Like it has already been said, turning off frag nades just makes the ATTACKING team camp. Turning off the target (by "no rush") gives attackers no incentive to stop the camping, and it takes away the DEFENDING teams primary objective: DEFEND. Although turning magazines off frees up the need for Sixth Sense, which is a slight advantage for the defenders, turning off AA and nades is severely limiting the gamemode.Magnusfication wrote: ↑Tue Nov 21, 2017 1:08 pmI host TSNE games most of the time. Only rules I put up, is no red ping and only rush if ur last man or minute. I also turn of nades, magazines and AA as I feel like those things make the mode easier, not harder. Other than that all skills are allowed. If someone wants to waste all 4 skill slots tot cqc ex or slit, be my guest. I don't mind SV rules at all, just feel like with these few adjustments, make the gamemode more fun and more difficult. Defenders shouldnt be able to just lob a nade and hope for the best, nor shuld attackers mag camp corners or be able to AA knife u from the shadows, knifing should take skill.
The rushing thing is mostly to prevent every round from becoming a camp fest from the start.
Free Battle TSNE: the defending team is actually the attackers, they're always OP, and the former attacking team is not actually the new defending team, they're the sneaking team, the poor unarmed invisible guys who spend 5 minutes+ hiding.