edi
Unremarkable
- Joined
- Jul 27, 2022
- Messages
- 24
In Jailbreak, players are divided into two teams. The RED team is designated as "prisoners", while the BLU team is "guards". One member of BLU is designated as the "Warden," and has more perks than other guards such as being able to order RED players to obey commands, placing beacons, open cell doors/gates, and initiate minigames for them to compete in. Prisoners who fail the minigames are eliminated, until only one remains.
The RED team (prisoners) start in their cells, and, in almost all servers, are stripped down to their melees (with a few exceptions, such as the Medic's Medi Gun). The BLU team (guards) start in a room called the "Armoury", which houses multiple Health Kits and Ammo boxes. RED players are usually not allowed to enter Armoury, lest they be killed by the guards. RED players cannot enter the Armoury through the front exit, as the door will simply not open for them. However, most armouries have secret entrances, usually requiring prisoners to break an obstacle before they can get in.
All Jailbreak maps have a "Medic" area, where anyone entering will automatically be healed to their max health with no overheal.
While most Jailbreak rounds have prisoners win by following the Warden's orders, some prisoners will attempt to win by "rebelling", or killing the BLU team. However, this is often very difficult without a full-team cooperation, as prisoners are stripped down to their melees. BLU players, meanwhile, have access to all their weapons, as well as free access to the Armoury and all its benefits.
Taken straight from the TF2 Wiki. I made some important parts bold but I want to put even more emphasis on the last sentence here (BLU players, meanwhile, have access to all their weapons, as well as free access to the Armoury and all its benefits.)
Ever since I started playing jailbreak in 2014 this was the formula, and there never was a problem with it. BLU team had a strong advantage being range, the ability to keep their distance and still dish out damage. While for the RED players to get this ability, they have to escape their pack of prisoners manage to find an ammo pack or enter armoury all the while trying to lose the guards chasing their tail. After obtaining ammo they still have to take out the BLU team in order to win the round.
And even after collecting ammo guards still do have a few advantages like already being grouped up in a team and having instant access to armoury, if they so need. But on Flux servers they also have the 1.5x damage increase meaning that you, as a RED will NEVER be on the level that the BLUs are at even after collecting ammo.
I also want you guys to understand that there is skill expression in jailbreak for Guards, and for both sides of the RED team, rebelling and minigame players. I enjoy all 3 sides but the 1.5x damage increase makes it hard for me and others to enjoy 2 sides here. The obvious one being the rebelling side and the example is above. And the second side might come unexpected but for me personally I simply cannot enjoy being a guard on these servers, the 1.5x just makes it so damn easy to handle rebelling REDs that I don’t even have to try to be competent and prevent them from getting ammo, unless it’s a mass rebel.
And for the people that do not see how ridiculous 1.5x damage really is. if we take 150% damage and return it to normal 100%(one third less) but also decreasing HP of the REDs by one third we can see how much HP REDs have in the current gameplay setting of Flux jailbreak server.
This would mean that:
Scout has 84 HP
Soldier has 134 HP
Heavy has 200 HP
Medic has 100HP
The only reason why 1.5x has lasted this long is because it’s not in your face when you first join the server. It’s something you discover a bit later on when a soldier one shots you with the default rocket launcher while you’re playing medic. If I were to freshly join a jailbreak server and pick scout and would see my HP at 84 max, I would leave right away.
Every time this topic has actually come up in the in-game server 90% of people talking were against it. Only here on the forums I see people defending the damage increase, so I will go into some comments from other posts on this topic that defend the 1.5x damage.
“No. It's not meant to be easy for red to rebel and blues already get demolished as it is.“
I have yet to see half competent people get demolished on blue. The only reason I see blue get demolished is because they are not competent enough and no amount of damage increase will make them more competent. Being a competent blue starts with what class you pick and if you are just 4 players total on blue and 2 pick pyro and the other 2 pick spy. Well, then you’re just asking for it. 0 chasing potential for running REDs means they will get ammo in no time. Pick scout or soldier, mobility is great for chasing REDs and splash damage is good for stopping a rebelling group.
