Im not convinced that this is the case. It will definitely make regrouping harder too do, as you cant just tap out as a team everytime clock approaches 0. A SW game in which regrouping has to be done by actually falling back to your teammates would be an interesting take on things, esp. considering how fragger would have a hard time running away from the charging proxies:wink:
I just think that once /kill meta got established in ET, it got a little TOO easy to regroup as a team, and the game didnt punish you much for charging enemy spawn with a 4 sec nade, or making a positional mistake.
Which isn’t necessarily a bad thing, games like CS do it well, but those are not SW based games. Games like ET/RtCW/ETQW have been such amazing and stand out games because they focus on teamplay instead of individual skill. You can have the best aimer in the world on your team, but a team with better teamwork will still beat you. Which is much more uncommon in ‘kill-trade’ based games like CoD and CS. Also people claiming that ‘suicide isn’t being punished’ don’t seem to realize that quite often selfkilling also means that you’re giving up (control over) a certain area,which can be the biggest punishment there is in any game if you don’t do it right… Selfkilling properly adds a layer of skill/experience/strategy/teamplay/decision making.
Seflkilling definitely adds a layer of skill, etc. to the game. But other approaches to spawnwaves could add a layer of skill as well, Im particularly a fan of Pixels take on waves being set by the first teammate dying. I believe you were a part of the discussion in the suicides thread.
Also I should rephrase that trying to turn into moba should be trying to turn DB’s SW into something it shouldn’t be. That’s why there is execution to cater those players. It’s not so much about skill, it’s about understanding that some basics are what makes or breaks a game(mode), and (imo) yes that means that people who’ve played at the top level in other games(and nowhere am I saying that that means ‘only ET players’) have a more valuable input than others simply because they’ve put in more effort,more depth and often more hours than their casual companions. Which is for the same reasons that I think it’s a joke that people who played the game(or even just mercs) are demanding/asking for changes after they’ve played said game or said merc for 2/3 hours. Or people who post ‘Wouldn’t recommend’ on steam reviews after 2 hours. Their words mean **** all imo because they simply didn’t put enough time in/don’t have enough experience with the game for their opinion to be well informed.
Im happy to be able to see past the pissing contest, cause man, it POURED:tongue:
Trust me, I understand how ET SW works, with /kill when it suits you, pushing the enemy to catch them on fullspawn, regrouping, trying to punish the enemy for /kill by nice spawncamp etc. I played more than my share of all three SW games, even though there wasnt nearly as much /kill in QW 6v6, mostly due to vehicles though.
This is a new game however, and I dont necessarily think that the exact same format that has been used for over a decade has to be copied over Dirty Bomb, which - after all - tries to be something new.
At least we both agree that symmetrical 30/30 spawns are ****, right?