Needy wrote:
Adding another minute won't change or reduce the amount of T's who rebel. Those who rebel, rebel because they want to, not because the round is too long or too short. We had the round timer at 5 minutes before we changed it to 7 minutes due to T's not having enough time to LR / CT's rushing orders and/or generally not being able to get to the end of the round because the round's timer was too short. Majority of our maps are heavily T sided, especially razor, and with the warning rule now lessens the chance of the CT team winning a round. If I'm being honest, the only way the CT's could win a round was when the warden was either a nazi, or if there were less than maybe 20 T's and a good proportioned CT team.
Having the timer go past 00:00 will just increases the amount of 15+ minute rounds due to the CT team not progressing the round or the T's having ridiculously long LR's.
Should focus less on adjusting the round timer, and more on the rules to adjust to the player base.
'This right here. Needy my fav. poster with the best descriptive responses.