PUGs and Scrimms


(Valdez) #41

US stopwatch server 2:30 est Highlander rules. 2nd map had a special guest.


(rookie1) #42

:stuck_out_tongue: me ?
10 chars


(ImageOmega) #43

I guess it is worth adding that we found the heartbeat sensor really helpful, Anti. Also, it seems that spawn wave times (White Chapel/Camden) need to be increased. By the time you would clear out the other team, they were already spawned and back on the objective.

Plus, having only one engineer proved to show how slow that lift speed is on White Chapel. Felt like 10 minutes of map time was just waiting for that damn thing because we weren’t quite able to get the bonus speed pickups. I know that’s the advantage/disadvantage, but whoa was it slow.

Games were 5v5 (minus the special guest).


(nailzor) #44

Highlander Scrim review:

[ul]
[li]HeartBeat
[/li]I agree with ImageOmega, the heartbeat sensor was very useful.
[li]Spawn Times. Hope to see a spawn time overlay in the future. I think on all maps on all stages it would be interesting to try Offense = 20 seconds, Defense = 30 seconds. This would make Defense play smarter and be more keen on spawn times.
[/li][li]Single Engineer on offense was a bit rough on WhiteChapel specifically as the EV is the main objective there. Kordin and myself being the Engineers respectively we were heavily swarmed upon :wink:
[/li][li]Single Medic was a bit rough as well, 1 medic constantly reviving but nearly always out of med packs trying to keep up 2-3 players and himself (excluding Covert Ops who hung out in the back).
[/li][/ul]

I am extremely glad that spawn waves are being introduced as I see that I am spawning in with teammates now and pushes can be more organized. It feels like the spawn times on Offense and Defense are the exact same - if they were randomly generated on the start of a round to be unique for each offense and defense (random number 1-60?) then it would make rounds unique in this way as well.

Regarding the spawn times a bit further, my personal opinion is I do not think there should be a grace period for if you die around then spawn wave time. In all fairness it should be you either spawn on time or you have to wait til the next spawn - no grace period.

Right now there really is no penalty for dying on defense because you either spawn automatically(bug?) or very quickly while waiting on the low countdown timer. This proves to make scrims a bit funky in regards to, you wipe out 5 players, they are so quickly spawned right back in no matter when you kill them.

In the Highlander mode that we played - if the engineer was spotted that was the primary concern - nothing else matters in regards to EV Repair maps. As a defensive player I could simply push and gib the engineer, then if I died it almost felt like I was auto-spawning every single time - so I had nothing to lose really.


(ImageOmega) #45

Yeah, I think this is important to note.

I know the reason Anti wanted us to run Highlander was to give the covert ops some more play time (and soldier?), but it presented a slew of other problems. And, if these other problems exist when teams are forced to run one of each class then we can consider them pertinent problems even if teams get to choose whatever class they want.

For example, the lift stage of White Chapel, like I mentioned in my previous post. This stage is just too damn hard for one engineer to handle. So, I propose that a single “lift accelerator” either accelerates the lift more or the lift on its own is speedier. Preferably the latter.

Also, I would be all for trying a blanket change to spawn timers across all maps. Why not start with something higher than what you think each map deserves and see how it goes from there. That way you can individually tweak maps to suit the spawn waves instead of guessing which maps need increases. It’s way more apparent when teams can’t defend than it is when teams are the better attackers because the skill gap between teams can be the overlying factor.


(Kordin) #46

Agree with nailzor. Being the engineer on whitechapel is rly rly bad. Everyone of the enemys is just sitting in corners, looking at heartbeat sensor and waiting to rape the engineer. If they die or not dosent matter, its not a big problem due to the super fast respawn.

If SD wanna test a specific class in 5on5 i would suggest to let the other 4 slots per team as free picks. This would be more fun for the teams and closer to the competition format that will be played after release.


(nailzor) #47

On WhiteChapel it is more of an issue than Camden(which we sort of had a half round?)

But on EV related maps, Engineer is at a huge disadvantage on offense due to the spawn waves/times.


(Anti) #48

Thanks for doing this folks, good feedback. I’ll watch the demo once I’m back in the office


(potty200) #49

As you know Anti, 2 maps were played in tonights draft game. Camden Town around 20;30gmt and then the second map in which you played.

Camden was quite close in the end. I actually managed to rack up over 100 kills on that map. Was 1 short of 100 on London bridge though :frowning:


(ImageOmega) #50

Anti, you HAVE to watch these games we played on the stopwatch US server tonight. Games started around 9:30pmEST or so and lasted until 11:30pmEST or so.

