[QUOTE=BioSnark;527642]
rounds/winning:
Obviously, the match needs to end when one team is no longer able to beat the other’s win record and that simply hasn’t been added yet. I’d be interested in seeing the tie breaker be King of the Hill with the two teams spawning on objective 1 and 2 locations and the hill being attacker spawn. Simple team last man standing would encourage entrenching so that wouldn’t work well. However, simply giving the tie-breaker to the team with the shortest cumulative time, as DA suggested, would be most balanced. I’d really prefer attackers and defenders switch roles after each round. The experience may be less cohesive but it emphasizes the overarching win/lose goal of the mode that’s currently getting lost.[/quote]
I wouldn’t expect so many tie breakers, once people know how the map is played. Don’t mind either of the ideas though.
other objectives:
If this mode has more objective type variety on other maps, as I think it should, it would be nice if the round win/lose was in line with Objective and Stopwatch such that a disarm would not be a win condition.
Can you explain why you think that would be better? You brought up some good points further down as to why it shouldn’t be the case!
I’d be very interested in seeing how well package delivery, VIP escort, or mirrored map King of the Hill worked in Execution.
Yes! All of this would work greatly in this mode. My personal favorite is mirrored VIP escort, with the first team downing the other’s VIP winning. Execution could definitely benefits from symmetrical win conditions (they have to plant, and we have to plant; whoever blows up (multiple plants possible) or kills enemy team : wins.
Problem with execution as it is now is the snowball effect, EVEN BIGGER than in CS. In a pro CS game a 3v5 players are at a huge disadvantage: can’t cover all the angles, can’t cover all the bombsites, they are generally screwed. However, the twitch-aiming and very short TTK allow for clutch comebacks.
There is no such comeback in DB.
TTK is long enough for surprise attacks and flanks not managing to kill 2-3 players. Moreover, you are likely not gonna gib those opponents as well; so your attack will come to nothing; as the incapacitated players get rezzed/helped up.
For me Execution as is now should be about focused team fights. 7 players from each team clash, trying a few flanks, but generally sticking to the main area of engagement. Aura + Nader setup a nade lobbying turret to harass the opponents, while a Sawbonez+Fragger combo get up closer and personal. Vassili tries to instagib high priority targets, with both teams being careful not to overextend, and punish such overextends from the opponents.
Such a single big firefight should be the deciding factor in the round, rather than a bug-hunt across a big map with 2-3 player hunting parties. (on the other hand, such hunting parties would work great for VIP-escort objectives in execution).
Imo map time should never be longer than 2min, to prevent these bug-hunt situations where one player is left alive, and somehow they think they can kill 5 players on the opposing team (which is never gonna happen, if the 5 walk together). Shorter times would lessen the problems of snowballz, as the moment when the game has been decided will likely be closer to when the round itself ends.
Atm. the snowball causes a lot of dead time, where one team has surely already won, and no comeback option is possible.
elimination:
On Overground, the player is responsible for throwing their one life away if they walk into an obvious meat grinder rather than flanking it. I’d be interested to see how well it works on Terminal obj 2, Train obj 2 or Dome obj 2 (with alt objectives open) or similarly semi-restrictive maps to see how much of the success of this mode is tied to the great map design that allows unfavorable choke engagements to be avoided. On most maps, there isn’t much a real choice and elimination may be a frustrating mechanic. That lack of agency is frustrating enough on non-elimination modes. Other situations where players lack agency, such as engaging a decent Fragger or getting 1hit from a sniper are problems that’s frustration is amplified by elimination. If a player dies in an elimination mode, if at all possible, it should be due to some failure on their part that they can improve on as well as success from their opponent.
Since game won’t be balanced around execution alone, and the instagib OHK abilities are here to stay, I’d rather see the rounds focused on big firefights, rather than posturing&camping around corners. If that fragger instagibs you with the nade, hopefully they get punished by the teammates who were right behind you; resulting in a big back-n-forth.