All I am doing is trying to do is give my feedback and suggestions like we are all entitled to do.
They, you or anyone does not have to listen to anything that I say. I would love to know what is so convoluted about separating maps into multiple rounds…
My deep seeded concerns with the Stopwatch game mode.
[QUOTE=Kendle;501789]The “tug of war” effect happens in previous games of this genre (RTCW / ET / ET:QW), both StopWatch and Objective, because they have something DB doesn’t:-
Forward Spawn Points
In RTCW / ET the front line moves back and forth dynamically because both teams can take control of a spawn area, to either move themselves forward or push the other team back, and these areas can be contested and change hands many times per match.
DB doesn’t have this, and it’s shot a HUGE hole in the gameplay IMO.
Once again we’re talking about complicated solutions to simple problems IMO. Just add forward spawns to maps and then talk about testing / tweaking etc.[/QUOTE]
+1
Just I think it could be an option, to have perma forward spawns. Once captured - its perma; but just for big public servers. As it can lead to frustration with uncoordinated attacks. But yeah as Pixel Twitch wrote, something is missing.
[QUOTE=prophett;501796]Maps are the issue and not the stopwatch game mode.
Less linear maps with more routes, side objectives, forward spawns, command posts, team doors, alternate spawn points, and multi-objective maps (ala Radar).[/QUOTE]
Yes Pretty much, after those are added to the maps, then we can talk abt open vs narrow paths, LoS, respawn timers, and then onto weapon/class balance.
Smooth, please could you arrange it so that the Execution servers are also up again while we test SW? It would be so nice sometimes to hop onto them to jump around and just frag a bit. It won’t distract from main testing, it would just loosen up the boredness a notch. It actually would hopefully make the SW gameplay less rambowish (for some folks).
I think I get the angle you are going for with the Tug-of-War/Back-and-forth gameplay but I feel these qualities don’t belong in Stopwatch as at its core it’s supposed to be a race. The game should be won and lost on which team produces the fastest time. In the past you’ve mentioned how Stopwatch should be more about ‘the delay of the inevitable’ rather than which team will win and I completely agree. You’ve definitely identified some of stopwatch’s problems and your concerns are not misplaced but the lack of a Tug-of-War elements and your solution contradicts stopwatch as a concept for me and that Tug-of-War gameplay should be saved for a gametype that can do it justice. It could be that stopwatch isn’t e-sports viable and that another similar but different gametype will lead the e-sports charge.
I think I have some ideas for stopwatch that might retune into what it needs to be but that maybe for another thread.
Also deep seeded works imo as ideas can be planted and grow!