shouldn't there be an advantage for the team controlling more points other than respawn time? something like med on the team with more control points builds uber faster or longer uber or something? idk
what do you guys think?
shouldn't there be an advantage for the team controlling more points other than respawn time? something like med on the team with more control points builds uber faster or longer uber or something? idk
what do you guys think?
teams not wanting to push snake 2nd on one pick is them being pussies not the fault of the map
After 4-ish minutes, start increasing one of the team's spawn times. Means slight advantages have more chance to turn into large advantages, and creates pressure for one of the teams to not be in that situation.
Though honestly I'm starting to wonder if this was ever a problem before Crowns/nL.
Edit: I mean, good map design, but there's a limit to how much you can do when you have a team that just doesn't want to push much.
unskilledwhat if 6s had something similar to koth's timer?
so controlling mid starts your team's timer
then there would be 2 ways to win the game, capping the other team's last, and running down your clock
i think it'd be good to make the timer reset to the starting time whenever a team caps mid, so it'd go back to say, 5 minutes if you recapped mid even if your team held mid for a few minutes prior
Get mid, camp mid. Doesn't fix the problem of the winning team not wanting to push.
Edit: So basically, it may as well be a KOTH map.
SmytherGet mid, camp mid. Doesn't fix the problem of the winning team not wanting to push.
maps can be designed to make attackers have larger advantages in general with high ground or positional advantage. its not really worth talking about anyway because the community would never pick up a custom gamemode like that for competitive, it just wouldnt get tested and would never get introduced to the map pool
Make medics blow up if they don't pop uber after 30 seconds
bearodactylMake medics blow up if they don't pop uber after 30 seconds
counter to that is obviously holding uber at 99%
nt
if you hold uber at 99% your team will just die slowly
how about every 2 minutes that passes one player from either team and his counterpart on the other team instantly dies and doesn't respawn until a point is capped :)
dumb idea incoming
Possibly provide a timed buff (not sure what it exactly might be) to the team who capped the point for a certain interval of time. For example, if a team were to cap 2nd and push into last in process, they would get "x" buff for a certain time period after capping 2nd, but soon after that period of time has passed, the buff will wear off. It might really depend on what buff it might be, whether it be a hp buff, speed boost, or etc.
i think 5cp is fine and people are just really hesitant to push. watching higher levels of play is exciting because you see people are always on the move, players understand where they should be and push with syncopation. its something newer/lower skilled players need to figure out, i would see soooo many people just walking back and forth unsure of what to do. when you get a single pick advantage you need to capitalize on that immediately, people respawn in what, ~10 seconds or so? you sitting there going "what do i do" hitting W S W S W S W S greatly wastes that advantage, and usually by the time people get their arses moving, the advantage is gone and the other team has almost completely reset. the gamemode is fine, its a player issue.
Pretty much like trying to get people not to camp in cs.
Teams close in skill level have to stalemate.
the incentive is generally that the losing team needs to play riskier because theyre losing and time is points
though itd be nice if there more incentive to not let games go into tiebreaker rounds because the concept just goes out the window there
3 min stopwatch, when it runs out revert attacker's last capped point to the opposite team and make it cap slower for them. this will incentive the defenders to make a move because a) the other team is forced to go back and cap and b) because they will have better spawns
the problem with most solutions is that while they force one team to push it encourages turtling for the other team. What about something like more flanks/routes that encourages risky flank plays making the game move faster because if you don't move there is a high chance of getting caught and a med drop or something.
i like what Tob said, its very progressive and it almost brings out a whole new meta to comp play. this might still further a bit of stalemating though because teams would be in situations where they are holding and say "okay i know the new flank is going to open soon, lets just wait for that". still, its an outside the box idea and would be cool even if just one or two new maps had an idea like that. we are working with a game thats nearly a decade old and the community isnt getting much bigger, so we have to explore wacky new ideas like this if we want to give the game any kind of fight to survive. im sure there is a better way to make Tob's idea actualized.
hooli also brings up a good point, and it wouldnt require much to change. it might be worth trying due to its relative simplicity compared to the other ideas posted so far.
When you get 100% uber, the medic starts to slowly take damage.
the problem with fixing stalemating is that as long as you have a team that has an advantage that team will always attempt to stalemate it
there is no way you can equalise the advantages perfectly and you can not have a symmetrical push map that's also balanced for attack/defence play in that way.
also giving the winning team a disadvantage for winning is retarded
maybe having shorter ubers arround like 4-6seconds would cause uber vs uber pick advantage pushes better since if you go for a solo they wont have as much time on the spawn timer to waste with their ubers so they other team could flood in after the ubers and win the 5v6 fight.
As much as this pans me to say it as a medic main, I feel there is a deep correlation with medic survivalbility and being able to hold. Negating the medic speed buff and actually sowing the medic would make flank pushes much more favorable. A powerful flank means more opening and more opening means more pushes.
Just my two cents.
My idea involves playing on spawn times to give a team a usable advantage and go basketball style, where the team attacking usually scores but has limited time.
Team A wins mid. Team A gets forward spawns (as usual), but also faster spawns (like 2 times faster). Team B has normal spawn times.
Now, Team A gets 2 minutes to use this spawn advantage and cap a point. If they do not cap a point during these 2 minutes, Team A loses faster spawns and Team B gets faster spawns.
Now Team B has 2 minutes to cap a point, etc, etc....
Or, a 100% charged medigun overcharges, and is emptied after some minutes staying at 100%. It's radical, but teams get forced to pop.
heres some stuff valve could do to encourage pushing just with balance changes
sticky traps are nerfed but stickies in general are buffed, fairly self explanatory
true solo ubers last longer/flashing is more costly, which would allow a solo uber to force a defending uber that would either require a lot of flashing and drain quickly or require defenders to leave the fight/rotate and makes space for the attacking team.
full charge bodyshots do less than 150, would make pushing into a sniper more realistic, noscope/quickscope bodyshot damage could even be buffed to compensate for the dpm and just remove the cheesy mechanic that lets a player stare at an entrance from their spawn for 45 seconds and forces the enemy uber to be bad. headshots would still be instant kill.
buff spy to enable him to get picks in stalemates more easily, higher risk/higher reward than sniper which has one of two outcomes: spy dies, allows opposing team to send a sac, or spy gets important kills and enables a push. the speed buff was a really good step in the right direction, maybe a slight buff on decloak time would be a good start
remove heavy pyro sniper and engineer from the game
Honestly I'd like to see more maps that don't create massive stalemates such as granary and snakewater instead of just looking to change the classes
What if the medigun/crossbow has a slower and slower heal rate as you hold 100% charge, making it easier for the other team to push into you because you have lower hp players? It would reset after popping of course.