GoldWatson
Uncharitable
- Joined
- Sep 7, 2017
- Messages
- 108
This is a guide for NEWER rebellers in jailbreak. If you already know most or all of the information in this guide, don't post complaining about a lack of information
Now to start off this guide to be a rebeller, we must first define what rebeller is.
Rebeller - Any red that has done any of the following...
- Done damage to a blu (excluding baiters, of course)
- Collected ammo or has access to weapons
- Has disobeyed warden's orders
Now with rebeller defined, we can start.
As a rebeller, your main goal is to kill all blus. The hardest part of being a rebeller is the way you escape. The initial escape part is where most rebellers end up dying. If you are able to get past the warden and any guards he has, you are golden. Then, lies the question, how do you initially escape?
As a semi-experienced jailbreak rebeller, I would say the best way to escape is to wait for the warden and guards to be focused on dealing with another rebeller. If there is many players on red and few on blu, go for this method. If not, don't.
Another good way of initially escaping is to wait for the warden to give out orders on what to do once you've left your cell. At that point, if the warden chooses to wait behind the reds, feel free to attempt to run away. This consistently works on fuller servers, as well because of the large risk of freehitting other reds.
The easiest escape is the jetpack. It is pretty much a get out of jail free card (haha) for rebelling. As a guard or warden, it is generally very hard to hit pyros using the jetpack.
In the event of you getting caught escaping and you are 100% sure there is no way you can run away, stack with other non-rebelling reds. However, don't be under the illusion that after you are caught, there's no way to rebel. If you can, wait for one of the above opportunities to open up and take it as soon as possible.
Another good way of initially escaping is to wait for the warden to give out orders on what to do once you've left your cell. At that point, if the warden chooses to wait behind the reds, feel free to attempt to run away. This consistently works on fuller servers, as well because of the large risk of freehitting other reds.
The easiest escape is the jetpack. It is pretty much a get out of jail free card (haha) for rebelling. As a guard or warden, it is generally very hard to hit pyros using the jetpack.
In the event of you getting caught escaping and you are 100% sure there is no way you can run away, stack with other non-rebelling reds. However, don't be under the illusion that after you are caught, there's no way to rebel. If you can, wait for one of the above opportunities to open up and take it as soon as possible.
After the initial escapes, what do you do at that point?
You have a few options at that point as well.
While not required, it is usually a good idea to get ammo as soon as you're sure it is safe. Learn all of the maps and how to get into armory. Be sure to listen in for what the warden is saying. Once they've moved away from the armory, try to get ammo. Be weary though, the warden will usually send guards after you.
After you're sure nobody will see you, try to kill a guard. Make sure, however, that you don't try to get too close to other blu team members. The best way to kill blus is to pick them off, one by one. Think "if I were a guard, would I look here," and if the answer is no, hide in a spot and pick off a blu.
After you're sure nobody will see you, try to kill a guard. Make sure, however, that you don't try to get too close to other blu team members. The best way to kill blus is to pick them off, one by one. Think "if I were a guard, would I look here," and if the answer is no, hide in a spot and pick off a blu.
After you've whittled down the amount of players on blu, you can try to kill the warden. This is usually very disruptive to a round, and will encourage other non-rebelling reds to rebel with you in order to quickly kill the other blus. However, do not be a cunt and kill the warden while he's giving LR. This is a dick move and I strongly suggest you don't.
Now that you know what and how to do it as a rebeller, which class is the correct one to use?
There are only a few classes that are viable for rebelling. I'll write out a tier list and give explanations as to why I placed a class where it is.
Let's begin at the top at SS tier.
Scout is the best because of his high speed and his immediate damage options from the start of the game. Pyro is in SS tier as well because of his easy escape options and high speed. The thermal thruster, however, may be removed from reds, bringing him down to A Tier. As another benefit to pyro, killing guards is very easy after you have ammo.
In S tier, we have medic and spy.
Medic is great if you have a couple of friends with you; he can support other rebellers. Ubers are easy to gain and you can usually kill a few guards with uber.
Spy is good, as well because of the option to backstab guards. This is an effective damage output if the guards are oblivious to trickstabs. However, spy with ammo isn't too much of a threat.
In A tier, we have sniper.
Sniper, initially, is not deadly, nor has any specifically good traits, he's about average. However, after getting ammo, sniper is probably the best class for rebellers if you can aim; with his deadly headshot doing upwards of 150 damage.
In B tier, we have soldier, demo, and engineer.
Soldier is here because of his slow movement speed. Even with ammo, soldier isn't all that good unless you're a god with the direct hit. Initially escaping is very hard.
Demoman faces the same problem as soldier. He is slow, and isn't all that good with ammo compared to the sniper.
Engineer, while having the eureka effect, just cannot stack up to the classes above him. Even after getting ammo, he's still very weak.
In C tier, we have heavy.
Heavy is the hardest class to escape with because of his hitboxes and slow movement speed. Even after escaping, with ammo, the heavy cannot outdamage guards with crits, leading me to believe that he is the worst for rebelling.
SS Tier:
Scout
Pyro
S Tier:
Medic
Spy
A Tier:
Sniper
B Tier:
Demoman
Soldier
Engineer
C Tier:
Heavy.
Scout
Pyro
S Tier:
Medic
Spy
A Tier:
Sniper
B Tier:
Demoman
Soldier
Engineer
C Tier:
Heavy.
Let's begin at the top at SS tier.
Scout is the best because of his high speed and his immediate damage options from the start of the game. Pyro is in SS tier as well because of his easy escape options and high speed. The thermal thruster, however, may be removed from reds, bringing him down to A Tier. As another benefit to pyro, killing guards is very easy after you have ammo.
In S tier, we have medic and spy.
Medic is great if you have a couple of friends with you; he can support other rebellers. Ubers are easy to gain and you can usually kill a few guards with uber.
Spy is good, as well because of the option to backstab guards. This is an effective damage output if the guards are oblivious to trickstabs. However, spy with ammo isn't too much of a threat.
In A tier, we have sniper.
Sniper, initially, is not deadly, nor has any specifically good traits, he's about average. However, after getting ammo, sniper is probably the best class for rebellers if you can aim; with his deadly headshot doing upwards of 150 damage.
In B tier, we have soldier, demo, and engineer.
Soldier is here because of his slow movement speed. Even with ammo, soldier isn't all that good unless you're a god with the direct hit. Initially escaping is very hard.
Demoman faces the same problem as soldier. He is slow, and isn't all that good with ammo compared to the sniper.
Engineer, while having the eureka effect, just cannot stack up to the classes above him. Even after getting ammo, he's still very weak.
In C tier, we have heavy.
Heavy is the hardest class to escape with because of his hitboxes and slow movement speed. Even after escaping, with ammo, the heavy cannot outdamage guards with crits, leading me to believe that he is the worst for rebelling.
Thanks for reading my guide, I hope this helped you.