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?.