The main issue is when reds vastly outnumber blues, it's incredibly easy to be isolated and lose all your ammo. 24 rockets with no secondary, 200 bullets that suck at rebelling CC (that run out VERY quickly), or 36 shotgun shots. Assuming there are 18 reds vs 4 blues, 18 reds with HP buffs, soldiers will have to spend 2-4 rockets to kill one rebel, scouts 2-4 shots, heavy around one-eighth of his ammo (assuming they're hitting most shots for max damage at medium range with damage dropoff). I don't see why ducking into armory to get ammo is a big deal. If they camp there waiting for reds, it's almost the exact same situation as a red camping armory. You wait until the opposite color leaves/appears to try and make a kill. And to be quite frank, I think it would add difficulty to rebelling, because there is hardly any as is. Reds can sit in armory and have a leisurely time fully stocking up on ammo and waiting for a chance to break loose. If blues were allowed to pressure them, they'd have to grab some ammo, escape again, and actually avoid guards.
If you are saying that the problem is reds outnumbering blues, then reentering armory is not the solution it will just lead to more camping. The only way to fix that is to get more blues and to get better blues. I've seen lots of different wardens take care of mass rebellions with only 1 or 2 guards, it's difficult sure, but definitely not impossible and can be done with experience and team work. Reentering armory negates all the work needed by a blue to use teamwork, conserve ammo, and hunt down rebellers when they could just camp armory until the rebeller shows up. Rebels camping in armory is not the same as blues camping armory because a red eventually has to leave to get some kills while a blue can just wait for a rebeller to show up. The difficulty of rebelling depends on the skill of the guards. Guards who know how to direct prisoners where they want will make rebelling tough by putting reds in inconvenient locations while a guard who sees a rebeller could just hop right back into armory, wait under the ceiling for a rebeller to pop in and shoot his guts out without actually learning how to be a good warden.
Your argument here is, "don't change the game from how I like it, or I'm going to stop playing." If it was such a short change that you weren't logged in for most of, I don't see how you had the time to observe the balance aspects of this change. Instead, you decided to whine because it makes your job on red easier. None of your post actually applied to the re-entering rule, it only talks about how "good blues could compromise with limited ammo."
Nope, thats not what I'm saying. I'm saying that I've seen jailbreak to be balanced for both red and blue and this rule would add a major shift in difficulty to rebelling. The current balance of difficulty for reds and blues are fine, why mess with it? Reentering armory takes away the skill of actually being a good guard. I know that many players are used to our server having the no reentering armory rule and I quickly made this post so we could prevent a mass confusion of what blues can and can't do before it begins. I have observed this rule on other jailbreak servers and it is not a very successful rule.
Rebelling shouldn't be as easy as it is.
IT SHOULDN'T BE EASY TO PUNCH THE GUARD OF A PRISON TO DEATH
Rebelling is not easy unless there is a million reds (but that can't be solved by allowing blues to reenter) in which case getting more players on blue is what we should be focusing on.
Like Asu said, this could be the weapons fault, not the jailbreak mechanics.
- To dispose of reds who ran into armory instead of having to take this whole "now you have to get out." deal
- It makes it more challenging for a prisoner to plan rebellions instead of just running for armoury and camping there until reds are near the door
- Reduces the need for admins needed to find out "who re-entered"
- BLU's aren't punished for honest mistakes, like being backed up into armory and slain for it.
- With full health packs in armory, RED's are able to get health much faster than the BLU's trying to kill the rebellers, making it completely unfair as BLU's have to travel to medic back and forth while RED's pick up the health packs and insta-heal. (Prominent in ml_castle)
I'd rather have it where blues wait for reds to exit to have an actual fight than to have a never ending battle taking place in armory.
Plan will always fail when a a red enters the armory just to see a blue has been camping there with a shotgun to their face.
It is much easier for an admin to slay someone for reentering than to slay a whole group of reds and blues for camping. Finding out is not that difficult at all.
You are a prison guard. You need to be aware of important things. Can't be lenient about that, rules exist for a reason.
Thats why blues should wait a good distance from armory before trying to kill rebellers, good wardens know how to deal with that problem.
Steam chats.
EDIT: Changed ratio to 0.66 from 0.5. That should allow 1 more blue.
Not going to yell at you yet because I haven't seen it in action, but I already sense that this is going to be a bad decision.