Declined [JB] Limit the Max # of Blus to 8 instead of 10-11 Blus (1 Viewer)

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alexrox360

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Just a simple one. I've found that there's way too many guards to reds during some rounds, making rebelling pretty much impossible/point farming. I find a good ratio being at least 1 blu to 3 reds, and having 8 to 24 seems like a good enough compromise. If you guys don't like it, we can always revert it afterwards.
 
As a rebeller I would enjoy this change...
 
Banana was going to suggest this but make the limit 6 instead... these people and sniping banana suggestions smh....
Anyway from what I care. Most of the time the difference between 8 and 10 is certainly unnoticeable. 6 feels much better and would probably prefer the change to lean that way.
 
8 people with 3x damage vs 24 players seems fair
still i think remaking the ratio will be better
 
In my opinion it should be a ratio limit not a specific number
 
Could make the ratio 1:3 caps out at 8:24 which is perfect
 
I like the idea behind this suggestion, but I don't think it works in practice. The most common reason that BLU team has 10 people is because many of the people who are on BLU team are so bad that there's been constant failrounds and people are joining BLU because the BLU team needs all the help they can get. However because it's (seemingly) random who gets autobalanced off of BLU team at the start of the round, lowering the number of people on BLU is just going to cause more situations where an incompetent BLU team keeps getting steamrolled over and over again.

Another semi-related point; how come the people who get forced off BLU team when there's too many people always seem to be the same group of people in between rounds? Is there some sort of priority that autobalances certain people first? I think if the autobalance were truly random for each round as it should be I would be more receptive to this suggestion. In my experience there's been too many situations where more experienced BLUs get autobalanced and the same terrible blus keep their place on BLU team which is absolutely infuriating.
 
incompetent BLU team keeps getting steamrolled over and over again.
Two people wont make or break this, if wardens are dying theyre dying due to stuff that isnt affected by player count, youre stifling rebelling opportunities for other sessions.
I think if the autobalance were truly random for each round as it should be I would be more receptive to this suggestion. In my experience there's been too many situations where more experienced BLUs get autobalanced and the same terrible blus keep their place on BLU team which is absolutely infuriating.
Idk its funny its kind of how like you can steamroll a team with RPS if youre the one initiating it.
 
The limit is 10 guards not 12


How would less guards help in this situation
having less or more guards would not help in this situation but listening to your team giving you call outs like banana was doing and/or simply being more aware would help
currently blues just increase their numbers instead of simply learning to look around.

also remember the old saying to many cooks spoil the brew, having a large amount of blues will not solve the warden dying if the warden or guards have no awareness/teamwork
 
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I think 8 blues is a fine number. That way if you want to play blue, you still will be able to, but on the other hand there can't be like 10 blues everywhere all over the place. Its not a huge change, but its a good one (imo).
 
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8 = Good, most of the time most of the guards don't do anything anyway so making it six is silly.

The only upside to six is rebelling is 10x easier but large map would just be aids to be blu on.
 
also remember the old saying to many cooks spoil the brew, having a large amount of blues will not solve the warden dying if the warden or guards have no awareness/teamwork
the same goes for having not enough guards though

having a small amount of blues will be even more likely to lead to the warden dying if the warden or guards have no awareness/teamwork
 
I truthfully cannot count the amount of times that when the server is at full capacity, being on red is stifling. I get a lot of the fun in JB out of rebelling and when there are 10 blues, and with even *half* of them being competent there's hardly anything you can do. Of course, a team of 10 blues that are horrible is a pushover but nothing much changes if there is a team of 8 blues who are horrible. However, 2 less good blues gives a lot more breathing room when it even comes to just... escaping. Not even rushing warden. There's so few blindspots when there are 10 blues that you have to follow all the orders or die. 8 being the max, or the 1:3 ratio would give a lot more room to do fun things.
 
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