Arctic Posted October 30, 2020 Content Count: 482 Joined: 02/05/20 Status: Offline Share Posted October 30, 2020 4 minutes ago, Shawty said: In my opinion, removing the silent awp from the game seems like the best thing to do at this point... Once again, moving back to this. If we really think removing it is the best option, what’s the possibility of bringing back the regular awp for 300 - 350 credits? This eliminates the silence and also removes the issue of people buying it at the beginning of the round, so traitors actually have to work to buy one. 3 Link to comment
ImHunterIRL Posted October 30, 2020 Content Count: 432 Joined: 06/22/18 Status: Offline Share Posted October 30, 2020 3 minutes ago, Arctic said: Once again, moving back to this. If we really think removing it is the best option, what’s the possibility of bringing back the regular awp for 300 - 350 credits? This eliminates the silence and also removes the issue of people buying it at the beginning of the round, so traitors actually have to work to buy one. I would say 350 but also to change the rules for it to KOS Weapon, so then it would have to be use with discretion once again like it used to be, but at the same time I understand why they put the silent awp into the game as it was very easy to be Killed off sounds with the awp and killed for having it. Link to comment
Arctic Posted October 30, 2020 Content Count: 482 Joined: 02/05/20 Status: Offline Share Posted October 30, 2020 3 minutes ago, ImHunterIRL said: I would say 350 but also to change the rules for it to KOS Weapon, so then it would have to be use with discretion once again like it used to be You see, I don’t want this rule to be added again for multiple reasons. After the “you can’t kill off T weapons” rule was added, people really enjoyed being able to walk around with a T weapon without being incinerated by everyone around you. Also, let’s not forget how much people abused the shit out of the “you can kos off of t weapon.” When you killed a traitor who had an awp, some cheeky players would wait for you (the proven person who killed him for having it) to pick it up, and blast you down. Then give the reason of “Well, you had an awp that’s why I killed you” this annoyed the shit out of other players, and I don’t want this retarded trend to come back again to the server if this rule is added back again. Leaving this rule as it is, is the more better option as of now. You weren’t here at the time when people stretched around this rule a lot, but it did happen and often. 1 Link to comment
ImHunterIRL Posted October 30, 2020 Content Count: 432 Joined: 06/22/18 Status: Offline Share Posted October 30, 2020 8 minutes ago, Arctic said: You see, I don’t want this rule to be added again for multiple reasons. After the “you can’t kill off T weapons” rule was added, people really enjoyed being able to walk around with a T weapon without being incinerated by everyone around you. Also, let’s not forget how much people abused the shit out of the “you can kos off of t weapon.” When you killed a traitor who had an awp, some cheeky players would wait for you (the proven person who killed him for having it) to pick it up, and blast you down. Then give the reason of “Well, you had an awp that’s why I killed you” this annoyed the shit out of other players, and I don’t want this retarded trend to come back again to the server if this rule is added back again. Leaving this rule as it is, is the more better option as of now. You weren’t here at the time when people stretched around this rule a lot, but it did happen and often. It happen a lot back in 2018 but not as much as you are stating so i'll take your word for it, and understand thats probably why they changed the rule. 1 Link to comment
ImHunterIRL Posted October 30, 2020 Content Count: 432 Joined: 06/22/18 Status: Offline Share Posted October 30, 2020 (edited) 1 hour ago, Gentoo said: Holy shit Hypno contributing positively to a thread. I'll start with the AWP. The choice to have it purchase able at the start of the round was intentional. I don't think requiring kills or IDs is going to significantly balance it anyways. Taking away any more ammo would make it pretty weak as the majority of players are only able to get 2 kills on average before whiffing their shots or being killed. What I will say is that I'm not happy with the conditions for which it's KOS. I think it's very annoying that people can walk around with such a powerful T weapon that you almost can't see being used without tracers. We've had this discussion before and it's either gotta be KOS entirely or remain in the current state. I'd like to hear what you guys think about this. Bear in mind that the "reward" for innos killing a T and picking this