jah: if I’m gonna be playing 6v6 I think I’ll just stick to wolf. It’s kinda sad having 12 class+loadout combos but only using at best half of them, and more likely only 3-4 of them if you play 6v6. IMHO it also reduces the teamwork required and strong teams become even more dominant. If you see ET as just a mod for wolf then thats cool, 6v6 will be fine. But I think it’s a very different game - the fact that it has ‘fireteams’ is an indication that bigger than 6v6 was planned by SD.
NoSoup: As for map changes required, where do I start? I’ll give you just a few:
Battery - as HT said, it’s so incredibly hard to build the ramp that it should not be able to be destroyed by covops only dyno. Assuming no fool goes onto the beach, that map is a certain tie. Also, it should not be required that you change your spawn point manually as allies once flag is captured.
Fuel Dump - the allies spawn in excess of 35 secs away from the fuel dump objective, the axis are about 5 secs. There is a massive amount of running for the allies on this huge map - they should spawn in the garage making for more action and less running.
Goldrush - once tank barrier #1 has been passed, allies should be spawning at truck barrier #1.
There’s more, but that gives you an idea of what we’re thinking. You can also see these are relatively simple mods to the maps. So don’t get us wrong, fundamentally the maps are great, but in comp mode a decent defending team will be unbeatable on most of the maps.
note: if players weren’t gibbed with 3 shots and so medics could play a more useful role reviving, then the spawn issues wouldn’t be as severe. But even so, the extreme amount of running makes for very long and tiring games.