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  • I feel like buying guns to rebel with is pointless as gun/gun's spawn in cells and it seems like it's already easy to rebel without the fact that you can buy them, I understand why they are there and why they cost a lot but when there is lots of people playing buying a gun instead of letting the round play out it ruins the whole fun of rebelling, not saying its effecting the game a lot but in some rounds its over before we even get out of cells.

    (THIS IS NOT A CHANGE THAT NEEDS TO HAPPEN STRIGHT AWAY JUST THOUGHT I'D LET IT SIT HERE SO IT HAS BEEN BROUGHT UP)

    Regards
    Unknown

  • I believe we've talked about this in a staff chat, but I also agree that buying a Mac-10 in the middle of a round is very overpowered. This is how I would balance it:

    1. T's should only be able to buy pistols or grenades from the shop - no SMG's, rifles, or anything else.
    2. Any map-placed pistol or item bought from the shop should have no reserve ammo. This encourages T's to strategically use their ammo.
    3. Only one T can buy a gun or type of grenade per round.
    4. Once a T has bought a gun or grenade, they cannot buy another one until the next map.

    This balancing is lifted from OS, but it worked really well.

  • Most weapons have been retired now in the Shop. Changed to a range of nade selections to buy on next round start, and a 1 magazine CZ75 to balance it out. VIP's still get their free Glock once per day and Super VIP's get their free MAC-10 a day.

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