This is a continuation of a few threads on Brink TV (and similar to the “competition changes” thread here already).
Obvious Issues
a. No Demo Support
b. First-person spectating
c. Limit Flashbang Blind for spectators
d. Editable spawn times (server set cvars)
e. Pause command
f. CVAR that prints list of all players STEAM:ID’s
Discussion Topics
1. Defensive Favored
There is the very true feeling that most of the maps are defensively favored. So far, the suggested solutions are:
- Keep competition 5v5 (more players = easier defense)
- Increase defensive spawn waves (thus making each death more equal to an offensive death, which has to run much further)
- “Wait and see.” Perhaps, as strategies begin to develop and evolve, maps will grown more balanced with time.
- Urge the developers to address various objectives imbalances, choke-points, etc.
2. Maplist
USEABLE MAPS
Aquarium - Good map. Best suited for competition so far.
Terminal - Good map. Hack objective can be hard for offense, though, if engineer keeps defusing progress. (re: issue #7)
QUESTIONABLE
Resort - Nearly impossible last objective (hack objective, see issue #7). Seems defensive biased. Would be way better if only played first 3 objectives, and last objective was “cut” (if possible).
Container City - Very difficult first objective for security. Besides that, seems good.
Shipyard - Very defensive sided, but I think it’s playable if we impose a solution to #7.
Reactor - Haven’t really played, I’m hoping that there’s two approaches / sides to each objective will help favor the attacking team.
UNUSABLE
Refuel - Seems almost impossible to set a time on, even outside the sound bug. Current not playable.
Security Tower - Huge defensive bias, especially on final “escort” objective. Other 3 objectives are good, though.
– Both of these maps would be playable if last objective was “cut” (need to see if this is possible).
3. Gun Balance
Only thing I’ve noticed is that every top team seems to favor (and in some cases, use exclusively) the CARB-9. Not if the gun is too powerful, or just the skill of top tier teams is making it seem too powerful. Assault Rifles, as for now, seem fairly useless. Everything else (besides SMG’s being a big too godly) seems okay, however. Thoughts?
4. Abilities Restrictions
Right now, there is no way to specifically limit abilities. However, there can be a “Max Rank”. In the standard competition format, I believe Rank 5 abilities are disabled.
5. Adrenaline
Currently, I feel it’s fairly overpowered. This ability can really give the offense an advantage, though. However, chained together for 2 or 3 uses (as long as a team is medic heavy) can make some objectives just impossible to defend. Do you feel Adrenaline should be less effective in future patches/comp mod? Do you feel, as it stands, Adrenaline be allowed in competition? Disallowed?
6. Team Size
I don’t know if we need to discuss this anymore, as I’m hoping the community can get behind the 5v5 bandwagon. If people feel that 6v6 is needed, I hope there’s valid explanation given for moving to a non-standard format (5v5 is standard format for most tournaments / competitive team games around the world). Please realize that Splash Damage has balanced these maps for 5v5 competition.
7. Hacktool vs Engineer
As it stands, maps with hack objectives are hugely biased to the defensive team. An already long / difficult objective as in (around a minute of uninteruppted hacking) is made impossible when engineers can easily remove all progress. To completely disarm a hack, though, takes nearly a fourth of the time to do. What imbalances it even more, is hack objectives are usually right next to the Defense spawn, and 10-20 seconds away from the offensive spawn (Resort, Shipyard, & Reactor come to mind). The only solution I can think of, unless this is completely retooled so disarming takes 4x longer (instead of 4x shorter): Disallow engineers from removing progress in competition. This would make it similar to Engineering objectives (which also cannot be un-done).
8. Body Types
I feel they are balanced. There’s been suggestions to limit Heavy and/or Light body types. I feel restrictions are unneeded, personally.
More issues will be added when brought up (sure I’m missing a few key issues)