[QUOTE=Thundermuffin;340186]Okay let’s put it this way since you seem to think that isfair and balanced; the game makes it so hacking is insanely hard to do because if you move too far away the hack signal goes down to 1 bar almost instantly; we were playing a PUG and we were only using ESL abilities restriction so we ran outside to hack. It went faster outside the hack area where you weren’t able to been seen easily, it seemed like an exploit since you were hacking through a “major” wall, and were hidden behind those obstructions. When we were hacking inside the stupid thing was down to like 1 bar and was taking forever and we weren’t safe at all. Tell me how the heck is that fair? It isn’t, there’s no possible way it was fair, but alas you think it is. You don’t realize but every decision is suppose to have a risk/reward type of behavior. Running outside not only decreases your risk but it increases your reward! Again, you don’t know what the heck you’re talking about if you think low risk/high reward is fair.
Who cares if everyone is a light? Do you want to know why we’re lights with carb-9s and sea eagles? It’s because Splash Damage wasn’t able to balance the game and nothing else is worth using. Carb-9 is great for short/mid range and the Sea Eagle is a sniper pistol. You don’t get anything from being a medium or heavy; what little HP you get is countered because of the domination that the Carb-9 and Sea Eagle reign upon everyone else.
If you don’t use it, it’s your own fault and you shouldn’t say it’s because of ESL. It’s because of Splash Damage and their poor weapon balancing that they still haven’t addressed. ESL didn’t balance the weapons, the competitive community didn’t balance the weapons, but had either one of them balanced the weapons you’d actually see more of them in use and they might not all be so crappy!
You do realize that it’s quicker to remove a hack box than hack, correct? It isn’t fair for the harder part to take longer and then be removed in 4 seconds, because not only do the offense spawn really far away in both Terminal and Reactor, but the objective rooms are nothing but death traps because of their horrid map design.
In Terminal you have to get into a stupid little room, plant a box/tap the box to get your cellular device out and then hack for 2 or 3+ spawn waves; if they were allowed to dehack, do you really think that the offense would ever win? Same thing with Reactor, once you plant the hackbox you have to try to get back in and that isn’t easy. If you go underneath there’s always 2 mines guarding the stairs, going in from the opposite side is stupid because they’ll know yo u’re coming because someone’s up in mid shooting and throwing moltovs and they have a turret, plus all of their guys are up on the balcony with full buffs and your team may be missing a buff or two.
I’m curious, do you whine at Counter-Strike/TF2/QUAKE community for running with the same weapons, very few maps, and the same class loadouts on every map?[/QUOTE]
Meh. The hardest part in the game and only real spot I am still trying to figure out a break tactic in is the top landing at street level of Security Tower. The rest can get done by a good team working together. I’d kill that OP you’re talking about hiding or wherever you think he could be that is so hard to stop. Also, you hack faster with more than one Operative. And the ESL Rules penalizes the Operative Class! Thats what I mean by contradictions/flaws in the rules.