up is usually 0-3 shots of an unsilenced AWP. As for the tripmines and hurt station, we deliberately tried to make these dirt cheap because nobody would use them. Yes, they can be fairly powerful if someone knows how to use them, but nobody does, either because they don't want to mess with finicky binds or just prefer sticking to whatever is easy and in meta. I'd consider adding a limit to trip mines if they get out of hand, but I really don't see that happening. As for haste rounds, I think it's pretty clear that they're working as intended: putting the pressure on Ts to act swiftly and keeping rounds from dragging. When these were first implemented, Ts would often end up with more time than they would in a normal round so we really pushed to get these challenging. I can understand how they can be more difficult on larger maps with more hiding spots so Kieran and I will look at increasing the multiplier for the round start time on haste rounds. Another outlandish idea I had for haste rounds was to make every round a haste round and disable kill punishments/bonuses. In effect this would just determine round time by the number of players, keeping low pop rounds from dragging for 5 minutes and giving traitors some extra wiggle room when the server's at capacity. I don't think many people people would be a fan of this, but feel free to share thoughts on it if you have any. Kieran and I are watching this conversation closely, as with any discussion, so continue to leave feedback on the topics if you feel passionately about them. As I stated already for the Silent AWP, it still shouldn't be something that is buyable at the beginning of the round and make the Traitor invisible until they either mess up or run out of ammo, I believe they should have to at least make a move before being able to buy something of that use so early into the round. It makes the rounds so much harder to figure out who or where the shot comes from, especially in a full lobby it makes it that much more difficult. I mean yes not all the server uses the Hurt Station, but 35 Damage to all players in a 3 feet radius of the microwave every 2 seconds is a lot at the end of the day and could cause some serious issues for admins if players started killing each other for the item thinking its a heal station. The Trip mines I just believe there should be a cap on them as they should be something a player can buy 10-15 every round when they're 50 credits each, for the amount of damage they do and the radius around the explosion once one is trigger its just unreasonable for innocents to deal with. I am gonna say my statement again, give Traitors radar on Haste Rounds that way it is always on since the players are moving that early into the round. This way they can find them hiding before the Radar no longer picks them up for not being a register entity in the Source Code. 1 Edited October 30, 2020 by ImHunterIRL Link to comment
lynxie Posted October 30, 2020 Content Count: 1051 Joined: 02/23/20 Status: Offline Share Posted October 30, 2020 (edited) I genuinely think we should go back to being able to kill off T-Weapons again, not necessarily KOS but kill. There are so many instances that I've been in where I'm told, specifically from @Arcticwhere he say's, you can't KOS or Kill off of T-Weapons; but if you're 100% sure it's their AWP *OR T WEAPON* you can kill them. The thing is, even if you're 100% sure it's their AWP you have no proof its their awp or killing them for wielding it is rdm. Back then, it was a lot nicer to be able to kill people for holding T-Weapons and such. There wasn't much of a problem with it other than the fact that people would abuse the rule to rdm. There are things that could be put in place to better these rules: Such as, giving a player 3 warnings to drop a t-weapon, Detective or Inno. Picking up the AWP and confirming your kill (finicky but could work) and maybe more. AWP's are bullshittingly OP and need to be changed. Price Range and Rules of Engagement aswell. Edit. I read that cheeky players would kill you for just picking it up, so in another way to address this is: Don't pick it up or two: If you grab it, don't reveal it to players. If you're proven, you're allowed to hold anything from the t-menu. If you kill a traitor with a traitor weapon and you id their body, you're void of being killed for "holding" a t-weapon. Edited October 30, 2020 by lynxie Link to comment
