I hear a much talk amongst the ET’ers regarding the team sizes within ET:QW. Some are suggesting that teams larger than 6 vs 6 results in the degeneration of teamplay. I’d like to hear other people’s opinion’s on this subject.
I personally play many other FPS’s (ET, FEAR, CS:S and DOD:S and BF2 primarily), and sorry for bringing up the inevitable comparison but Battlefield 2 features teams much larger than 6 vs 6. Like many others, I regularly play BF2 with teams of 16 vs 16 so have first hand experience of teamplay with such large squads. Teams of 12 or more are perfectly feasible as long as you are given the resources to control and communicate. BF2’s method uses Squads, Commander and VOIP which works perfectly during a match environment. In fact, since playing with these resources, you find it offer’s much more depth for tactics for any given map or situation, more so than ET imo.
Another concern I hear is fielding 16 players (for example) in a single evening. This can indeed prove problematic if you have exactly 16 members within your clan. We never seem to have a problem getting players as, like me, they’re always playing
In summary, teamplay is perfectly feasible in teams larger than 6 vs 6. What I do agree with however, and miss since my ET days, is when in a team larger than 6, you seem to loose the “closeness” aspect (looking for better word without sounding pervee). Although as time progresses, you regain this aspect in larger teams.
Another concern I hear are the use of vehicles resulting in a balance issue within the FPS genre. Again, pointing out Battlefield 2 as an example, excluding the odd dodgy patch, the balance between infantry and vehicles is perfectly balanced within BF2.
ET:QW to me, combines elements from two of my favourite games, BF2 and ET. As long as they strike a nice balance between vehicles and infantry regarding defence and attack, and unashamedly study the + points of BF2’s structure, I’m sure it will prove an excellent competitive game.