zAzz
User
Posts: 48
U.S.G.N. ID: 99264
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Post by zAzz on May 25, 2018 17:16:29 GMT
I've made this poll so we can get to a conclusion on what doing about the shield..
In my opinion it's really op that a team can have up to 3 players with shield and that's just invensible lol.. i think it's really unfair and think about the CT team, they already have flares, molotovs, they're armed to their teeths, but having a shield.. that's just wow lol, it's a nightmare to kill someone like that.. the only thing we need is that they could throw it and kill someone so they can be Captain's America lol, just joking.. But back to the point, i think it should be removed.. What do you guys think?
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Post by NoTy on May 25, 2018 18:38:45 GMT
Remove shield from CT base.
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Post by lelu on May 25, 2018 19:00:18 GMT
Remove shield from CT base.
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Post by Gummy on May 25, 2018 19:56:03 GMT
CT Base shield is fine because TRs have access to the school shield and also Rocket Launcher or RPG to counter the CT shield which makes it pretty useless. You said that CTs have turrets and yes, they have 2 but the Terrorists also have 1 Turret. The TRs can get Gas and Stealth and even 2 Molotovs if they go to the code room and coordinate well so there really is no reason to remove the shields unless there were only normal guns available to the TRs.
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EndHistory
Super User
h
Posts: 255
U.S.G.N. ID: 143332
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Post by EndHistory on May 25, 2018 20:28:27 GMT
I don't think you should remove it as stated above. If you can't win the CTs just join em' lmao. I've seen many others that want things removed because they can't overcome their specific use in the game thus want the thing removed. Not convinced.
Edit: Just saw the 'leave 1 shield only', I may agree with that though. Having a shield is basically being a tank, and having a lot of them would ruin the game.
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Kelzad
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Posts: 23
U.S.G.N. ID: 162212
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Post by Kelzad on May 26, 2018 1:28:37 GMT
I've made this poll so we can get to a conclusion on what doing about the shield.. In my opinion it's really op that a team can have up to 3 players with shield and that's just invensible lol.. i think it's really unfair and think about the CT team, they already have flares, molotovs, they're armed to their teeths, but having a shield.. that's just wow lol, it's a nightmare to kill someone like that.. the only thing we need is that they could throw it and kill someone so they can be Captain's America lol, just joking.. But back to the point, i think it should be removed.. What do you guys think? 1 Shield only, is the best option.
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DanielTheManiel
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Why am I so booty
Posts: 9
U.S.G.N. ID: DanielZeManiel
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Post by DanielTheManiel on May 27, 2018 22:21:43 GMT
I'll go with the one shield option. Having one tank will keep things balanced.
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Deleted
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Post by Deleted on May 30, 2018 2:00:15 GMT
Negative You can't remove the shield The Ts will take AWP and random shot on the hall so don't remove the shield
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Post by glix on May 31, 2018 1:13:21 GMT
How to fws jail 1. Terrorists too OP 2. Give something to CT's 3. Terrorists still OP 4. Remove something from CT's 5. Step 1
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Deleted
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Post by Deleted on Jun 2, 2018 15:22:15 GMT
CT base: M4, m3, he granade, kevlar, light armor, defuse kit, flash, smoke, Deagle, molotov, Laser mines, 1 tactical, Scout, claws, restricted area Minimap room: 2 flares, Awp, He granade, HP, mvp machine, minimap, restricted area. others: 2 tacticals, 2 wrench, 1 molotov, 1 gas granade, Arena and npc room, psycho. Indirect: Freekills, freeshots.
Wrench: Build a base at restricted area; entrance + exit + mvp machine = teleporting to every place, build super supply: infinite molotovs and armors, build barbed wire to block the way and others. Claws: Cuff a terrorist and warn him to don't break his cuffs. Minimap: a ct knows the position of every terrorist (if you don't see them by basic logic they are at: Sewers or code room or elevator or boat); Camping the whole round near the map room, if a terrorist tries to enter the map room or ct base: entrance cuffs, lot of turrets, molotovs, tacticals, armor = bye terrorist MVP machine: a ct could take these MAGIC WEAPONS that make the tactical useless before terrorist could get it; SOS armor + air strike + aug (using wrench); MVP + minimap: - Blocking the ways to take those "weapons" who make the tactical "useless" Arena: make a fight between terrorists to kill almost the whole team. Then, play 2,3 v 1 against the last terrorist. NPC room: give mp5 and nothing else (hardest level), start the round before the terrorist enters so the terrorist lost half of his hp trying to get his weapon. And then he should kill all the npcs with mp5.
