[QUOTE=krokodealer;497851]in Sewer, i used all five classes. changing them if needed.
- stage fops/engie/medic
- medic/soldier/engie
- covert/medic/engie
plus. is there any flaw/defect if a player can choose between, lets say, 5 mercs in a round?
i mean can somebody explain “Oh, c’mon Glottis. dont be silly - if you have 5 mercs selection in a round this makes it much worse, regarding …list of flaws” ?
because i can say this about 3-mercs selection.[/QUOTE]
Well simply…
In PUBLIC matches via server browser I see the overall team composition being unpredictable and ever changing. So in this regard I do believe giving the player access to what ever he or she wants to play could be to the games benefit. It would also remove frustration of no one having a engineer for defusing or a ammo giver for instance.
However, in matchmaking my views are very different.
I believe that limiting a player to 1 Merc per round and each Merc only being able to be played by one team member you actually create MORE surprise… Especially if it was a draft mode in future with both picks and bans… Changing a teams composition would change a teams play style (providing that SD do make the Mercs more diverse and “special” in future). When it comes to “surprise tactics” after a short period of time the surprise will fade away as there will be a set ryme and reason to setups…
ie. Defending on White Chapel will result in 2xSawBones 2xThunder/Fragger and 1xKira/Skyhammer/Arty as this is both the most effective in forms of survivability of each player with 2 strong characters backed by 2 healers and a ammo giver + EV damager as good backup. In the current build… There is literally no better setup for defence on White Chapel…
Now… Imagine it was only 1 Merc per team… It would likely be something like this…
1xSawbones, 1xPhonix, 1xFragger, 1xThunder and 1xKira/Skyhammer/Arty.
The problem here is still very little has changed really… It does make it slightly more interesting to watch and it also makes it easier to commentate/cast for obvious reasons. Again, the issue is technically nothing has changed really… The setup is actually identical almost.
Now Finally… Imagine if it was drafts for BOTH rounds (so you keep the same mercs in both attack and defence)
Please before I explain this understand that there NEEDS to be at least 2 more of each class in the game before this works perfectly due to banning.
[Coin Toss… Winning team choose attack first and that gets them first pick…]
Attack Pick = Sawbones.
[Defence Pick Next 2 Mercs]
Defence Pick = Bushwacker
Defence Pick = Phonix
[Attack now Pick 1 + ban 1]
Attack Pick = Proxy
Attack Ban = Kira
[Defence Pick 1 + ban 1]
Defence Pick = Thunder
Defence Ban = Fragger
[Attack Pick 2 + Ban 1]
Attack Pick = Skyhammer
Attack Pick = Aura
Attack Ban = Stoker
[Defence Pick 1 + ban 1]
Defence Pick = Arty
Defence Ban = RedEye
[Attack Pick 1]
Attack Pick = Vasseli
[Defence Pick 1]
Defence Pick = Nader
all of a sudden…
ATTACKERS = Sawbones, Proxy, Skyhammer, Aura and Vasseli
vs
DEFENDERS = Phoenix, Bushwacker, Thunder, Arty and Nader
Now personally… I would find THAT match-up a LOT more interesting to watch then 5 Sawbones, 3 Thunders and 2 Bushwackers