that current moment. There isn't necessarily a right or wrong, per se. As for the beacons, they mainly fall into play on a war day.
Aside from a war day, it's initially the CT's responsibility to pursue the rebelling T rather than the terrorists.
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