So, if you are a ct just take the molotov, tactical, wrench, flare, build a base at restricted areas, build super supply, stay the whole round near the map room because mods thinks that playing as a terrorist is op, so they are going to warn terrorist to do their objectives. You get mpv for killing the terrorists who tries to enter a restricted area, so the next round you are most op than the last. And then, only leave your position when most terrorist are dead and kill the last at arena or npc room.
A ct with Tactical, Wrench, Flare, Molotov, Gas, deagle, mvp is OP. And most of these weapons are easy to get. Playing with ak/m4 against 3-4 players with tactical make no sense. Also, if cts are full of new players, they will use the tactical and they will lost it. So, now "pro terrorist are op" with 3-4 tacticals. So removing 2 tacticals from california isn't a big deal. Just let 1 tactical for terrorist outside the jail and 1 tactical at ct base. Enough of the falacy about terrorist being OP. The only thing that make a terrorist OP are the skills of the players. What's funny of playing without risks? Jail looks like a construction server these days. Skilled cts camp with armor, tactical and wrench-> terrorists kill the new players or new players freekill terrorists -> cts kill wanted terrorists. Nobody tries to play jail. if you are a terrorist, you can't surprise a ct because they already see you in minimap. The easy way to escape from a ct was asking for hp, but now some people thinks that you need to wait to the cts to do something because they thinks that warning is tryharding. Most of time you are cuffed, but they can't warn u because is TRYHARDING and terrorist are op. Give lasers to cts.
CT: Enter the arena! Terrorist: HP! terrorist run to take hp ct kills terrorists (freekill, because he is forbiding the t from healing)
or
CT: Join the arena Terrorist: HP! CT: Heal in arena! terrorist run away to take hp ct kills terrorist (not a freekill)
Just a line. That's tryharding?. That's op?.
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zAzz
User
Posts: 48
U.S.G.N. ID: 99264
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Post by zAzz on Jun 2, 2018 15:28:49 GMT
^ Stole my freaking words, how is terrorist op when CTs have all that
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Post by glix on Jun 2, 2018 17:56:26 GMT
CT base: M4, m3, he granade, kevlar, light armor, defuse kit, flash, smoke, Deagle, molotov, Laser mines, 1 tactical, Scout, claws, restricted area Minimap room: 2 flares, Awp, He granade, HP, mvp machine, minimap, restricted area. others: 2 tacticals, 2 wrench, 1 molotov, 1 gas granade, Arena and npc room, psycho. Indirect: Freekills, freeshots. Wrench: Build a base at restricted area; entrance + exit + mvp machine = teleporting to every place, build super supply: infinite molotovs and armors, build barbed wire to block the way and others. Claws: Cuff a terrorist and warn him to don't break his cuffs. Minimap: a ct knows the position of every terrorist (if you don't see them by basic logic they are at: Sewers or code room or elevator or boat); Camping the whole round near the map room, if a terrorist tries to enter the map room or ct base: entrance cuffs, lot of turrets, molotovs, tacticals, armor = bye terrorist MVP machine: a ct could take these MAGIC WEAPONS that make the tactical useless before terrorist could get it; SOS armor + air strike + aug (using wrench); MVP + minimap: - Blocking the ways to take those "weapons" who make the tactical "useless" Arena: make a fight between terrorists to kill almost the whole team. Then, play 2,3 v 1 against the last terrorist. NPC room: give mp5 and nothing else (hardest level), start the round before the terrorist enters so the terrorist lost half of his hp trying to get his weapon. And then he should kill all the npcs with mp5. So, if you are a ct just take the molotov, tactical, wrench, flare, build a base at restricted areas, build super supply, stay the whole round near the map room because mods thinks that playing as a terrorist is op, so they are going to warn terrorist to do their objectives. You get mpv for killing the terrorists who tries to enter a restricted area, so the next round you are most op than the last. And then, only leave your position when most terrorist are dead and kill the last at arena or npc room. A ct with Tactical, Wrench, Flare, Molotov, Gas, deagle, mvp is OP. And most of these weapons are easy to