The 'Crit for Red' Discussion. (1 Viewer)

Dandy

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When the average RED decides to rebel, they know that they do so at extreme risk. They can be taken down from afar with relative ease, hunted down and instantly murdered, with no difficulty at all. Not even the Vaccinator provides enough support to warrant open rebellion - a quick "AFK Freeze and Unstack." command is enough to murder any rebellers, even when they're protected by fellow reds. Baiting occurs frequently, and newer players instantly hit the close-range baiters; the BLUs continue to do so with no repercussions.

I believe that enabling crits for REDs (in additions to BLUs - in essence providing crits for both teams) will enable REDS to more easily deal with all the above issues.

The BLUs would have enough fear of REDs having ammunition that the BLUs won't freely chase after REDs - they'd be more careful, and would more slowly walk. The Vaccinator would actually mean something. Baiting would *never* take place, as BLUs would die too quickly for them to consider such a thing. REDs having ammo would actually mean the BLUs could die. Rebelling becomes more risk-reward, incentivizing more REDs to rebel.

The all-crit Jailbreak server was a thing five and six years ago, back in xTcR's days. I see no reason it can't be now.
 
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I mean you could juat disable crits entirely but then the blu(s) would stand no chance against reds if they have no crits (depending on the amount of reds compared to blus eg 1 blu vs 8reds with ammo and blu having no crits).

Now the blu(s) have crits in order so they can survive as explained above.

If you were to enable crits for the reds the jailbreak server would die off due to the reds just being able to rush at the blu(s) at round start and having crits with weapons just wouldn't be fair for the blus

Rebelling is like sneaking out of your house to go to a party or some shit. You have to be smart. You have to time it and hide from blu(s) which makes rebelling fun if you can pull it off.

TL;DR It wont be fun for either team as reds could rebel to easily
 
I mean you could juat disable crits entirely but then the blu(s) would stand no chance against reds if they have no crits (depending on the amount of reds compared to blus eg 1 blu vs 8reds with ammo and blu having no crits).

Now the blu(s) have crits in order so they can survive as explained above.
That is just in theory. In every Jailbreak server that has no crits, guards do just fine without crits (unless they are trash), as they have guns :) You just have to play slightly more carefully

However if REDs got crits just as well as BLUs, then BLUs would just die, cus they they would be one shot
 
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That is just in theory. In every Jailbreak server that has no crits, guards do just fine without crits (unless they are trash), as they have guns :) You just have to play slightly more carefully
Thats why I said "depending on the amount of reds compared to blus" and not "4 blus will loose to 12 reds because they have no crits"
 
And that makes the game a lot more risky, and through that risk factor that is present in gambling and staking, the BLUs will stay BLUs.

The only problem would occur when a team of REDs get too strong, or too coordinated. Then the BLUs have no chance. That adds to the fun of being a prisoner, organizing and planning a full scale revolt while in the prison.
 
And that makes the game a lot more risky, and through that risk factor that is present in gambling and staking, the BLUs will stay BLUs.

The only problem would occur when a team of REDs get too strong, or too coordinated. Then the BLUs have no chance. That adds to the fun of being a prisoner, organizing and planning a full scale revolt while in the prison.
You can do that just as easily without crits. There is no point in adding the crits for the red team because it will be like a game with no crits but with the fact you can get killed with ease.

Also the blus already have a risk factor - if somebody rebels without you even knowing, you won't know what class they are, where they are or if they have ammo. That is their risk factor. Just because they have crits doesn't mean that they can run out after a rebeller and always kill him.
 
i can see in the future..... Medics with vacinators... heavy with fists of steel infront of them..... 10 scouts running in every direction....
 
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You can do that just as easily without crits. There is no point in adding the crits for the red team because it will be like a game with no crits but with the fact you can get killed with ease.

Also the blus already have a risk factor - if somebody rebels without you even knowing, you won't know what class they are, where they are or if they have ammo. That is their risk factor. Just because they have crits doesn't mean that they can run out after a rebeller and always kill him.

Not at all. One Heavy, a Pyro, even a Soldier, are able to defeat any amount of REDs.
 
I see you typing about that it's fun coordinating with other prisoners and having an revolt, if reds have crits, there will be mindless people running towards the warden trying to crit him.

Coordination now feels so satisfying to pull off and actually planning with other teammates,with crits 8/10 the round would end 1 minute into the round by guards not being active and some random Russian critting the warden ;^)
 
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Well, why not change crits to minicrits? They add 35% more damage and have no damage falloff either. It wouldn't be as powerful as crits, but to make up for it, minicrits have damage ramp up, so range will make a difference in how powerful the crit is.

I personally prefer crits, just because it makes rebelling a lot riskier and it feels more rewarding to escape.
 

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