The enforcer's still OP?
I just participated in something like this, a 5 ban on each side system.
Bans:
RED: vitasaw, pomson, l'etranger, wrangler, flare
BLU: gunslinger, gru, dead ringer, sydney sleeper, razorback
I was on BLU.
I assume I was a victim of a targeted ban with the flare, but it had very little impact on the game anyways. I made a point to my captain to not ban phlogistinator, as I felt I could use it better than the enemy pyro.
The real note is that it didn't play that differently, aside from engineers not being a factor for the most part. The enemy soldier at a time used the Beggar's Bazooka, but he wasn't really skilled with it to the point where he could frag anything with it. Phlogistinator was used by both pyros at some point, although I used it less than the enemy pyro. I thought it was kind of fun to have the phlogistinator in, but then again I was using it. I didn't really faceroll the enemy team with it like I had wanted to, but I did wipe the combo with it while ubered.
I liked it overall. I'll probably try to do more of them in the future. I'd really enjoy this kind of system for just playing to relax as well. It's got a bit more interesting of a feel to it than just a whitelist does.
EDIT: Oh yeah soda popper was also really strong in the pug environment, forgot about that.
Bans:
RED: vitasaw, pomson, l'etranger, wrangler, flare
BLU: gunslinger, gru, dead ringer, sydney sleeper, razorback
I was on BLU.
I assume I was a victim of a targeted ban with the flare, but it had very little impact on the game anyways. I made a point to my captain to not ban phlogistinator, as I felt I could use it better than the enemy pyro.
The real note is that it didn't play that differently, aside from engineers not being a factor for the most part. The enemy soldier at a time used the Beggar's Bazooka, but he wasn't really skilled with it to the point where he could frag anything with it. Phlogistinator was used by both pyros at some point, although I used it less than the enemy pyro. I thought it was kind of fun to have the phlogistinator in, but then again I was using it. I didn't really faceroll the enemy team with it like I had wanted to, but I did wipe the combo with it while ubered.
I liked it overall. I'll probably try to do more of them in the future. I'd really enjoy this kind of system for just playing to relax as well. It's got a bit more interesting of a feel to it than just a whitelist does.
EDIT: Oh yeah soda popper was also really strong in the pug environment, forgot about that.
There is one issue brewing with these pick/ban pugs that needs to be addressed.
The whole point of this is to encourage weapon variety and balance. This means not using the same shit all the time. I understand people want to win, but having half the team yell at you isn't exactly fun, and I hate to think how a newer player would react in that kind of situation. We want to make competitive more inviting, not turn people away...
The whole point of this is to encourage weapon variety and balance. This means not using the same shit all the time. I understand people want to win, but having half the team yell at you isn't exactly fun, and I hate to think how a newer player would react in that kind of situation. We want to make competitive more inviting, not turn people away...
Allow teams to pick the weapons they want to use first, before picking weapons they want to ban. Kinda like captains mode for Dota. So they pick 9 weapons they want to use then they pick 9 weapons they want banned.
Banned weapons won't be able to be used by either team.
Banned weapons won't be able to be used by either team.
This post is better left here. All the numbers can be modified, but the way it is suppose to be fun should be the same. I have a high number of bans initially so players can ban items that are part of sets.
I propose a few systems that are very similar to each other. Really the only difference is the pick/ban process for each. Here is what will be the same for all of these game types or systems, whichever you prefer.
1. You pick your class and will wait in a queue until your game is ready. In the meantime you can just simply pug or do other things while waiting. Once your game is ready it will alert you.
2. You can report players that rage or do not show up, in that case that they do not show up a replacement will be found before the pick/ban process. During that time you can either stay in the server or join a pub until the replacement comes and you will be given a notification.
3. Once a game is over everyone will receive a drop item. Those items are limited to unlocks/hats/crates/misc items/paints. Strange and unusual hats will not be dropped.
4. All weapons including vanilla weapons can be banned. There is no safe weapon/utility.
5. Players are given access to all weapons regardless of their backpack and hats when in this game mode type. Feel free to bring some style to your backstabs or airshots.
6. no random spread, no random crits, no damage spread, a level system, good servers, guides to competitive tf2.
System #1
Highlander six class ban:
The nature of the Highlander six class ban is that the captains of the game will ban three items for only six of the nine classes in highlander. That means if you know the other team has a good pyro, demo, scout, heavy, sniper, and soldier you can limit there weapons specifically. That means three classes will not have any bans on weapons or limitations and have the ability to do as they please and in this case would be the engineer, medic, and spy. The process will be faster than having to ban weapons for every class, and allows for a huge meta game. I believe there is need for further example in this to clarify.