get. Playing with ak/m4 against 3-4 players with tactical make no sense. Also, if cts are full of new players, they will use the tactical and they will lost it. So, now "pro terrorist are op" with 3-4 tacticals. So removing 2 tacticals from california isn't a big deal. Just let 1 tactical for terrorist outside the jail and 1 tactical at ct base. Enough of the falacy about terrorist being OP. The only thing that make a terrorist OP are the skills of the players. What's funny of playing without risks? Jail looks like a construction server these days. Skilled cts camp with armor, tactical and wrench-> terrorists kill the new players or new players freekill terrorists -> cts kill wanted terrorists. Nobody tries to play jail. if you are a terrorist, you can't surprise a ct because they already see you in minimap. The easy way to escape from a ct was asking for hp, but now some people thinks that you need to wait to the cts to do something because they thinks that warning is tryharding. Most of time you are cuffed, but they can't warn u because is TRYHARDING and terrorist are op. Give lasers to cts. CT: Enter the arena! Terrorist: HP! terrorist run to take hp ct kills terrorists (freekill, because he is forbiding the t from healing) or CT: Join the arena Terrorist: HP! CT: Heal in arena! terrorist run away to take hp ct kills terrorist (not a freekill) Just a line. That's tryharding?. That's op?.
You realize there is a reason why CT has all these items? Its because most of the time skilled players join T side. Almost allof the time its noobs in CT side wandering around or 1 or 2 actually skilled player trying to do something. You see in spectators full of experienced players waiting for their turn to play on T side. Sometimes very good CT players like Shrepard (and many others) manage to win round or two with the given items and then we see these "experienced" players complaining here because they didnt win 10 rounds in a row.
Go to jail server and watch for some time the win-loss ratio of both sides and then youll see the reason why CT's actually need those items.
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Deleted
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Post by Deleted on Jun 2, 2018 20:46:50 GMT
The problem with your logic is that you are not setting a limit. A new player with good weapons is still a new player and he will probably lose those weapons or he will use it to give freekill.
You realize there is a reason why have you "all these items"? You should explain this better. There is a reason why the cts need to be well armed, but you are not explaining why they need "all THOSE items". They may need more items or less. Using your logic they could give laser and super armor to cts, and ask the same question "You realize there is a reason why CT have all these items?" and you could answer the same. An empty response.
One of these "good players" who always join ct told Zazz his opinion: (big boy is era AKA ciko)
[12:10:18] big boy: speaking of the thing u made on the forums
[12:10:23] big boy: are they romoving it or no?
[12:10:31] Player: era make a post
[12:10:31] zazz: I don't think so
[12:10:39] big boy: no one cares about my opinion
[12:10:40] zazz: Everyone loves shields
[12:10:50] big boy: even though i have the most play time
[12:10:51] big boy: on the server
[12:10:56] big boy: out of anyone i know
[12:11:10] big boy: i can say 100% vs smart CTs T has no chance to win
[12:11:22] John Wick: but theres no smart ct
[12:11:33] big boy: claw shield 50 armor map room
[12:11:36] big boy: way to much stuff
[12:11:37] ALIEN* killed Player with Deagle ---> Freekilled again lol
[12:11:37] k¦ALIEN*¦100¦100
[12:11:38] big boy: wrench
[12:11:47] Player votes to kick ALIEN*
[12:11:54] FEVI: newbies usually end up as CTs
[12:12:01] big boy: doesnt matter
[12:12:04] big boy: as long as cts have 1 player
[12:12:06] big boy: with mvp
[12:12:08] big boy: who has a brain
[12:12:09] big boy: they win
"Go to jail server and watch for some time the win-loss ratio of both sides and then you'll see the reason why CT's actually need those items".
I suppose you implicitly want to say that terrorists win more than cts. Then, the cts would need better weapons, because if they already lose with those weapons. You will agree to give them laser and super armor. I'll repeat again. A bad player with lot of stuff, probably will lost his weapons and gave them to the terrorists. And make the game more unbalanced.
