Declined [JB] Ban cell wars…completely (or at least restrict it further) (1 Viewer)

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Nergal Nergalton

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While I’m aware I’m posting this concurrently to an ongoing Cell Wars suggestion, as it is I’m confident that one isn’t going to pass, so I feel confident in posting this one.

What’s this cell wars suggestion? Simple: ban it…completely.

The overwhelming majority of seem to agree that Cell Wars isn’t very fun, because it basically denies more than half the RED team the ability to participate in the round. As is, Cell Wars can only be done with 3 or less BLUs. But honestly, I have seen successful rounds be pulled off with 3 or less BLUs up against a ton of REDs. On the flip side, I’ve also seen plenty of quick failrounds with 4 or more BLUs. If you spend enough time on Panda Jailbreak you’ll see that it’s how good each individual BLU is at their job that increases the chances of a round being successful, not the number. Quality over quantity.

I’d also rather have a bunch of failrounds where I can still participate in the round as a RED than have to potentially wait up to nine minutes in spectator for a new round to begin.

However, as a second option, I have also added the option to restrict Cell Wars to if there is just 1 BLU (who will inevitably be the warden) as a compromise, as scenarios with only one BLU are rather rare and a little more understandable to do Cell Wars then seeing as they have nobody to help them.
 
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Not only is cell wars incredibly rare, it’s just too important of a wardens tool to lose.
 
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If you do restrict it to one blu, it would likely not hapoen because of the minuscule chance that you’re the only Blu against like 15 reds for example.
 
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Even though it can be annoying dying quickly, winning a cell wars against big odds is honestly such a satisfying feel in JB, I feel like the 1 Blu restriction is good enough, not sure how banning it fully would be though.
 
H-HELL NAW! Cw is for blus that have either dont know how to manage the reds (they suck) or just because the blus are understaffed, honestly I dont see a reason why banning or restricting cw to 1 blu should be a thing lol
 
I dont really like cellwars cuz unless you're a demoknight, soldier or heavy you're most likely to just die while it does help, i seen 2 or 3 blus able to manage a round without cellwars just fine,
 
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I think a better solution would be that cellwars cant be done twice in a row.
Besides that I think only allowing it with 1 or 2 is the better Option out of those 3.
 
I think cell wars in general are just bad time for red team and lead to just from minor annoyance to outright piss off cause got critted once by a 195 damage melee and boom gone for the whole round.
However,it existance is to help blue guard,which generally ill be honest unless the condition of 3 blue apply and them not doing cell war,it basically either gona lead to blue get overwhelmed(most of the time guards arent the smartest and the most perceptive, considering the uncountable time i see them just outright ignore the rebel statuses that appear in chat,or the realization that maybe missing a few red after the round is already half over)
But yeah, even in that case, it still doable(until warden die and guards lose all skill they have until that point).
The one blue choices seem to be extremely,considering that either the server empty as fuck (1/4 or less) which could just lead to fail rounds,pissed red that leave the server or stay and have a bad time.
The warden being so important doesnt help guard when he die so ye.
Keep for now
 
I dont really like cellwars cuz unless you're a demoknight, soldier or heavy you're most likely to just die while it does help, i seen 2 or 3 blus able to manage a round without cellwars just fine,
That’s actually another good point I totally missed! Cell Wars tends to biased towards certain classes with certain loadouts, in particular those with high health and damage power, and you can’t really prepare for that as 1. You don’t know if the warden will even do it and 2. You don’t know which classes you’ll be placed in a cell with + on maps with enough cells and/or when there are few enough REDs some might not even have to fight at all because they spawn in a cell alone. Good luck to a Spy trying to fight a Demoknight or Heavy.
 
That’s actually another good point I totally missed! Cell Wars tends to biased towards certain classes with certain loadouts, and you can’t really prepare for that as 1. You don’t know if the warden will even do it and 2. You don’t know which classes you’ll be placed in a cell with + on maps with enough cells and/or when there are few enough REDs some might not even have to fight at all because they spawn in a cell alone. Good luck to a Spy trying to fight a Demoknight or Heavy.
Sometimes kill binding before the round actually starts to try change cells doesn’t work so you’re stuck, ready to be gone for the next 5-10 minutes.
 
I think a better solution would be that cellwars cant be done twice in a row.
Besides that I think only allowing it with 1 or 2 is the better Option out of those 3.
This is actually the best option here imo personally
 
Cell wars blows, it’s unfun for red, too easy for blu and honestly, as a someone who played a lot of blu back in the day, I really only used it if I was A.) sick of red shenanigans and used as a form of retribution or B.) wanting to troll red but 9 Crush wasn’t really an option.

What also isn’t getting accounted for is that the rounds that have CW usually go long because it’s the heavies/ soldiers/ demos that win that aren’t going to escape and are usually played by people who know how to play all the games and/ or pedantically slow down the round. They are never rounds that are over in 3 minutes, more often 5+ minutes for the round alone and then the full 2 minute DR (I think that’s still the rule) which is just so boring to be dead for.
 
While yes, while I and many dislike cell wars and try to avoid at times. It's sometimes the only way to deal with being entirely outnumbered. Maybe adding like a minimum red count to do cell wars could be a nice change to prevent warden from doing cell wars when there's like absaloutely no need. (Like 12 reds and 3 blues for example.) But I'm not sure what the minimum should be or if it should be like a minimum ratio or whatnot. I'm voting no unless a better solution besides banning is suggested.
 
While yes, while I and many dislike cell wars and try to avoid at times. It's sometimes the only way to deal with being entirely outnumbered. Maybe adding like a minimum red count to do cell wars could be a nice change to prevent warden from doing cell wars when there's like absaloutely no need. (Like 12 reds and 3 blues for example.) But I'm not sure what the minimum should be or if it should be like a minimum ratio or whatnot. I'm voting no unless a better solution besides banning is suggested.
yeah, like a Blu to Red Ratio. The only thing is figuring out how to incorporate that style now
 
Genuine question how frequently would you say cell wars is played, I have put in 2+ hour sessions every single day for the past month and RARELY if EVER seen it done.
 
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Genuine question how frequently would you say cell wars is played, I have put in 2+ hour sessions every single day for the past month and RARELY if EVER seen it done.
over the past week that I played, it was only done like once or twice out of like the 3 or so hours a day that I played for. I feel like sometimes people just forget that it is an option/possibility when there are like 2 Blu’s
 
Should remain unchanged. Way too important when the blue team is heavily outnumbered.
 
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do not change this.

ok so imagine this situation: you're on blue with 2 guards, playing against 28 reds.
would you rather:
A. open cells, release all 28 reds at once of which at least 1/3rd will rebel, eventually killing both of the guards
B. do cell wars to narrow down the number of reds (to like 6 to 12) and have a somewhat controllable round and at least have a chance to give out LR

i believe Cell Wars is a perfect tool for balance for blues. otherwise it'd just be way too chaotic if no people want to join BLU team.
 
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