“1.5x damage is better. imagine 4 blues vs 20 reds. blues will get demolished”
Like said above. Pick the proper classes if you are losing rounds in a row the same way, change it up. The jailbreak formula should not be changed because players are incompetent. This will only make the competent players godly strong and again ruin one side of what makes jailbreak fun.
“Guards already have trouble as it is i'd suggest getting better”
This one is in defense of 1.5x damage by the way. I just thought it was funny that they suggest REDs get better.
“the current rules significantly favours reds, if you want it toned down you have no skill and need yet another crutch to rebel”
They most certainly do not, for example the breaking of breakables makes you KOS as red. Not even breaking it, just hitting it once makes you KOS. Where on other servers breaking a breakable meant having an option to escape if guards forgot about it, on flux if they even catch you hitting it, you’re out. So I believe it’s quite the opposite. The current rules heavily favour blues.
Flux.TF Owner: “This has also been a heated discussion in the past. I believe that the current damage output is still appropriate.”
I believe the opposite. It is far from appropriate in my opinion, rebelling and playing for LR are 2 sides of the same coin, some rounds where I plan to rebel I instead go for LR and others where I go for LR I end up rebelling instead. The damage increase forces reds to refrain from rebelling since they know that even if they get ammo, they will never be on the same level as their opponent. Skill expression is lesser. No more riding a soldiers rocket to escape him, instead you will get one shot. The randomness if less, and guards competency even lesser. I mean why should they be competent when they get carried by their stats?
Let the jailbreak formula be as it always has been. I have seen too many servers try to change it only to realise that what makes jailbreak good is the simplicity. Guard got weapon. Red got no weapon. Play game.
Skill from TF2 should translate into jailbreak and a better player shouldn’t lose to a worse one because they have overtuned stats. Guards have lots of chances to prevent reds getting ammo, being half competent is enough and it starts with picking the right class.
Thanks for reading, feel free to debate and please read the post fully before you do.
Suggestion by Firebird and edi.
The RED team (prisoners) start in their cells, and, in almost all servers, are stripped down to their melees (with a few exceptions, such as the Medic's Medi Gun). The BLU team (guards) start in a room called the "Armoury", which houses multiple Health Kits and Ammo boxes. RED players are usually not allowed to enter Armoury, lest they be killed by the guards. RED players cannot enter the Armoury through the front exit, as the door will simply not open for them. However, most armouries have secret entrances, usually requiring prisoners to break an obstacle before they can get in.
All Jailbreak maps have a "Medic" area, where anyone entering will automatically be healed to their max health with no overheal.
While most Jailbreak rounds have prisoners win by following the Warden's orders, some prisoners will attempt to win by "rebelling", or killing the BLU team. However, this is often very difficult without a full-team cooperation, as prisoners are stripped down to their melees. BLU players, meanwhile, have access to all their weapons, as well as free access to the Armoury and all its benefits.
Taken straight from the TF2 Wiki. I made some important parts bold but I want to put even more emphasis on the last sentence here (BLU players, meanwhile, have access to all their weapons, as well as free access to the Armoury and all its benefits.)
Ever since I started playing jailbreak in 2014 this was the formula, and there never was a problem with it. BLU team had a strong advantage being range, the ability to keep their distance and still dish out damage. While for the RED players to get this ability, they have to escape their pack of prisoners manage to find an ammo pack or enter armoury all the while trying to lose the guards chasing their tail. After obtaining ammo they still have to take out the BLU team in order to win the round.
And even after collecting ammo guards still do have a few advantages like already being grouped up in a team and having instant access to armoury, if they so need. But on Flux servers they also have the 1.5x damage increase meaning that you, as a RED will NEVER be on the level that the BLUs are at even after collecting ammo.
