Declined Get rid of BLU crits (Atleast for the guards, warden can have it) (1 Viewer)

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ballsack

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Guards don't need crits, reds already have no weapons other than there melee's so guards one shoting reds is somewhat of an unfair advantage for reds, even if reds have ammo, they can still be one shotted with most weapons. This is to make rebeling a bit more fun and so rounds won't be boring. However the warden can have crits becauses it's the warden, warden's the big man.
 
I've personally never been a big fan of full crits on guards either, it always felt like it disincentives rebelling which imo is a big part of the appeal, or at the very least makes it unnecessarily punishing when blue already has 6 or 7 guards.
 
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https://www.panda-community.com/threads/crits-in-jb.20088/
https://www.panda-community.com/threads/jb-no-crits-for-guards.25611/
https://www.panda-community.com/threads/spice-up-jb-with-more-weapon-variety-and-balancing.24216/
https://www.panda-community.com/threads/turn-the-guards-crits-to-mini-crits.17472/
https://www.panda-community.com/threads/jailbreak-crits-is-more-of-a-crutch-than-a-help.12328/
https://www.panda-community.com/threads/jailbreak-blu-crits.18092/
https://www.panda-community.com/threads/remove-100-crits-on-guards-jailbreak-ny.21722/
https://www.panda-community.com/threads/jailbreak-regaurding-crits-and-the-mini-compromise.21759/
https://www.panda-community.com/threads/remove-garenteed-crits.21828/
 
Guard crits are necessary. They make guards a real threat and do not give any random rebeller an equal chance against them. Melee only is not enough of a debuff; if guards didn't have crits, you'd have a Wonderland experience where almost every round is a failround.

This is a bad, oversuggested idea. Play for more time (red or blue) and you will see the benefits of crits for guards. I play more red than blue and I think crits are 100% needed.
 
I always thought that making them into minicrits would satisfy both crowds, It gives a better chance for rebellers to actually do something and make blues more vigilant and actually incentives smarter play
 
I always thought that making them into minicrits would satisfy both crowds, It gives a better chance for rebellers to actually do something and make blues more vigilant and actually incentives smarter play
It would make competent blus (or just me) feel less bad aswell for whenever rebellers are being spoonfed one dose of crit bullets. Atleast minicrits are much more reliant on skill without going too far.

Another few things I want to mention what we seem to be doing different from most other jb communities is that the rewardening rules are STRICT. Once the warden is dead (some very limited exceptions) its practically already a failround.

It goes to the 2nd point that reds/rebellers (almost) always have the first move. Whether it is a freeday or a blu being just a bit too close to the reds, they are unable to do anything to the reds without breaking rules until they rebel.

And last thing is that 90% of the time. The red team has some very skilled rebellers that know every square centimeter of all maps while blus consists of people just wanting to exert their power while failing horribly with it.

If you actually play enough jb you may notice how most of the time (atleast from what i see) is how the teams are actually quite balanced, if not, the reds having the advantage over the blus when it comes to winning rounds.

And lastly can we do something about the "remove blu crits"? Husky and booger already pointed out themselves that this suggestion has now been suggested ≥10 times.
And every time it was the same result: Declined
for the reason that the blu team is absolutely fucked once they lose their crits.
 
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Guard crits are necessary. They make guards a real threat and do not give any random rebeller an equal chance against them. Melee only is not enough of a debuff; if guards didn't have crits, you'd have a Wonderland experience where almost every round is a failround.

This is a bad, oversuggested idea. Play for more time (red or blue) and you will see the benefits of crits for guards. I play more red than blue and I think crits are 100% needed.
Perhaps without re-wardening, crits are necessary, but that is such a weird limbo that this community has created, and with it, rebelling has become almost impossible. There is a reason why it is suggested so much, and that's because people aren't used to being unable to rebel without getting instantly one shot the moment they try to play half of the gamemode.
 
rebelling has become almost impossible. There is a reason why it is suggested so much, and that's because people aren't used to being unable to rebel without getting instantly one shot the moment they try to play half of the gamemode.
Rebelling should take a lot of skill to perform, since pretty much the game mode is usually around 1:3 blues to reds with no rewardening. And from my perspective rebelling most definitely isn't impossible, you can be smart with your escapes and make it so the guards doesn't see you with movement. And I honestly think this suggestion would be much better for a way to make rebelling easier.
 
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Rebelling should take a lot of skill to perform, since pretty much the game mode is usually around 1:3 blues to reds with no rewardening. And from my perspective rebelling most definitely isn't impossible, you can be smart with your escapes and make it so the guards doesn't see you with movement. And I honestly think this suggestion would be much better for a way to make rebelling easier.
Why should it take a lot of skill to rebel? You either follow orders or you rebel, and the average jailbreak player kinda fucking sucks at this game, no joke, so making it so hard for them to play half the game makes no sense. And it most definitely should be close to impossible with panda's ruleset. Killing any class who has 3 times dmg without dmg fall off when you start off with your melee is absurd, and if people are actually regularly dying to rebellers, that would be more proof of their lack of skill or carelessness than anything else... cus like, 3 times dmg without dmg falloff... Idk
 
Well it's been almost a year I'd say it's worth seeing what folks think of crits now.

I've added a poll but I've probably missed something. Jailbreak team feel free to remove what I put if it's missing something.
 
Im gonna lay out a buncha opinions and things i've noticed regarding crits on Blu in the time ive spent on Panda jb over the past week compared to my extended time on SG's jailbreak.

I don't buy that it would be too easy for red's without crits. Would it be harder? Sure. But I spent a year+ as admin and player on SG jailbreak which didn't have crits and was even more rough for Blu with less leeway on rules and the like. 90% of the time Blu's stomp reds simply because they start with weapons and can much more easily coordinate. Without crits blu's were incentivized to listen, pay more attention, and actually cover potential paths of escape (barring secrets).

As it is from what i've seen, many blu's simply dont take the game seriously on Panda, or don't actually cover the paths reds can take to escape. They seem to rely on the maps where the cell area is unforgivingly linear for Red without much potential for sneaking away. They also don't get punished nearly as hard for being bad guards from what i've seen. It's pretty common that guards freely bait and block reds with little to no punishment, and since any time a red hits a guard they get marked as rebeller, warranted hit or not, they are most likely going to die.

As it stands, there is practically no reason to rebel as certain classes on Panda. Why rebel as heavy when every blu can 1 shot you from outside of your own effective range. This is an issue even without crits, but crits only make this type of issue even more drastic and punishing. If you aren't a spy, sniper, or scout, you might as well not rebel or wait for the blu's to just carelessly off themselves.

Now, in matches where you have 20 reds and only 3/4 blus, I dont think crits are as big of an issue. They can only reasonably watch so much ground at once, but when you have 6 or 7 blus? Even without crits there is no reason for them to fail other than just being bad at the game or unware of secrets.


Minicrits might be a good middle ground, imo, but crits are just too powerful and it baffles me how Panda gives blu even more power yet they seem to perform even worse. I genuinely think without them, Blu would be encouraged to pay more attention and be much more cautious around reds.
 
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