I simply can’t get on board with the idea of limiting players to 1 merc per game (or even 1 per side). My reasoning below.
-
The meta-game could potentially be greatly harmed. Being able to come up with strategies based on your teams merc picks is what will drive the theorycrafting which helps competitive games and keeps people interested. Having strategies that you execute on different parts of the map or how you can respond to strategies is extremely fun to me. The meta bar would be lowered so much that it could harm the game. Or at least harm it for people like myself.
-
Competitive matches would change drastically from pub play. This could alienate a lot of people who play on pubs and have fun who then want to get into more serious competition. And it might alienate competitive people to never play on pubs. Unless some pubs also used these rules and then the playerbase would be segregated. Things like this happen when you start introducing “hardcore” servers too where you die in a couple hits (please don’t ever ever ever do this).
-
Wolf/ET and other games didn’t have this kind of limitation and it worked quite well. Yes, in competition and even on some pubs certain classes were limited because they could clear a whole team in some areas too easily with a lucky/good shot. I think a similar limitation in competitive modes is called for but not the reduction down to one merc only. For example, with Fragger’s current ability to clear rooms with nades limiting him to only one player per side would be fine. This issue will work itself out as more mercs are released.
-
The game is definitely designed to be more accessible than past games. Letting all classes do the objective is a good thing because it lets people step up beyond their intended role from time to time. Sometimes playing as Sawbonez and going total hero mode instead of sitting back with paddles ready is a great thing to have on your side. And being able to plant at an objective as a Fragger creates a lot of tension. Should I stay and defend the plant knowing the spawn on their side and my side is coming? Should I plant and tap out? Should I tap out and just respawn with my team before I risk planting? Questions like this makes that part of the meta interesting.
I played in an ranked match the other night where I was playing Fragger and instead of tapping out with my team I chose to try and repair the EV (starting section of Bridge) to the almost repaired point. I could have tapped out and respawned with my team and did a full team push but instead I died quickly to their respawn wave causing a not favorable 4v5. But I got our EV close to repaired (but didn’t repair fully so they could destroy it easy). It worked out and I don’t know if I made the right choice or not but choices like that makes the game interesting with the way it currently plays.
This is a good discussion but I do not like a lot of the proposed limitations. They go too far into turning DB into other games as opposed to coming up with solutions for what the game actually is.
I like to see a variety of characters used. But almost any game, whether it is FPS or MOBA, is going to end up with a select group of characters that are considered “competitive” and used almost exclusively in tournaments. I’ve never seen it happen otherwise. So, that’s why draft modes exist to enforce variety, and increase improvisation.
You know I meant it figuratively speaking and it was a made up number. I still believe it’s true in essence. Maybe not for CS, but I don’t remember all that much variation in ET top level play. Most teams had their set strategies which they occasionally modified, but major surprises were pretty rare, especially when it comes to class selection.