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HL2RP Factions Tier List

Citizens are the main core of hl2rp doesn't matter if thats where most minges come from but its the faction that does the most rp overall and gives life to the city since its the biggest faction.

IMO cmu is way better than cwu rp wise because people invest more time into learning how to do their job since its more complicated they will be more serious about it and be more realistic in /me's giving a good immersion feeling to the server.

Vorts are quite fucking good but i've seen a lot of problems with people playing the faction including spelling errors on basic english or lack of interest in roleplay overall.

CPs are also quite good since they are the main enforcers of the law in the city and most (from what i've seen as a CP) were great at RPing.

Most rebels are fucking retarded and act in a selfish way taking everything and everyone down for their own gains damaging the city in the process and the citizens, economy, other rebel groups, professional rebels know how the resistance should really be played out to avoid these consequences.

Zombies and crabs can be great if the player behind it isn't a sweaty powergamey shit and tries to PK you without p2l'ing or playing fairly.

CWU is full of rebels and rp is shit there.

OTA can be also very good when they actually do their job instead of being afk in nexus telling units to move away when they get too close.

Birds are annoying kill all birds stomp them till they're all dead..
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I see citizens and cops as vital part of Half Life 2 RP, at opposite ends. The citizens are its life blood, there can be no roleplay without them, and they come in a variety of forms which makes every experience unique.
Cops serve the function of representing the oppressive force of the combine, VITAL in roleplay. Without them, all the fear and magic of living in this dystopia is gone. They are easily the most public face of the combine.

CWU and Vortigaunts are very good RP assets, serving their purpose to enhance RP and providing tools to achieve more. They are the salt that makes the whole more complete and enjoyable, while also being self-serving and allowing people to expand upon their characters.

CCA and Rebels. Now, these are only good depending on how you act on them. If the CCA is not very visible, it's as if it didn't exist at all, while if you play your cards right they easily become a focal point of events.
Rebels are either gung hos and rambos hiding in the sewers stockpiling on equipment and shotcopping, or they're actually very well developed characters that chose not to lie down and die.


I was not sure of what the first picture in C was, so I put it there. If it were loyalists, I'll probably place them down at a A tier as they are expansions of citizens and CWU.
OTA also goes to the C tier because they serve one specific function and are mostly flag on flag off roles. There is close to zero character development, but they serve the important functions of quelling down rebellions and being the thing everyone fears in case shit hits the fan. They're useful, just not very enjoyable to me.

For the D tier, I fucking HATE bird RPers. They're annoying, useless, a disturbance of roleplay at best. They add no real atmosphere, instead 90% of the time I see them being assholes and annoying players.

Headcrab RPers are overly zealous almost every time, attempting to PK people while forgetting they're there to play a P2L role. I cannot stand these two whitelists so I placed them here
 
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the one and only correct tier :angrycop:
 
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