paulWould it work if the attacking team had an extra player who only pushes the cart, but can't shoot anyone? Obviously he dies when his team gets wiped. He can be called the team mascot.
Might as well bring back the Assassination gamemode then, and the fat man with the umbrella.
[quote=paul]Would it work if the attacking team had an extra player who only pushes the cart, but can't shoot anyone? Obviously he dies when his team gets wiped. He can be called the team mascot.[/quote]
Might as well bring back the Assassination gamemode then, and the fat man with the umbrella.
*cough cough*
http://teamfortress.tv/forum/thread/12070-a-d-cp-badwater
Looking pretty good so far. Still only a2 with a3 coming tomorrow.
*cough cough*
http://teamfortress.tv/forum/thread/12070-a-d-cp-badwater
Looking pretty good so far. Still only a2 with a3 coming tomorrow.
Merchant*cough cough*
http://teamfortress.tv/forum/thread/12070-a-d-cp-badwater
Looking pretty good so far. Still only a2 with a3 coming tomorrow.
fix dem sightlines, doe
[quote=Merchant]*cough cough*
http://teamfortress.tv/forum/thread/12070-a-d-cp-badwater
Looking pretty good so far. Still only a2 with a3 coming tomorrow.[/quote]
fix dem sightlines, doe
paulWould it work if the attacking team had an extra player who only pushes the cart, but can't shoot anyone? Obviously he dies when his team gets wiped. He can be called the team mascot.
I would be shocked if you could find a person for every team, that is willing to stand on a cart and die for however long a payload map is. Literally just stand there and do nothing. I don't know if I would do it for money.
Show Content
If your post was a troll post then i feel stupid now
[quote=paul]Would it work if the attacking team had an extra player who only pushes the cart, but can't shoot anyone? Obviously he dies when his team gets wiped. He can be called the team mascot.[/quote]
I would be shocked if you could find a person for every team, that is willing to stand on a cart and die for however long a payload map is. Literally just stand there and do nothing. I don't know if I would do it for money.
[spoiler]If your post was a troll post then i feel stupid now[/spoiler]
seanbudTL;DR: People would bitch but it might actually work.
I dunno, everyone always hated gpit because it wasn't a push map and it finally got voted out. I seriously doubt payload could work in 6s without causing rioting in the streets.
As to the OPs question as to why...
-payload maps are usually very large. Ever pub on a payload map on a server with only a handful of people? Not very fun.
-in HL the team pushing the cart can use their teams teleporter to get back to the fight quickly when they respawn. In 6s the attacking team would either need an engy, or when the cart is close to the end, have to travel a very long way to get back to the fight.
-having only 6 players means you need to keep at least 2 people on the cart pushing it. The defending team will just spam the shit out of the cart. The buff from the cart won't be enough, the medic will need to help which now means you have at least half the team on the cart. The flank is now weak (and on large payload maps sometimes there are multiple flanks). Doesn't sound fun to me.
I played a season of platinum HL and backed up a couple times. pl maps are kinda fun in HL, but I don't see it working in 6s
[quote=seanbud]TL;DR: People would bitch but it might actually work.[/quote]
I dunno, everyone always hated gpit because it wasn't a push map and it finally got voted out. I seriously doubt payload could work in 6s without causing rioting in the streets.
As to the OPs question as to why...
-payload maps are usually very large. Ever pub on a payload map on a server with only a handful of people? Not very fun.
-in HL the team pushing the cart can use their teams teleporter to get back to the fight quickly when they respawn. In 6s the attacking team would either need an engy, or when the cart is close to the end, have to travel a very long way to get back to the fight.
-having only 6 players means you need to keep at least 2 people on the cart pushing it. The defending team will just spam the shit out of the cart. The buff from the cart won't be enough, the medic will need to help which now means you have at least half the team on the cart. The flank is now weak (and on large payload maps sometimes there are multiple flanks). Doesn't sound fun to me.
I played a season of platinum HL and backed up a couple times. pl maps are kinda fun in HL, but I don't see it working in 6s
paulWould it work if the attacking team had an extra player who only pushes the cart, but can't shoot anyone? Obviously he dies when his team gets wiped. He can be called the team mascot.
The entire point of the cart is sacrificing offense to push it, adding a 7th player would completely defeat the purpose of that.
Plus, like Lucky Shot said, who the hell wants to do nothing but sit on the cart?
[quote=paul]Would it work if the attacking team had an extra player who only pushes the cart, but can't shoot anyone? Obviously he dies when his team gets wiped. He can be called the team mascot.[/quote]
The entire point of the cart is sacrificing offense to push it, adding a 7th player would completely defeat the purpose of that.
Plus, like Lucky Shot said, who the hell wants to do nothing but sit on the cart?
What if the cart had 24/7 x1? Would force defense to sac players to defend it and would still require 1 from the offense to make a good time. It would also make it so 5/6 classes could make it x3 without needed a full-time scout to just sit on it. Or a team could wipe the Defense without having to worry about the cart stopping, but they would only get x1.
Just a thought, I guess.
What if the cart had 24/7 x1? Would force defense to sac players to defend it and would still require 1 from the offense to make a good time. It would also make it so 5/6 classes could make it x3 without needed a full-time scout to just sit on it. Or a team could wipe the Defense without having to worry about the cart stopping, but they would only get x1.
Just a thought, I guess.
Niko_JimsWhat if the cart had 24/7 x1? Would force defense to sac players to defend it and would still require 1 from the offense to make a good time. It would also make it so 5/6 classes could make it x3 without needed a full-time scout to just sit on it. Or a team could wipe the Defense without having to worry about the cart stopping, but they would only get x1.
Just a thought, I guess.
it would require mods
mods = bad
[quote=Niko_Jims]What if the cart had 24/7 x1? Would force defense to sac players to defend it and would still require 1 from the offense to make a good time. It would also make it so 5/6 classes could make it x3 without needed a full-time scout to just sit on it. Or a team could wipe the Defense without having to worry about the cart stopping, but they would only get x1.
Just a thought, I guess.[/quote]
it would require mods
mods = bad
Could, instead of a mascot, give blu team a fists of steel heavy BOT who is solely focused on the cart.
Just a harebrained and overtired thought.
Could, instead of a mascot, give blu team a fists of steel heavy BOT who is solely focused on the cart.
Just a harebrained and overtired thought.
One thing I can see is hugely lobsided matches where a team literally won't be able to get out of spawn.
One thing I can see is hugely lobsided matches where a team literally won't be able to get out of spawn.
PL is like KOTH except it moves, and only one team has the incentive to touch it. Also snipers and engineers.
PL is like KOTH except it moves, and only one team has the incentive to touch it. Also snipers and engineers.
I think one of the biggest problems with PL maps are the sniper sightlines perhaps. And I think respawn time waves would be an issue too. They arent setup for 6s. But I do like the idea. I think it would validate different strategies, used in normal cp maps.
I think one of the biggest problems with PL maps are the sniper sightlines perhaps. And I think respawn time waves would be an issue too. They arent setup for 6s. But I do like the idea. I think it would validate different strategies, used in normal cp maps.