- Joined
- Mar 4, 2023
- Messages
- 449
Rebels dont have too much gear, there's simply more rebels on average than cops/ota (static number per deployment)
You can have the best gear on the world, the highest health out of everyone and the highest damage but the moment you are even slightly outnumbered and running towards a defensive position you are severely punished.
It's easy to abuse simple things like headglitching, long hallways and third person to stop a OTA sweep in their tracks. There's only 5 or so of them (usually) and triple the amount of rebels. You can argue that the combine should just "use all their might" but realistically if we look at it
- Helicopter isn't configured to do damage with its bombs
- It only does around 3 damage per hit
- It's usually told the S2M as per the ruleset
- Manhacks AI is retarded
- Roller AI is retarded
- Synths are just asking for an abuse report (IF PLAYED BY A GM) or asking for them to sit and stare at the enemy as they are shot down
So in the end you're left with the 6 guys that deployed with you who are just looking for the usual skirmish. (REMEMBER THIS IS A ROLEPLAY SERVER, NOT ARMA 3. NO ONE REQUIRES YOU TO OR SHOULD REQUIRE YOU TO KNOW SEAL TEAM 6 TACTICS)
Now take all of what I said, and factor in that rebels have a 200 health creature with a 80% damage reduction to all forms of hits that also does (even after being nerfed) a flat 80 damage per hit juggernaut that can run at mach 7.
Can you really blame a few peeps wanting to do some evening s2k for fun on their favourite gmod server and having to endure running around the map for 30 minutes until they get funneled into a tunnel and die? I hope not, because they aren't really to blame.
When the PK rules were being rewritten they were made pretty "Hardcore" compared to other servers, with an emphasis on PK's being the default form of punishment for a characters death.
(THIS WAS NOT THE INTENTION, kinda)
It was our priority to actually LOWER the amount of combat SIGNIFICANTLY ENOUGH to the point where "Death/PK's" itself were a RARE occurrence (maybe say once a month someone died?) which would allow for stakes to raise, for roleplay to improve and for people to actually try to not gun each other down at the first instance of aggression due to the innate fear of losing your character, and the attempted "control methods" for both sides.
(this didn't happen, lol, we failed)
Instead, a certain combine faction was essentially forced onto the map and in an attempt to accommodate to them they beltfed some rebels with loot like a factory machine, leading to a small part of the rebel playerbase being able to gear themselves up with all of the best weapons while exploiting an unbalanced faction and a map not made for head on s2k engagements. Again, this is a SMALL amount of rebels which simply were so active that it lead to them becoming the "face of rebel rp" and overshadowing everything else that other groups did/ might have done.
To answer your question after all this yap in a tldr:
Rebels too much gear? Not really.
Wipe? Maybe.
Will it fix anything? No. Too many fundamentals need to be changed for it to not be a repeat of the same thing over and over again.
Solution? A lot of new stuff in place during break. We'll see if it works.
Reason for all the deathmatching? Cuz'Wez'Let'Em'.
I'm a bit drunk sorry if this reads weird hihi.
You can have the best gear on the world, the highest health out of everyone and the highest damage but the moment you are even slightly outnumbered and running towards a defensive position you are severely punished.
It's easy to abuse simple things like headglitching, long hallways and third person to stop a OTA sweep in their tracks. There's only 5 or so of them (usually) and triple the amount of rebels. You can argue that the combine should just "use all their might" but realistically if we look at it
- Helicopter isn't configured to do damage with its bombs
- It only does around 3 damage per hit
- It's usually told the S2M as per the ruleset
- Manhacks AI is retarded
- Roller AI is retarded
- Synths are just asking for an abuse report (IF PLAYED BY A GM) or asking for them to sit and stare at the enemy as they are shot down
So in the end you're left with the 6 guys that deployed with you who are just looking for the usual skirmish. (REMEMBER THIS IS A ROLEPLAY SERVER, NOT ARMA 3. NO ONE REQUIRES YOU TO OR SHOULD REQUIRE YOU TO KNOW SEAL TEAM 6 TACTICS)
Now take all of what I said, and factor in that rebels have a 200 health creature with a 80% damage reduction to all forms of hits that also does (even after being nerfed) a flat 80 damage per hit juggernaut that can run at mach 7.
Can you really blame a few peeps wanting to do some evening s2k for fun on their favourite gmod server and having to endure running around the map for 30 minutes until they get funneled into a tunnel and die? I hope not, because they aren't really to blame.
When the PK rules were being rewritten they were made pretty "Hardcore" compared to other servers, with an emphasis on PK's being the default form of punishment for a characters death.
(THIS WAS NOT THE INTENTION, kinda)
It was our priority to actually LOWER the amount of combat SIGNIFICANTLY ENOUGH to the point where "Death/PK's" itself were a RARE occurrence (maybe say once a month someone died?) which would allow for stakes to raise, for roleplay to improve and for people to actually try to not gun each other down at the first instance of aggression due to the innate fear of losing your character, and the attempted "control methods" for both sides.
(this didn't happen, lol, we failed)
Instead, a certain combine faction was essentially forced onto the map and in an attempt to accommodate to them they beltfed some rebels with loot like a factory machine, leading to a small part of the rebel playerbase being able to gear themselves up with all of the best weapons while exploiting an unbalanced faction and a map not made for head on s2k engagements. Again, this is a SMALL amount of rebels which simply were so active that it lead to them becoming the "face of rebel rp" and overshadowing everything else that other groups did/ might have done.
To answer your question after all this yap in a tldr:
Rebels too much gear? Not really.
Wipe? Maybe.
Will it fix anything? No. Too many fundamentals need to be changed for it to not be a repeat of the same thing over and over again.
Solution? A lot of new stuff in place during break. We'll see if it works.
Reason for all the deathmatching? Cuz'Wez'Let'Em'.
I'm a bit drunk sorry if this reads weird hihi.
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