I also want you guys to understand that there is skill expression in jailbreak for Guards, and for both sides of the RED team, rebelling and minigame players. I enjoy all 3 sides but the 1.5x damage increase makes it hard for me and others to enjoy 2 sides here. The obvious one being the rebelling side and the example is above. And the second side might come unexpected but for me personally I simply cannot enjoy being a guard on these servers, the 1.5x just makes it so damn easy to handle rebelling REDs that I don’t even have to try to be competent and prevent them from getting ammo, unless it’s a mass rebel.
And for the people that do not see how ridiculous 1.5x damage really is. if we take 150% damage and return it to normal 100%(one third less) but also decreasing HP of the REDs by one third we can see how much HP REDs have in the current gameplay setting of Flux jailbreak server.
This would mean that:
Scout has 84 HP
Soldier has 134 HP
Heavy has 200 HP
Medic has 100HP
The only reason why 1.5x has lasted this long is because it’s not in your face when you first join the server. It’s something you discover a bit later on when a soldier one shots you with the default rocket launcher while you’re playing medic. If I were to freshly join a jailbreak server and pick scout and would see my HP at 84 max, I would leave right away.
Every time this topic has actually come up in the in-game server 90% of people talking were against it. Only here on the forums I see people defending the damage increase, so I will go into some comments from other posts on this topic that defend the 1.5x damage.
“No. It's not meant to be easy for red to rebel and blues already get demolished as it is.“
I have yet to see half competent people get demolished on blue. The only reason I see blue get demolished is because they are not competent enough and no amount of damage increase will make them more competent. Being a competent blue starts with what class you pick and if you are just 4 players total on blue and 2 pick pyro and the other 2 pick spy. Well, then you’re just asking for it. 0 chasing potential for running REDs means they will get ammo in no time. Pick scout or soldier, mobility is great for chasing REDs and splash damage is good for stopping a rebelling group.
“1.5x damage is better. imagine 4 blues vs 20 reds. blues will get demolished”
Like said above. Pick the proper classes if you are losing rounds in a row the same way, change it up. The jailbreak formula should not be changed because players are incompetent. This will only make the competent players godly strong and again ruin one side of what makes jailbreak fun.
“Guards already have trouble as it is i'd suggest getting better”
This one is in defense of 1.5x damage by the way. I just thought it was funny that they suggest REDs get better.
“the current rules significantly favours reds, if you want it toned down you have no skill and need yet another crutch to rebel”
They most certainly do not, for example the breaking of breakables makes you KOS as red. Not even breaking it, just hitting it once makes you KOS. Where on other servers breaking a breakable meant having an option to escape if guards forgot about it, on flux if they even catch you hitting it, you’re out. So I believe it’s quite the opposite. The current rules heavily favour blues.
Flux.TF Owner: “This has also been a heated discussion in the past. I believe that the current damage output is still appropriate.”
I believe the opposite. It is far from appropriate in my opinion, rebelling and playing for LR are 2 sides of the same coin, some rounds where I plan to rebel I instead go for LR and others where I go for LR I end up rebelling instead. The damage increase forces reds to refrain from rebelling since they know that even if they get ammo, they will never be on the same level as their opponent. Skill expression is lesser. No more riding a soldiers rocket to escape him, instead you will get one shot. The randomness if less, and guards competency even lesser. I mean why should they be competent when they get carried by their stats?
Let the jailbreak formula be as it always has been. I have seen too many servers try to change it only to realise that what makes jailbreak good is the simplicity. Guard got weapon. Red got no weapon. Play game.
Skill from TF2 should translate into jailbreak and a better player shouldn’t lose to a worse one because they have overtuned stats. Guards have lots of chances to prevent reds getting ammo, being half competent is enough and it starts with picking the right class.
Thanks for reading, feel free to debate and please read the post fully before you do.
Suggestion by Firebird and edi.
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