Competitive problems


(obsid1an) #1

First thing is spawns. In competitive play it is normal for teammates to want to spawn at a different spot than default at the beginning. However, this doesn’t seem possible for the first spawn. When I select the spawn via the limbo menu or through the setspawnpt command, it doesn’t register at very beginning. On a side note, the spawn number system is HORRIBLE. There has got to be a more logical way of doing it.

2nd issue is fireteams. These should be extended to 8 players since that is the number of players in a normal match currently. Also, when trying to invite people to a fireteam, the client number in /players does NOT match the client when inviting them to a fireteam.

You might also want to consider giving covert ops the ability to have the icon over their head if their skill level is high enough to keep the players name. What I mean if you “select all” on your fireteam and a covert ops steals a fireteam members uniform the icon would show over the covert ops head as well. Personally, I like it the way it is but it seems sorta cheap.

That’s all for now.


(O2.iceman) #2

I agree with your points, and add the following:

  1. XP - the server admins need to be able to configure the XP levels so that when playing SW mode, you can, say, start everyone on level 1 or level 2.

  2. hitboxes for both gibbing and prone need to be reduced in height by half, and the head hitbox put in the right spot!

  3. The number of bullets to gib someone needs to be at least doubled (otherwise there won’t be much need for medics in clan matches, it’ll be so easy for a set defence to kill and gib before the medic even gets his needle out)

  4. The map balance - the maps heavily favour the defence at the moment, and this will lead to long drawn out games. The maps need to favour the attacking team in competition. It’s better for competition to have fast games when objectives are completed, and the other team has to beat that time. Draws aren’t good. Some people are already talking about adjusting the spawn times to give the attackers a chance - we shouldn’t even need to talk about that at this early stage, but we do.


(obsid1an) #3

Yea, especially Seawall Battery. As long as the enemy doesn’t get a uni (which is easy to prevent) you can spam air strike after panzer and stop them. On the rare occasion that the ramp is actually built have a covert ops blow it and less than 3 seconds later the ramp you spent 5-10min trying to build is gone.


(kotkis) #4

Strange, but battery has never been a problem when I’ve played it in a cw. The better team has always got out from the beach, usually both teams, and destroyed the gun controls. But fueldump and goldrush seem to take hell of a lot time to complish (yes I know you can sneak in fueldump, just did that and set time 2:58, but it’s highly uncertain that this will work). I hope that SD has time to fix these kinds of things if nescessary.


(grembel) #5

could easily remove the defences advantage by making them play with less players

would def make some maps better


(Freedom[]Tickler) #6

Another idea would be arrange the competiton around 3 maps, let each team chose 1 map and which side the want to play, and have third be chosen by a coin toss, or set by the ladder.

Grembels idea is also a good one, and wouldnt require a patch.

Perhaps its best not to tinker w/ something that may have unintended consequences on play balance.


(grembel) #7

if it is so heavily biased toward the defence then the game would basically be decided by a coin toss


(Freedom[]Tickler) #8

I think the jury is still out on this issue of bias towards defence on ET maps.

Id love to play a good clan to test this, it would have to happen 10 out of 10 times before I would say there is bias : )

I know all maps EXCEPT gold rush can be won by coup de main, so Im leaning towards innocent till proven guilty. : )