Declined [JB] Red Scouts Double Jump Jailbreak (2 Viewers)

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I've seen what crazy stuff people do with a Boston basher, giving them a 2nd jump or heck a 3rd jump with the atomizer sounds like hell for blues.
I dont know how someone is expected to atomizer jump with theboston basher but the point is still there. people just weren't doing this stuff when there wre more servers and we were the only one not running double jumping.

Now it would just lead to a big ass imbalance of classes on the regular (legit go back and watch any clips with double jumping enabled, a third of the team is scout and that is boring as hell) and people doing gugged up stuff while rebelling and get away with stuff they really shouldn't have.

I still see zero value in adding a buff to a class that is objectively one of the easiest class to rebel with. It would be like giving the pistol a damage buff on the blu team
 
Any chance we could turn this on for a couple days and then vote? Yall are all kneejerking when you don't even know what will happen from doing it. Hardly anything will really change.
 
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Yall are all kneejerking when you don't even know what will happen from doing it.
The class imbalance thing happens every time the plugin breaks though. It'll end up happening on the regular almost guaranteed.

SG gaming had double jumping enabled, but also had a limit on the number of scouts you could have at once, and that quite frankly sucked lmfao.

And my point about buffing the already top tier class rings true because scout is the most common class to rebel on alongside sniper. It would make sense if we added red airblast or charing with ammo packs because not nearly as many players rebel as a pyro or demoman. There really isnt a need to buff the top tier dude more than he already is
 
The class imbalance thing happens every time the plugin breaks though. It'll end up happening on the regular almost guaranteed.

SG gaming had double jumping enabled, but also had a limit on the number of scouts you could have at once, and that quite frankly sucked lmfao.
Perhaps the class imbalance happens because something that is normally not around is suddenly around? I don't see the issue
 
Perhaps the class imbalance happens because something that is normally not around is suddenly around? I don't see the issue
I mean given that other servers had restrictions on scout would show that adding double jumping surely would lead to similar results no? I'm fairly certain no other classes had restrictions like that, but I could be mistaken. Back when I played SG on a very rare occasion I would go scout because obbies became easier and I was able to get away way easier than it should have been.

This is simply continuing the panda trend of adding a bunch of stuff that divides the community if changed, but wouldn't be worth any paying attention to if it wasn't changed. It's not needed and would negatively effect the game with people looking for ways to fix some minor problems people have by over engineering it time and time again, when the simple solution is obvious. Don't change anything.

It's happened withe freeday timer (where an already quite short timer was shortened even further and annoyed a bunch of people and caused a few poorly thought out and complex solutions to be drafted, when the real solution is obvious. Remove it or find a middle ground that actually does its job properly),

the overtalk plugin (which was added with improper full server testing and instantly had to have a rule added about it, when the solution was obvious. Add a timer to it so no one leaves it on forever, and fix the bug with the text),

changes to how LRs are played (which led to so many arguments over how the game should be played by admins, when the soltuion was obvious, just let the players have fun and make the rules consistent)
etc.

Messing with the formula is how we end up having these endless conversations that amount to nothing positive changing because we focus on stuff that has worked perfectly fine, if not a little scuffed, for years now. essing with the formula is how we will have a second suggestion about having it only be enabled when rebelling, a change that goes against everything I believe Panda should stand for, and thats the simplicity and minimalist approach to the game modes. We have been doing it for all of last year and I don't like that it keeps happening.
 
I might be able to set this up on ammo pickup. Makes it a lot more of a process.
 
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If we can make it so scouts can double jump when they rebel I would be all for it, it sounds like a lot of fun.
But otherwise heck NO!
I remember seeing a trick on jailfort where scouts with the boston basher could almost immediately get away. Yet as the boston basher takes up a bit of hp and its not as easy as hitting your space bar twice, I think its fine and is a really cool strat. However, seeing half the red team disappear before we can do anything about it seems incredibly stupid. You know all the reds are gonna be scout after this change. I'm keeping my vote no, this sounds like hell on earth for blues and would just make the game a lot less fun for everyone else who is fighting the scouts.
 
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literally this happens every time the plugin breaks anyways, wardens just restrict double jumping. Literal non issue there.
Why buff a class that is by far the most mobile/easiest to rebel with? If you look at reds at least from my experience the most common and successful class by far is scout- especially with paired with the boston basher and a medic. There is a reason usually you don't see 5 heavies rebel together, but do pretty commonly see groups of 5 or more scouts rebel at once specifically to cause failrounds.

It gives a clear advantage to one class in all aspects of the gamemode.
 
My brother in christ scout is the most versatile class in JB... NO!!!!! i cant really say anything that hasnt already been said but if you want to use a double jump use boston basher, letting them get the same advantages with something like sandman to slow down guards or anything else would ruin the balance of the game. plus the guards are always ass and giving scouts a buff on their movement (while probably making it easier to clip farm them) would just make rebelling even easier then it is. also pairing the double jump while using a boston basher to boost would give you tremendous vertical while leaving you with about a little over 50HP left. also it just makes the obbies and climbs easier for them so ermmmmm im -1ing everyone who voted yes when this ends...
 
As someone who has experience with red scouts double jumping, let's just say I don't miss implying "scouts no double jumping" in my order.
 
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Yeah I don’t think we need to make scout any more powerful than he already is. I personally really enjoy when there’s a variety of classes on the red team and I’m worried that if this gets accepted everyone who actually wants a shot at LR (most reds) will have to be scouts.

Some people think this is not really an issue since the warden can just restrict double jumping. I disagree. Because reds don’t know who the warden will be, and whether or not they restrict double jumping while selecting their class before the round starts, everyone will still go scout since the possibility of a huge advantage should the warden allow double jumping is too tempting.

Also, are you all not concerned with the startling possibility for abuse in allowing wardens to prohibit/allow double jumps? Say my buddy is the only scout left on the team and I want to give him LR. I can just let him double jump through climb and say “first to finish gets LR.”

IMO it’s kind of a fun idea and I love the idea of rebellers having double jump when they touch ammo, but I don’t think most people voting yes have actually thought about the real consequences of allowing all reds to double jump all the time.
 
voting no has this would be way to painful for blue team given how currently blue team has enough fail rounds as it is we do not need anything else to make failrounds more common than it is already
 
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