Captain Kirk picks pyro and selects 2 bans Captain Tempest selects one item to be banned from pyro, Captain Kirk picks another ban, and Captain Tempest selects the last two bans for that class.
Next Captain Tempest selects engineer and selects 2 bans, Captain Kirk bans one item for that class, Captain Tempest bans another item, and Captain Kirk picks the last two bans for that class.
Continues on going back and forth until there are six classes picked and have had bans/allows.
System #2
Highlander numbered item ban:
This will give both captains the ability to ban whatever item they want within whatever class they want. This is purely example but lets say each captain has 36 bans. They will go back and forth banning three items at a time and after each has banned three, it will switch the order on who gets the first bans.
You can put as many bans on a single class as you like. The class will be able to use whatever items it wants besides the banned items.
Bans by one captain do not effect both teams, only the opposing team. Meaning if I ban the wrangler from the opposing team, it is not banned from my team.
System #3
Highlander simple ban:
In this game mode every class has three bans on unlocks. Therefore there are 27 bans. The Captains alternate on who gets two bans and who gets one per class. These bans are for both teams.
I propose a few systems that are very similar to each other. Really the only difference is the pick/ban process for each. Here is what will be the same for all of these game types or systems, whichever you prefer.
1. You pick your class and will wait in a queue until your game is ready. In the meantime you can just simply pug or do other things while waiting. Once your game is ready it will alert you.
2. You can report players that rage or do not show up, in that case that they do not show up a replacement will be found before the pick/ban process. During that time you can either stay in the server or join a pub until the replacement comes and you will be given a notification.
3. Once a game is over everyone will receive a drop item. Those items are limited to unlocks/hats/crates/misc items/paints. Strange and unusual hats will not be dropped.
4. All weapons including vanilla weapons can be banned. There is no safe weapon/utility.
5. Players are given access to all weapons regardless of their backpack and hats when in this game mode type. Feel free to bring some style to your backstabs or airshots.
6. no random spread, no random crits, no damage spread, a level system, good servers, guides to competitive tf2.
System #1
Highlander six class ban:
The nature of the Highlander six class ban is that the captains of the game will ban three items for only six of the nine classes in highlander. That means if you know the other team has a good pyro, demo, scout, heavy, sniper, and soldier you can limit there weapons specifically. That means three classes will not have any bans on weapons or limitations and have the ability to do as they please and in this case would be the engineer, medic, and spy. The process will be faster than having to ban weapons for every class, and allows for a huge meta game. I believe there is need for further example in this to clarify.
Captain Kirk picks pyro and selects 2 bans Captain Tempest selects one item to be banned from pyro, Captain Kirk picks another ban, and Captain Tempest selects the last two bans for that class.
Next Captain Tempest selects engineer and selects 2 bans, Captain Kirk bans one item for that class, Captain Tempest bans another item, and Captain Kirk picks the last two bans for that class.
Continues on going back and forth until there are six classes picked and have had bans/allows.
System #2
Highlander numbered item ban:
This will give both captains the ability to ban whatever item they want within whatever class they want. This is purely example but lets say each captain has 36 bans. They will go back and forth banning three items at a time and after each has banned three, it will switch the order on who gets the first bans.
You can put as many bans on a single class as you like. The class will be able to use whatever items it wants besides the banned items.
Bans by one captain do not effect both teams, only the opposing team. Meaning if I ban the wrangler from the opposing team, it is not banned from my team.
System #3
Highlander simple ban:
In this game mode every class has three bans on unlocks. Therefore there are 27 bans. The Captains alternate on who gets two bans and who gets one per class. These bans are for both teams.
I assume I was a victim of a targeted ban with the flare, but it had very little impact on the game anyways. I made a point to my captain to not ban phlogistinator, as I felt I could use it better than the enemy pyro.
See stuff like this just shouldn't happen and leads to garbage data.
On the previous page someone mentioned that the banned weapons included flare and gunboats, I mean, two of possibly the most balanced side-grades in the game. I know it's a small sample size but still.
This ban system will reflect both the effectiveness (and ineffectiveness of your own team) to utilize a weapon (ie, a strategic choice and not a balance issue) as well as possible game mechanic/balancing issues. How you separate the two will be pretty hard. As I'm sure every medic will want the gunboats to be banned, so what if the gunboats get a significant ban %? Imagine the fury in the comp community if the gunboats get nerfed.