There were full holds except for one half I believe. There is a HUGE problem w/ spawn wave times on all the maps especially Camden and Waterloo Terminus. These need to be increased to 30 seconds at least. I know the other people that were playing tonight (about 12 of us?) would concur. In fact it was said quite often in chat and team say.

There’s a lot of positive stuff I took from being able to play again too. New skins look great (although the brightness and color saturation is still weird). There’s more positive stuff and the gameplay is fun except for the full holds due to quick spawn times and certain spawn placement on maps. A big start would be increasing spawn times to 30seconds.


(INF3RN0) #51

These spawn times aren’t even going to be favorable by newbies. They need an increase for sure.


(potty200) #52

3 maps played today on EU priv @ 8pm UK time.

France (plus a BELG) vs the world.

Camden ended up with WORLD winning setting a fairly decent time. FR was only able to get to the bomb plant stage(second stage)

London Bridge, WORLD SET A TIME (Yes it’s true) and FR got just past the upper bridge stage.

Waterloo ended in a draw with both teams opening the containers but no plants were successful, however, it said “your team won” because we was on def? Should it not read “both teams drew”?

good games thanks for the people who turned out!


(MrFunkyFunk) #53

A lot of server lag on Camden sadly, nonetheless WORLD dominated all night long. They got sloppy & bored on Waterloo so it allowed a draw :penguin:
First scrim here, it highlighted/magnified all the things I can’t stand about the game now (spawn times & locs / maps design & flow / … recurring in a lot of threads on the forums).


(potty200) #54

2 seperate games went down today. Maps were Camden and London Bridge…, again! Can we swap the rotation to try the other two maps please?

Match started at 8pm BST and was a dfairly decent game!

After these two maps we shook the rules up a little on waterloo…

First round we tried all sniper rifles apart from the objective classes. No secondary weapons allowed only knife and sniper rifle! Was over pretty quick!
Second round we went Turrets only with knives. Was pretty hard when the defence put their turrets up top where we couldnt knife them :frowning:

Overall a good turn out. If you want to play next week sign up here asap!!!


(OwNLY) #55

1st. Camden: on camden the 2nd objective (blowing up the wagon), the def spawns were really tight.
In the time between killing the defense and starting the plant, they were back at the obj again.
We couldn´t get through, but our team wasn´t the strongest and we lost the other maps, too.
This objective was pretty open and attack had a really hard time, even when the (in the end) winning team attacked.

The other objectives seemed ok.

2nd. London Bridge: Dunno if this is wanted like that,
but on london bridge the data-core extraction is pretty much over the moment the defending team gets wiped.
The two Data cores were gone before the defending team could reach them again after respawning.

The EV is pretty slow, and we have 2 major stopping points for it (same on public matches).
It took several tries for the teams and was really hard to get it moving again:



(potty200) #56

Just played a 6on6 and it REALLY doesn’t work. It feels like playing on a public or something and there are no REAL strats. Would never consider playing this 6on6 as it stands!

London Bridge is never going to make it into the mapool if cup admins have their head screwed on. Not a bad public map but plain awful for scrimming.

Camden is currently by far the best map, however. The second stage is a REAL choke point which many teams get stuck on.


(MrFunkyFunk) #57

[QUOTE=potty200;452392]Just played a 6on6 and it REALLY doesn’t work. It feels like playing on a public or something and there are no REAL strats. Would never consider playing this 6on6 as it stands!

London Bridge is never going to make it into the mapool if cup admins have their head screwed on. Not a bad public map but plain awful for scrimming.

Camden is currently by far the best map, however. The second stage is a REAL choke point which many teams get stuck on.[/QUOTE]

Right on. Didn’t have fun at all tonight.
Maps are cramped (LB is really the worst), there is spam everywhere, you can’t win anything above 1v2 if it’s not a sneak attack … I don’t have words to describe it honestly (or stay polite).
I might add more details once my brain has cooled down from the 2 games we played.


(RasteRayzeR) #58

White Chapel is a good map, but I regret that the balance can be changed by a single good player.


(Ashog) #59

Was still fun, but very chaotic and I agree, the strats in 6x6 have less meaning tending to drop into a total messy spammy randomness. Absense of spawn timer doesn’t make things better. I seriously don’t understand why this game haven’t got a spawn timer and nade timer yet. I really don’t. This makes things so much worse…


(Mustang) #60

Tonight I started talking halfway through nade cooking, lost count and blew myself up… hope no-one noticed :o