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Time deduction on every successful defuse


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It is well known that some times in a round, the defending team defuses the bomb again and again same goes for attacking team which keeps on planting the bomb. In most cases attacking team wins whereas the defenders try hard but lose due to unfair reasons.

To neutralize a little unbalance in the gamemode, it would be fair to implement a time deduction of 10-20 seconds after every successful bomb defusal.

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Yep totally agreed, that attackers have a higher win ratio (considering from all the data we have). And to solve that, on every unsuccessful attempt of planting the bomb, there's a 20 seconds deduction from the (main) round timer unless there's less than 1 minute remaining. 

Since you posted these suggestions, I'd like to inform everyone that Attackers are going to be nerfed in the upcoming updates. 
Attackers will only get that 10XP if they make it past 5 seconds while planting, defenders will also gain 10XP if they make it past it 5 seconds. For bonus nerf, planter will ALWAYS blow himself up to death if he's unsuccessful in planting (although the deaths due to that explosion will now be given to the attacker, thanks to SqMod). There's a cap on XP at 40, means players wont receive XP after they have 40 to make the game a little less chaotic (although all XP gained will be counted for score and stats).

Updates also include increment in site switch time (from 5 to 10 seconds), better team balancing,  better sync and performance and more. All the bugs that are in Squirrel server will be gone since I can't bother to touch Squirrel the way it is right now.

 

This recording is from earlier, all this stuff is WIP but it will give you a little sneak peek.

 

Spiller.gif

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