See stuff like this just shouldn't happen and leads to garbage data.
On the previous page someone mentioned that the banned weapons included flare and gunboats, I mean, two of possibly the most balanced side-grades in the game. I know it's a small sample size but still.
This ban system will reflect both the effectiveness (and ineffectiveness of your own team) to utilize a weapon (ie, a strategic choice and not a balance issue) as well as possible game mechanic/balancing issues. How you separate the two will be pretty hard. As I'm sure every medic will want the gunboats to be banned, so what if the gunboats get a significant ban %? Imagine the fury in the comp community if the gunboats get nerfed.
#125 had me going really well at the beginning but you started to lose me at random crits.
I don't like scenario #1 because banning the Dead Ringer is an obvious for me. So are the vita saw and the overdose for the medic.
I'm leaning towards 2+3 but I think that the # of bans doesn't really need to be that high.
You could do ban's and protects. 4 weapons are banned by 2 turns of picks made by the captains. 4 weapons can then be protected by alternating picks, and then 4 more weapons are banned. I think 8 bans might be enough, but you could push it to 12 easily. 3/3/3.
I don't like scenario #1 because banning the Dead Ringer is an obvious for me. So are the vita saw and the overdose for the medic.
I'm leaning towards 2+3 but I think that the # of bans doesn't really need to be that high.
You could do ban's and protects. 4 weapons are banned by 2 turns of picks made by the captains. 4 weapons can then be protected by alternating picks, and then 4 more weapons are banned. I think 8 bans might be enough, but you could push it to 12 easily. 3/3/3.
wareyaThe enforcer's still OP?
yes the "nerf" actually made it better technically.
See stuff like this just shouldn't happen and leads to garbage data.
On the previous page someone mentioned that the banned weapons included flare and gunboats, I mean, two of possibly the most balanced side-grades in the game. I know it's a small sample size but still.
This ban system will reflect both the effectiveness (and ineffectiveness of your own team) to utilize a weapon (ie, a strategic choice and not a balance issue) as well as possible game mechanic/balancing issues. How you separate the two will be pretty hard. As I'm sure every medic will want the gunboats to be banned, so what if the gunboats get a significant ban %? Imagine the fury in the comp community if the gunboats get nerfed.
Valve aren't going to follow the %s like gospel, they aren't 5. This isn't really much of a worry at all - it just gives them a vast amount more data than they have now (aka very little/practically nothing).
yes the "nerf" actually made it better technically.
[quote]
See stuff like this just shouldn't happen and leads to garbage data.
On the previous page someone mentioned that the banned weapons included flare and gunboats, I mean, two of possibly the most balanced side-grades in the game. I know it's a small sample size but still.
This ban system will reflect both the effectiveness (and ineffectiveness of your own team) to utilize a weapon (ie, a strategic choice and not a balance issue) as well as possible game mechanic/balancing issues. How you separate the two will be pretty hard. As I'm sure every medic will want the gunboats to be banned, so what if the gunboats get a significant ban %? Imagine the fury in the comp community if the gunboats get nerfed.[/quote]
Valve aren't going to follow the %s like gospel, they aren't 5. This isn't really much of a worry at all - it just gives them a vast amount more data than they have now (aka very little/practically nothing).
eXtine#125 had me going really well at the beginning but you started to lose me at random crits.
I don't like scenario #1 because banning the Dead Ringer is an obvious for me. So are the vita saw and the overdose for the medic.
I'm leaning towards 2+3 but I think that the # of bans doesn't really need to be that high.
You could do ban's and protects. 4 weapons are banned by 2 turns of picks made by the captains. 4 weapons can then be protected by alternating picks, and then 4 more weapons are banned. I think 8 bans might be enough, but you could push it to 12 easily. 3/3/3.
edited for no random crits. That is what I meant haha sorry. Any other thing you notice let me know and I will change it.
I did have bans and allows, but I thought that could be quite a process picking so many and banning so many and then would the allows mean they could only use those weapons? In that case they would need at least three votes in allow by default for a primary, secondary, and melee for each class.
But since the whole point to me seemed to allow players to use as many weapons as possible to change the game as much as possible I thought just giving bans would save time in the picking process and be much easier to decide.
If protects were used instead would players still be allowed to use weapons that were neither banned or protected then? If that is the case I would easily add those to the picks and splits the ban numbers with the protects.
The number of bans and protects can be up for change. I'll edit it after my ESEA match later today.