In fact, I already checked the win-loss ratio several times at diferents hours and about 70% of the time the cts had an advantage, and sometimes a big one (I'm studying science, so I Iove to prove all my points). I can tell you my experience, playing as a ct I had always good score without even trying. Playing as a terrorist, half of the time I've got freekilled and the others time I died by an op ct. Last month, playing as a ct I won 0.1 kpd and playing as a terrorist I lost it. However, there are many variables to take into account: The number of players, the ping, if there are any mod controlling the freekills, if there is a good player playing as ct with mvp and others. For example, with few players, the cts with all those weapons have a great advantage. The advantage is lost if there are more players, in some cases, and it will depend of the skills of the players. It's complex. Then using a single parameter to justify your opinion would not be the most logical.
Imagine this case: 3 terrorist v 3 cts. Cts with tactical, armor, molotov, wrench, minimap, restricted area.... Pretty unfair. An awp againts all these weapons.
Another one: Freeday or construction day: ct with mvp + tactical + minimap + deagle + molotov. Kill the whole t team in less than 1 minute. The only option is camp at sewers. 15 minutes of camp. A bore fest.
I make this suggestion. Punish those players who change the team after the round starts, unbalancing the game (e.g 5 cts v 8 ts)
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Post by Gummy on Jun 2, 2018 20:49:25 GMT
Terrorists have a Shield to counter the Guns and Turrets, Gas Grenades with Rocket & Grenade Launchers to counter the CT side Shields and also a Molotov. As for the MVP Machine, Terrorists can easily get their hands on good weaponry before the CTs even get to the cells so it is sort of a balancer. Each map rotation lasts for 7 rounds I think and in the worst case scenario where the CT side gets 6 MVPs, I'm sure they will be stacked with the best players. Furthermore, they can't stop all TRs from getting weapons as long as they don't stick together. The Minimap is a really big pain for Ts because they can keep track of almost all your movements but we are forgetting one important thing which gives the TRs a major advantage. Warning System: The Terrorist in front of me may be armed to the teeth but I cannot kill him without warning/ordering him. I may have cuffs with me but he can have a Machete or a gun or even a Molotov and can take me out before I can cuff him unless he is really bad at the game. @nightmartin has made a nice strategy guide of how to play better as a CT, but do you really think that people would always go for the wrench and camp in CT Base in a regular game? Even the MVP Machine is not used regularly because it is risky to teleport to a group of Terrorists, which usually stick together (It is OP in 1v1 situations if the T side has made no progress towards the objectives though). The Ts may get stuck in the Arena if they fail to escape and that usually doesn't happen if they're smart enough. And the NPC room, even on the hardest difficulty isn't tough as long as you've played it a few times. Even if the CTs try to play smart and camp CT Base to get Armors; the Terrorists get time to work towards their objectives or even act against the CTs. We can debate all we want about how "Imbalanced" the game is or how "OP" a team is, but at the end of the day, results should speak better: You can see that both the sides are having 4 wins each in this case. If possible, please join the server and take a screenshot of the round wins or an Administrator could even share match data if possible to see how much of an advantage does one team really have over the other. As I see it, players are happily playing on the server and most of them want to join the T side, rather than the "OP" side. I'm sure most of them are content with the way things are and really don't feel the urgent need to change anything around here. That one shield being removed at CT Base wouldn't really change a lot because if the CTs are smart and patient enough to wrench camp like NightMartin said, they will also be smart enough to pick the Shield from the wrench area. There are a lot better ways to balance the game than to remove 2 of the shields I'm sure because I don't even see all the shields being used.
Here's one more Image where everyone is hungry for T side again and CTs are only able to keep up because of their advantages
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Post by glix on Jun 2, 2018 22:01:08 GMT
@jrr10
You got the wrong image here. I have moderated FWS jail for years and played it even longer. On paper you make a lot of sense but you need to realise that these new items and rules are added from the experience and from the knowledge we got through out this years. All these admins and moderators (most notably Nighthawk and Lubo on California map) have added items and "balanced" the game based on their experience. If we put 5vs5 equally skilled players against each other I would put my money on CT side since they are indeed much better equipped but this scenario rarely happens. As I mentioned many times already, all this development on this server has occurred throughout the experience, not based on numbers or which solution sounds theoretically better.
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