[QUOTE=Efrath;341322]A top player in one game is quite likely to be rather bad in the beginning of a new game and setup. Even good aim gets a good thorn when any player plays comp in a brand new game, seeing as there’s different patterns, weapons and all. The ESL rules are a good example of this. I know of the upper hand that defense has and things like EMP grenade and other abilities that helps assisting defense more than it should of course makes complete sense.
But then we have these other bans… The silliest one would perhaps be the Gatling turret due to the fact that it’s fairly easy to counter. A grenade or alternate route is enough and there is quite plenty of alternate routes on most maps.
From what I can tell, EVERYONE currently use 3 medics, leaving only 2 spots left… And who the heck wants to pick operative when the rules basically ban everything in the Operatives arsenal, despite the fact that Comms hack did not break the game. I really doubt that the beacon skill is really much of a gamebreaker as well, both of these skills takes some time to do and only lasts for a brief moment.
And then we have Cortex bomb, I can understand the reason, but as I’ve stated in another thread, there are plenty of ways to deal with a cortex bomb and the fact that it doesn’t detonate for 3 seconds with a tiny blast radius means that it has to be timed.
I am really hoping that SD can develop more server rules to allow the Comp community to tinker more with settings, I’m mainly hoping for class restrictions. I think it could be interesting to see a class setup of 2 medics and 1 each of the other three classes! Oh, and let’s not forget a way of recording matches too of course… That’s a rather big problem at the moment.[/QUOTE]
I also suggested the Forced Class List in another thread. I think the ESL rules are trying to create a standardized way of setting up comp, but are focusing on abilities rather than other ways of doing it like the Class System itself.
Again, I am by no means an expert, I play on console so am outside looking in, but still play the game and have played nearly 70 hours in Freeplay in all modes and 40 hours of Campaign. I agree with an approach that sets up the team classes. Perhaps there is an optional slot, but the rest should be a format. Rather than limit the number of turrets and mines, limit the number of Engineers or multiple Class choices. It’d make more sense that way to have 4 slots that are locked in Class then an optional class choice. So you could have any combination of 4 Class+(Any Class).
I just watched the 6v6 Final on Brink TV which showed some growing pains with the teams and how they approach Brink.
Buffs were discussed in the telecast. I’d add that by having command post buffs involved in the game, it decreases the camping near the Objective mentality: As a defense you could still camp near the obj as a viable strategy, but you would run the risk of losing valuable strategic elements which would add to the strategy and balance.
In Brink the fight is not just about the Primary Objective but the Command Posts act as Territory/CTF elements that give bonuses. The command posts also divert the attention of the defenders, divides their forces creating windows for the attackers to coordinate a strike and requires the defenders to make choices whether or not they want to risk preventing posts from being captured. You’d get more 1v1 struggles at the posts as well which would add some excitement and skill feel.
By gaining the posts it also tips a bit of the balance into the hands of the attackers. Over all this would help speed up the matches so that you weren’t getting such long holds on the first obj. It is Stopwatch after all. Such changes would add an element of X-factor (among other abilities like Operatives) that would reduce the defensive campy tactics that Brink seems to devolve into in the Brink Tv comp matches. Just trying to be constructive.