lynxie Posted October 30, 2020 Content Count: 1051 Joined: 02/23/20 Status: Offline Share Posted October 30, 2020 40 minutes ago, ImHunterIRL said: I mean yes not all the server uses the Hurt Station, but 35 Damage to all players in a 3 feet radius of the microwave every 2 seconds is a lot at the end of the day and could cause some serious issues for admins if players started killing each other for the item thinking its a heal station. The Trip mines I just believe there should be a cap on them as they should be something a player can buy 10-15 every round when they're 50 credits each, for the amount of damage they do and the radius around the explosion once one is trigger its just unreasonable for innocents to deal with. Hurt stations are fine in my opinion. Even in a crowd, someone is usually bound to notice one somewhere. They also make a sound as it damages you; giving further indication. The damage and range is fine. Yeah it goes through walls, but since poison smoke was removed, its the next best thing. It's fun smoking campers in a 1 entrance 1 exit room (fucking skyscraper). Link to comment
Arctic Posted October 30, 2020 Content Count: 482 Joined: 02/05/20 Status: Offline Share Posted October 30, 2020 37 minutes ago, lynxie said: I genuinely think we should go back to being able to kill off T-Weapons again, not necessarily KOS but kill. Back then, it was a lot nicer to be able to kill people for holding T-Weapons and such. There wasn't much of a problem with it other than the fact that people would abuse the rule to rdm. There are things that could be put in place to better these rules: Such as, giving a player 3 warnings to drop a t-weapon, Detective or Inno. Picking up the AWP and confirming your kill (finicky but could work) and maybe more. No. We. Should. Not. Back then, when this rule was a thing, the server was not as joyful, getting killed for holding an awp, that’s retarded. What’s the fun in the server, when you can’t even roam around the map with a T weapon without being blasted down by everyone around you. This is why this rule was removed, because it made the server a lot more entertaining and enjoyable for everyone, and gave innocents and traitors a lot more leeway. I literally remember people talking about how much more fun TTT was when this rule was removed, because it added so much more spice to the server. Which is exactly what we are looking for. Detectives already have the perk to give three warnings to a player to drop their T weapon. If innocents had this rule, it would give them way too much power on the server and gives traitors a limited amount of options which is no fun and completely unfair if you think about it. 1 hour ago, lynxie said: I read that cheeky players would kill you for just picking it up, so in another way to address this is: Don't pick it up or two: If you grab it, don't reveal it to players. If you're proven, you're allowed to hold anything from the t-menu. If you kill a traitor with a traitor weapon and you id their body, you're void of being killed for "holding" a t-weapon. What don’t you understand about the part where I said, some people don’t give a shit if you’re proven. That’s the entire point of “abusing the rule” then they give the excuse that you were holding a traitor weapon, because it’s kosable remember. I do not want to go back to this, period. 1 Link to comment
ImHunterIRL Posted October 30, 2020 Content Count: 432 Joined: 06/22/18 Status: Offline Share Posted October 30, 2020 This is towards @lynxie, and I am to lazy to fix quotes for this: TTT is meant to be played so much differently then what you are suggesting and hoping for, and its okay because most of the server thinks like you as well and there is nothing wrong with it, but TTT is meant for the Innocents to be helping the detective figure out who the traitors are, its not the innocents run around like chicken's with there heads cut off figuring out who the traitor is and skrtting the rules to the best of there knowledge. Most TTT Servers on the CS:GO Community don't see it like this but as a whole, but really hope this helps you understand why this rule was broken and why players skrtted around the Whole "KOS Off T Weapons" Rule, and why I agree with Arctic on his decision. The Detectives have so much leeway on what they can do and command other players to do. They can make a person stop and look away from them for hell sakes, I mean at that rate if the innocents are smart they would all have there gun on him and waiting for that person to make a move. As a whole I wish there were more things the Detective could do to show why it is that Innocents should be around the Detective and protecting those players from the traitors instead of the "Run around like chickens on the map scenario". 2 Link to comment
ImHunterIRL Posted November 1, 2020 Content Count: 432 Joined: 06/22/18 Status: Offline Share Posted November 1, 2020 Bumping back into everyone's recent post's for more input and suggestions! :D 1 Link to comment
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