Competitive Gameplay - Current State of the Game


(quickMicrowave) #1

Competitions Tournament/LAN

I hope there will be Competition mods to have features setup as they wish, such as:

  1. Limit number of characters/classes a team can have active as they see fit, or not at all as determined by parties involved in hosting tournament.

If someone tries to respawn as a character that the maximum number is already active - it reverts them back to their previous character - or alternatively to the first available on their loadouts available. – If they have completely screwed up and none of the remaining loadouts are available to spawn as either, that is their own fault? :wink:

  1. Remove the blue defusing progress bar visibility for Offense. Defense should be able to see the progress of their defusal, Offense should be able to see the progress of their explosives in terms of when it will detonate.

This would drastically change how objectives are guarded as well and teams would have to be smarter about it all - instead of being able to hide and pop out when they see a blue progress bar starting to progress and toss a nade, shoot the enemy etc.

To me, it makes little sense that you can have no line of sight on the objective and be able to determine that the enemy team is defusing.

For pub play, it seems fine. For competitive play, I feel strongly it should be removed.

  1. Spectator mode is noticeably laggy - even when spectating a player that has a 50ms or lower ping, their aiming is definitely not 100% accurate as to what they are seeing, but the camera view seems to be delayed in terms of where they are facing/turning their view to - and in consequence, what it LOOKS like they are shooting at.

  2. Speclock option - have spectators in game that you can specinvite/univite to watch your team’s perspective.

This will allow a team to substitute in a backup on the fly for events where a player disconnects, has technical issues, PC crashes, etc.

If a single team is spec locked, spectator free cam should be disabled except for admins, referees and shoutcasters which have been designated already.

This also leads into the need for a more in depth voting and timeout function (if there is one already, my apologies for not realizing).

  1. Be able to keep a competitive lobby open after a game ends, this way there can easily be ‘Best of 3/5/7’ games where multiple maps are played and the winner is decided upon, without having to play a game, create a new lobby, over and over again.

  2. Loadouts - for competitive play it makes sense that each team should have a level playing field going into the match.

In terms of loadouts, each team should have access to the exact same loadouts that the other team has - and it should not be dependent on who has this obsidian card, or who has that gold card.

Making all loadout cards available or forcing the defaults to be used will help solve this so it is not looked at down the road as a scenario such as:

“Team XyZ lost with default cards and team AbC had a gold Fragger and Proxy” in the match commentary/highlights.

  1. Spawntimes

Why do the offense and defense always spawn at the exact same times? Going into any stopwatch round you know exactly when the defense spawns and can setup any spawn camps accordingly. While this is great fun on pub servers, it is an oversight for competitive play.

Also, why does every map have 25 second spawn times?

Are all maps designed around this 25s criteria - or first designed then balanced around 25s? Why not have some maps where the defense spawns every 30 seconds, the offense every 20 - to make the job a bit tougher for the defense. Or even 30 seconds on both sides, or a map with 40s on defense and 30s on offense, anything to mix it up!

When a map starts, on a 0-59 second system it should be randomly determined what the next spawn time of the offense and defense will be and the timer starts from there with the countdowns. Then the offense and defense can do their own homework to find the spawn times out, and adjust their strategies accordingly if needed.

  1. “Press Spacebar to spawn” - Please add an option to just spawn automatically when you are in the next wave, having to press a button every, single, spawn - is a bit silly.

Thanks!


(Buttback) #2
  1. Not sure what you mean by this. Are you saying there can only be i.e. a maximum of two Proxies in one team? Or a max. of two engineers? In any case I don’t think someone should be unable to spawn just because they happen to have a loadout filled with mercs that are already on the playing field.

  2. Agreed

  3. Agreed

  4. Agreed

  5. Agreed

  6. I don’t think that should be the case. There is no difference in Bronze and Golden cards, except appearances. Bronze cards already give you 3 augments, which is the max. number of augments a card can give you. Getting Bronze cards is extremely easy, so I think the players are responsible of bringing their own cards.

