Dead Men Walking

dMw Gaming => FPS Gaming => Counter-Strike => Topic started by: uni on December 14, 2015, 09:35:37 PM

Title: Rushing
Post by: uni on December 14, 2015, 09:35:37 PM
Either enforce the rule or remove it. Every single day I get shot in the back by someone rushing through our spawn and behind us when we still have the bomb and all that is done is the message is spammed in chat. This is pointless, so either remove this rule or start slaying people for it. It doesn't matter if it is the round after, if they ruin the round for opposing team then they should sit out the next. If that isn't done then simply forget the rule and allow it and we can adapt to it and start expecting it to happen.
Title: Rushing
Post by: Jewelz^ on December 15, 2015, 11:36:23 AM
If there's a vote on this, i'd say remove it. Sure it's not realistic. But it is a viable competitive tactic (as annoying as it is).
Title: Rushing
Post by: Gone_Away on December 15, 2015, 01:06:59 PM
Quote from: Jewelz^;407262If there's a vote on this, i'd say remove it. Sure it's not realistic. But it is a viable competitive tactic (as annoying as it is).


Is dMw a pubby server now?
Title: Rushing
Post by: Dexterous on December 15, 2015, 02:29:14 PM
I think I'd probably vote for it to be removed, it's certainly a competitive tactic and part of the competitive nature of the dMw server in my opinion. If we're going for the competitive styled game play then it should be allowed, it is partly the fault of the team who are getting rushed because they should be covering all angles. On the other hand though if the community as a whole thinks that rushing should not be allowed we should probably draw up some guidelines for the main maps we play to get an idea of when and where we would consider something rushing or would consider it as a viable tactic. Therefore everyone gets a clear cut understanding of what is and isn't allowed and then we could enforce it more thoroughly.

Note: Perhaps we might not even need to remove the rule, we could always just say that if someone rushes more than a certain amount of times in their half they get a penalty for it. That way it is still a viable option but would only be used occasionally as a last ditch effort.
Title: Rushing
Post by: uni on December 15, 2015, 02:50:27 PM
I would rather it was just removed instead of having any sort of loosely based rule in action. It happens in comp matches and people wouldn't do it every time because there is the chance they just get killed early on as much as the team they are rushing. My biggest gripe with it is that since I have been playing on dMw there has been this rule in place and I have just got use to it not happening on there. It's a bad habit but something that I take for granted as being a rule. If it wasn't there I would at least know this is the case and I would have less of a problem with it happening. But whilst it is still supposedly a thing, being shot in the back is incredibly infuriating.
Title: Rushing
Post by: DuVeL on December 15, 2015, 04:11:44 PM
Quote from: Ninja_Freak;407270Is dMw a pubby server now?
Doesn't seem so.

Blunt made this post a bit back:
http://www.deadmen.co.uk/forum/showthread.php?38680-dMw-CS-GO-Server-rules-in-brief

3rd rule in there: Don't rush if you're supposed to be defending.

There are some more guidelines in the TCS-section.
The attacking side shouldn't be covering all angles in spawn because: Aren't they the guys attacking?

Unless the rules have changed quit a bit on the servers.
Title: Rushing
Post by: Dexterous on December 15, 2015, 05:56:00 PM
Quote from: DuVeL;407280The attacking side shouldn't be covering all angles in spawn because: Aren't they the guys attacking?
.

The question is if we want dMw to be a competitive styled server or a sort of hybrid between traditional dMw and competitive play. If you are playing it competitively people will sometimes rush, it's just part of the game. If you want to have a hybrid then we definitely need much more clear rules on where and where you cannot go so that we can easily say "That's too far, get back or you're gonna be slain the next round"
Title: Rushing
Post by: Gone_Away on December 15, 2015, 09:08:54 PM
Quote from: DuVeL;407280Doesn't seem so.