I don't like scenario #1 because banning the Dead Ringer is an obvious for me. So are the vita saw and the overdose for the medic.
I'm leaning towards 2+3 but I think that the # of bans doesn't really need to be that high.
You could do ban's and protects. 4 weapons are banned by 2 turns of picks made by the captains. 4 weapons can then be protected by alternating picks, and then 4 more weapons are banned. I think 8 bans might be enough, but you could push it to 12 easily. 3/3/3.[/quote]
edited for no random crits. That is what I meant haha sorry. Any other thing you notice let me know and I will change it.
I did have bans and allows, but I thought that could be quite a process picking so many and banning so many and then would the allows mean they could only use those weapons? In that case they would need at least three votes in allow by default for a primary, secondary, and melee for each class.
But since the whole point to me seemed to allow players to use as many weapons as possible to change the game as much as possible I thought just giving bans would save time in the picking process and be much easier to decide.
If protects were used instead would players still be allowed to use weapons that were neither banned or protected then? If that is the case I would easily add those to the picks and splits the ban numbers with the protects.
The number of bans and protects can be up for change. I'll edit it after my ESEA match later today.
yes definitely.
1-2 protects in the beginning would be cool. Even with totally open picks, wrangler isn't that op and both teams will have the items.
I think 12 is a great total number for bans. Kappy is running a poll and the results are interesting. http://kwiksurveys.com/app/showpoll.asp?qid=164684&sid=qdn4r4wyvdtr8dx164684&new=True
1-2 protects in the beginning would be cool. Even with totally open picks, wrangler isn't that op and both teams will have the items.
I think 12 is a great total number for bans. Kappy is running a poll and the results are interesting. http://kwiksurveys.com/app/showpoll.asp?qid=164684&sid=qdn4r4wyvdtr8dx164684&new=True
I have a bit of an idea how the pick/ban system could be implemented...
Quoted from my post in the original lobby thread:
Waffles-pick/ban done while waiting in the lobby, choices saved in settings
-rating screen similar to loadout change: pick class, get a list of available items organised by slot
-each player then picks 5 items that need nerfing and 5 that need buffing
-when the match starts, all items picked by more than one player are listed
-players rank their top three overpowered and underpowered ones
-players are only allowed to use an OP/ban item if they also have a weak one in their loadout
-can't mix UP/OP items from their own picks
-players rank loadout effect after match X/5
-valve stats should note results by map
-Stock items not safe from bans
-runs risk of wasting a ban and facing broken unlocks
-all unlock items available to those who don't have them
-excitement over newly accessible item=interest
-unowned unlocks that are used more often get a higher chance of dropping for the player
Quoted from my post in the original lobby thread:
[quote=Waffles]-pick/ban done while waiting in the lobby, choices saved in settings
-rating screen similar to loadout change: pick class, get a list of available items organised by slot
-each player then picks 5 items that need nerfing and 5 that need buffing
-when the match starts, all items picked by more than one player are listed
-players rank their top three overpowered and underpowered ones
-players are only allowed to use an OP/ban item if they also have a weak one in their loadout
-can't mix UP/OP items from their own picks
-players rank loadout effect after match X/5
-valve stats should note results by map
-Stock items not safe from bans
-runs risk of wasting a ban and facing broken unlocks
-all unlock items available to those who don't have them
-excitement over newly accessible item=interest
-unowned unlocks that are used more often get a higher chance of dropping for the player
That poll is a great initiative, everybody should fill it out.
Surprised by the beggars bazooka's number, must be something about it I don't know lol
Surprised by the beggars bazooka's number, must be something about it I don't know lol
Small things:
1) I'd personally ban the boston basher in certain situations, in case I want to set up our team in a way where our ubers can consistently come first. ditto w/ the vita saw
2) if the enemy pyro's consistently good with his DPS output, I'd either ban his degreaser or his axetinguisher, to cut off a lot of that damage source and enforce him to play more laid-back
3) if there's a good spy on our end, never not ban huo-long heater
This sounds really fun, not really from a balance perspective but from a metagame perspective.
1) I'd personally ban the boston basher in certain situations, in case I want to set up our team in a way where our ubers can consistently come first. ditto w/ the vita saw
2) if the enemy pyro's consistently good with his DPS output, I'd either ban his degreaser or his axetinguisher, to cut off a lot of that damage source and enforce him to play more laid-back
3) if there's a good spy on our end, never not ban huo-long heater
This sounds really fun, not really from a balance perspective but from a metagame perspective.