As expected the cup was great fun to watch, and really informative.
A few things stood out to me, none of them surprising really:
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2 Fragger + 2 Medics combo was very common. Always one or two Fraggers and the game generally seemed to revolve around them. Occasionally 2 Fragger + 3 Medics, and even 3 Fraggers once (though I don’t think that worked out too well). Vassili seems to be his bane though, and I was surprised that sick6 stuck with two Fraggers when chickenNwaffles was gibbing them left, right and centre.
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Sawbonez was vastly preferred over Aura.
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Vassili very situational, but extremely powerful in those situations (including winning the final clutch for v586).
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No sign of Arty, of course.
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Hardly any sign of Nader. I think I saw somebody switch to her once to defend a bomb plant, but that’s about it. Seems just as ineffective as expected.
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Proxy was far more popular than Bushwhacker, but when Bushwhacker was chosen, he looked really capable to me. The turret did a lot of work at times. I don’t think there is a balance issue here and perhaps people still underestimate Bushwhacker.
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Terminal almost first stage double fullhold?! I’m sure that wasn’t played ideal by either side, but that was pretty weird to say the least. I much prefer if there is a first stage that is almost impossible to hold, unless one team is completely dominating.
Based on those observations, I think the following things should be looked at:
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Fragger still too powerful? It’s not necessarily bad to have one center grunt like this, but the question is, would the game be more interesting if competitive meta would be dominated more by utility classes (e.g. Fire Support taking his spot)? With only five per side, there is not much room for interesting mercs as long as Fragger is this dominating. I wouldn’t mind if he would be relegated to pub hero status, but others will probably feel differently about that…
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Related to this, Nader is completely overshadowed by Fragger. Even though she’s in the same class of mercs, she really doesn’t do what Fragger does and as long as Fragger is so essential, it would be really hard to justify a spot for her I guess. Her grenades don’t seem effective enough to make her a good situational pick either.
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With Fire Support being so rarely chosen, I kind of wonder if it may be worth a consideration to disable (or nerf) ammo boxes in competitive play. It’s not like ammo is as essential as being able to plant the C4, so it would not be a radical change (you can always suicide if necessary).
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In a similar vein, I wonder what would happen if doing objectives without an engineer would be much slower in competitive games? To encourage at least one full time engineer, even during carry stages.
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Arty obviously still isn’t working. I don’t think anybody is using any semi auto or burst fire rifles in competition, and I think that’s his major problem. If those guns are to enter the meta, I think they would have to become really powerful. Perhaps too powerful for this to be feasible. What about giving him an MP as sidearm? If Vassili can have one, why not him.
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Likewise, I think that Aura suffers in competition from her relatively poor choice of weapons. This isn’t necessarily a problem, although it was a bit sad not to see healing stations around. They do add some strategical and tactical depth after all. I’m not too sad though, since I do think that Sawbonez is more fun all around…
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Terminal… Perhaps something could be done to make the forward spawn easier to capture at least? I know there are a lot of criticisms regarding the maps, but this one really stood out.
Let me know if you think I’m way off about something, or add your own observations!
It should be very interesting to see what the next cup is like with a merc limitation. During the tournament I did feel like the game would benefit a lot from a highlander or even draft format, but we’ll have to try it out to see what it’s really like.