  7. Not sure I agree with you here. Apart from the start, where both the entire teams spawn at the same time, it’s rare for all the players (from both teams) to spawn at the same time again during a match - it almost never happens. I think the system that’s in place for spawn timers right now is pretty neat.

I do agree with you though when you say that different sized maps should have fine-tuned spawn timers.


(quickMicrowave) #3

[quote=“deliberateMaster;10866”]1) Not sure what you mean by this. Are you saying there can only be i.e. a maximum of two Proxies in one team? Or a max. of two engineers? In any case I don’t think someone should be unable to spawn just because they happen to have a loadout filled with mercs that are already on the playing field.
[/quote]

Yeah - something that a tournament could determine on their own. Do they want to allow 5 Proxy’s, or not?

If you play Stopwatch the defense will spawn the same time you do - with about a 1-2 second difference to factor in that players have to press Spacebar if they want to spawn at all (so they spawn at the 22s mark on your respawn). This does not apply to Objective mode.

Thanks for the comments :dizzy:


(Harlot) #4

[quote=“quickMicrowave;10873”][quote=“deliberateMaster;10866”]1) Not sure what you mean by this. Are you saying there can only be i.e. a maximum of two Proxies in one team? Or a max. of two engineers? In any case I don’t think someone should be unable to spawn just because they happen to have a loadout filled with mercs that are already on the playing field.
[/quote]

Yeah - something that a tournament could determine on their own. Do they want to allow 5 Proxy’s, or not?

If you play Stopwatch the defense will spawn the same time you do - with about a 1-2 second difference to factor in that players have to press Spacebar if they want to spawn at all (so they spawn at the 22s mark on your respawn). This does not apply to Objective mode.

Thanks for the comments :dizzy: [/quote]

Merc limitations will be kind of redundant when there’s 20 mercs in the game and would also ruin release day fun where everyone wants to play the newest merc. And if ESL treats DB the same way as Nosgoth, they won’t impose class restrictions unless it’s put into the game by the devs. It’s also closed beta for the next few months so I don’t expect a thriving competitive scene demanding that kind of restrictions for quite a while. So unless SD decides to take a stand, which they shouldn’t, then it won’t change. Stacking mercs is beatable.


(quickMicrowave) #5

Yep! That’s why I mentioned it could be determined by tournament runners if there is a competitive mod to play with settings like this.

I don’t care if people use double Aura, double Fragger, 5 Vassili etc. - but just something that could be an option so it is at least possible, if wanted :slight_smile:

More options the better!


(bubblesKeyboard) #6
  1. I don’t think this is necessary. If a team wants to run a full team of Skyhammers on Chapel it’s pretty strategic and I don’t see why they shouldnt be able too.

  2. This is interesting. Definitely raises the skill gap and puts more pressure on strats but it would slow down the game with one person watching obj all the time.

  3. Yeah I agree but a lot of newer games are like this. Idk why, maybe the engine.

  4. Don’t quite understand but sounds cool

  5. Yeah I’m pretty sure this isn’t intended

  6. Loadouts are fine, its the augments that need to be turned off. Having loadouts allow the full usage of all the weapons in the game, and if you turn augments off all you’re left with is a merc with different weapon options. Its not hard to get all the weapons for a merc, just get all leads. I have gotten all the weapons for every merc so far, at least lead or iron. Augments however are straight upgrades. 50% extra health on revives is a massive advantage. However using an AK over an M4 isnt. And like I said, it’s not hard to obtain.

  7. It keeps the playing field even, so if both teams are pretty much dead they don’t spawn at different times and have an advantage over each other. Besides, they already spawn in the game at the same time so if you mess with the spawn timer it gives one team a longer respawn time. It allows teams to be more strategic IMO, knowing when they will spawn. Its the difference between knowing if you should push someone because their team wont spawn for another 20 seconds or leave him because their team is spawning soon.

  8. You may not want to spawn right away. For example if one person left on your team is almost dead you might want to wait to spawn together. Or if the objective is almost completed you might want to wait for it to be finished so you get a closer spawn to the next obj.