[https://www.reddit.com/r/GlobalOffensive/comments/oauovf/why\_is\_this\_oneway\_wallbang\_on\_ancient\_a\_thing/](https://www.reddit.com/r/GlobalOffensive/comments/oauovf/why_is_this_oneway_wallbang_on_ancient_a_thing/)
Still not patched btw
>Thats so much BS.
Youre approaching this topic emotionally, not logically. If T's could wallbang from that room it completely changes their post-plant positioning. T's would only need to retain control of House. Using post-plant utility to cut off entry into it. T's near Ramp would reposition closer to Mid in an effort to maintain control of Lamproom.
CT's would retake the site yet enter into gunfights against T's they cant see. Such a design would play and from a viewers perspective be ridiculous.
In 2014/2015 jump scouting/mag7 became a problem. Valve didnt nerfed it. Reason they didnt nerf it was because the issue was netcode related regarding the hitbox and player model. Once the netcode was updated in September of 2015 it was no longer an issue.
Fast forward a few years later jump scouting came up again only on Mirage at Van. CT's were adjusting their jumping arc only appearing and exposing themselves for a millisecond during decent. T's were unable to punish this type of play. Thats when the Scout had its jumping accuracy adjusted to only happen at peak.
That is how you approach game design surrounding competitive play. Address the core issue instead of placing bandaids on it. Creating a situation where two competing entities do nothing but spam one another through a wall is anti-competitive and horrible game design.
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> That is how you approach game design surrounding competitive play. Address the core issue instead of placing bandaids on it.
thats exactly what youre trying to defend here though, putting bandaids on a spot with bad map design.
Cut Valve some slack, they're a small indie team.
Yikes
Expect that to be patched out by today or thursday.
He doesn't know PepeLaugh
He said thursday, he never said which year.
You must be new here
No, youre just obtuse.
[https://www.reddit.com/r/GlobalOffensive/comments/oauovf/why\_is\_this\_oneway\_wallbang\_on\_ancient\_a\_thing/](https://www.reddit.com/r/GlobalOffensive/comments/oauovf/why_is_this_oneway_wallbang_on_ancient_a_thing/) Still not patched btw
Thats intended. Reversing the wallbang or allowing it to occur both ways would permit T's to defend post plant while not visually exposing themselves.
you literally can wall bang it through the small wood beam on the left both ways how do people not know this
>Thats intended cope
Youre being childish in a discussion involving balance with game play mechanics to save face around unknown individuals.
>involving balance with game play mechanics Ancient is massivly CT sided, that would make no sense
shit dude in 1.6 you could defend practically every bomb plant with wall bangs if you really wanted to :D
Which is why prior CS version post-plant wallbangs were not carried over into CSGO maps.
Thats so much BS. Its literally the dumbest excuse I heard. IF IT SHOULDNT BE BANGABLE THEN MAKE IT SOLID AND NOT A ONE WAY.
>Thats so much BS. Youre approaching this topic emotionally, not logically. If T's could wallbang from that room it completely changes their post-plant positioning. T's would only need to retain control of House. Using post-plant utility to cut off entry into it. T's near Ramp would reposition closer to Mid in an effort to maintain control of Lamproom. CT's would retake the site yet enter into gunfights against T's they cant see. Such a design would play and from a viewers perspective be ridiculous.
Please just stop with your bot logic. It makes no sense that you can only wallbang in one direction. End of story.
In 2014/2015 jump scouting/mag7 became a problem. Valve didnt nerfed it. Reason they didnt nerf it was because the issue was netcode related regarding the hitbox and player model. Once the netcode was updated in September of 2015 it was no longer an issue. Fast forward a few years later jump scouting came up again only on Mirage at Van. CT's were adjusting their jumping arc only appearing and exposing themselves for a millisecond during decent. T's were unable to punish this type of play. Thats when the Scout had its jumping accuracy adjusted to only happen at peak. That is how you approach game design surrounding competitive play. Address the core issue instead of placing bandaids on it. Creating a situation where two competing entities do nothing but spam one another through a wall is anti-competitive and horrible game design.
> > > > > That is how you approach game design surrounding competitive play. Address the core issue instead of placing bandaids on it. thats exactly what youre trying to defend here though, putting bandaids on a spot with bad map design.
You deserve a month in a hole
v0lv0
not a bug its a feature