Is it? I wish it wasn’t, I’ve spent far too much of my life on private clan servers working out tactics, routes, positions, set plays, class mix etc. I’d rather shift the emphasis more towards decisions being made on the battlefield, in-game, with players reacting dynamically to evolving situations, on the spot play-calling, co-operation and communications as well as individual skills coming to the fore.
That will never happen, at least not at the top end of competition. No matter the number of combinations the top teams will work out the best for any given situation, and others will copy them, and all those other possible permutations will go out the window. It might take a while, and tactics will certainly change as teams experiment, but they’ll be gradually whittled down to a few optimal arrangements, and then if the game has no flexibility or scope for on the field dynamic game-play where’s the longevity? CS isn’t still played a decade later because teams have yet to exhaust the combination of weapon choices.
I don’t know, but having to have 2 of class A to get team buff B isn’t the answer.
Also, it might be worth remembering the restrictions we already know we’ll be under when it comes to trying to answer that question. SD’s business model involves selling load-outs, not micro-transactions for things like weapon attachments, or buffs which you could call “class attachments”. And via the Barracks we’ll be limited to 1 load-out per class per round.
I’d suggest our efforts would be better directed at helping SD devise new load-outs. Strangely enough, and as much as it pains me to say it, tokamak has made by far the most useful post in this whole thread. 