But that's because you're a reasonable person and not just a random pubber. A lot of the other players are not.
I still know that, but denying a point awper the awp off the start, to someone who can actually use it is just wrong. This "awp monopoly" isn't some big conspiracy, it isn't hard to get it without binding it (I do it all the time), and its not unfair, wrong, or affecting the game negatively. I don't think any awper wants to wait around for someone to get picked at mid, to run back to a site to defend. If I didn't love the community, have good friends in it, and such, and I was a normal person I would leave if this rule was ever put into place. I am very much against further restrictions of the usage of the awp besides the limitations of how many people can have them.
I'd rather a "noob-friendly" server be pushed, because that what the rule changes really mean to me. I don't see it a push for "more teamwork" and to force an awper to give up his awp. I see it as something completely different. The servers provide a service to the players that play at War-Lords. People play on our servers because we offer a fun experience (A high skill set, crowded servers, and a fun environment). By taking away the usage of a good and not overpowered weapon, a lot of newer people are not going to stick around. You're NOT helping newer players by enacting these rules. You're just gimping them for when they play in other servers and scrims. They'll never learn the proper strategies of how to fight an awper, they're just going to run away.
Mr. Tea makes an excellent point. By making it more "noob-friendly", more casual awpers are going to spend $4750 on the AWP, die from either a good rush, a good shot, or just unfortunate circumstance. Now these casual players will be unable to buy another awp to improve themselves in a pub. Doesn't seem quite fair, or beneficial for any players. A lot of them are going to be like WTF?!
Here's another thing. I like to promote rules that are popular on servers I frequented over the years, and are generally widespread. This is not one of them. You guys may say that it's because it's new! Or that it's a great rule that no one thought of. The game's been out for a long time, and I'm talking back to CS 1.2-1.6 era, and this rule has NEVER become widespread, or even seen by me. Why? Because it's not well-liked by many people, especially the awpers.
The 1 AWP per team in a 40 man pub is ridic, but at least it's acceptable in a pub.
In the hands of a good player, any gun is deadly. In the hands of a newer player, the p90 & Autosniper are also just as deadly. The awp already has severe counters, I don't see any need to further prevent the usage of the AWP.
Even still, it's pretty hard for an awper to stay alive for the entire 40 person match. It really is. Unless a team is rolling another team, or the guy just stays back and camps, the awper will typically get picked... so there's really no need to change the rule.
Riddle me this: A team is getting rolled by another team. The one good player buys the awp, and his team fails to back him up after he/she pushes up. Now that person no longer has an awp. In these situations, there is no teamwork, there are no pubbers who are willing to buy an awp to trade it away to someone. If you think that, you live in a fantasy. There are less than 10% of our player population who would do such a thing. Now, that player is unable to buy an awp, to get the quick picks they need. They have to hang back to get the awp, and by then the quick picks are gone, and the usage of the awp as a force multiplier is now gone.