Blunt made this post a bit back:
http://www.deadmen.co.uk/forum/showthread.php?38680-dMw-CS-GO-Server-rules-in-brief

3rd rule in there: Don't rush if you're supposed to be defending.

There are some more guidelines in the TCS-section.
The attacking side shouldn't be covering all angles in spawn because: Aren't they the guys attacking?

Unless the rules have changed quit a bit on the servers.

Sadly that's over two years ago that post was made. It would appear that the game-style has changed. I agree with the all or nothing approach. I would leave it up to the GL and not put it to a vote...
Title: Rushing
Post by: Gunda on December 17, 2015, 11:57:44 AM
I am dead set against out and out rushing, but feel fixed limits just do not work.  What should be allowed is if a CT has spotted the bomb (not just planted or dropped) at A then the CT's at B are then allowed to rush to the rear of the T's, or even if someone at mid on cache calls they have heard a lot of T's rushing A or B then that should allow the rear push from the opposite site.

We should imo increase the freeze time at the start by another couple of seconds to enable more talk about tactics like 2 go A, 3 go b etc...
Title: Rushing
Post by: SLoWHaND on December 17, 2015, 01:35:42 PM
Quote from: Gunda;407409I am dead set against out and out rushing, but feel fixed limits just do not work.  What should be allowed is if a CT has spotted the bomb (not just planted or dropped) at A then the CT's at B are then allowed to rush to the rear of the T's, or even if someone at mid on cache calls they have heard a lot of T's rushing A or B then that should allow the rear push from the opposite site.

We should imo increase the freeze time at the start by another couple of seconds to enable more talk about tactics like 2 go A, 3 go b etc...

I like this...............but getting ppl to abide by it is the problem
Title: Rushing
Post by: Bellowhead on December 17, 2015, 05:04:25 PM
Quote from: Gunda;407409We should imo increase the freeze time at the start by another couple of seconds

This this this. Eco rounds simply don't exist on dMw because there isn't enough time to communicate with team. I guess this comes back to the questions below on whether it's a competitive server or not but I think it definitely is leaning towards a competitive style. Especially now that you can't communicate with the other side.

Just my humble opinion of course, I int one of the gang!
Title: Rushing
Post by: Tutonic on December 17, 2015, 05:32:02 PM
It's worth remembering that we have to cater to all abilities here. There are many on our servers who haven't had the exposure to competitive CS that others have, and for those more 'casual' players getting slotted in the back by someone who's supposed to be defending is a frustrating experience.

I don't play enough on our servers to offer an opinion on what rules should be enforced or not, but ensuring that everyone has a good time should be our main priority.
Title: Rushing
Post by: Dexterous on December 17, 2015, 09:05:34 PM
It's not the freeze time, the fact is that people tend to play their own strategy with only a loose idea of what sort of area in the map they should be going to. People aren't playing it in a competitive style (even if the game is styled like a competitive match) so the freeze time wouldn't make much difference in my opinion.
Title: Rushing
Post by: Gunda on December 18, 2015, 10:11:34 AM
could we trial additional freeze time for a few weeks, and see what kind of feedback we get?
Title: Rushing
Post by: Dexterous on December 18, 2015, 03:43:58 PM
That's up to the great master Blunt.
Title: Rushing
Post by: Expert Pie Hider on December 22, 2015, 07:40:54 PM
I second adding some more seconds to the freeze time.

Even though I have my buy keys all mapped out on the numeric keypad, and feel like a ninja with a rapid buy sequence, I still sometimes get people thinking I'm AFK if I buy 3 nades and a defuse kit as well as primary and armour!

V hard to police the rushing unless it can be automated. I know some servers auto kick when they detect spawn attacking (presumably it's a timer), could it do the same for CT's advancing too far within a certain time? (Warn,slap,kick etc)

If not, in reality it's probably more positive for the mature gamers on the CT side to call the round strategy more vocally rather than the rushed dead Ts to tell the CTs off for beating them.

EPH