How about giving the medic of the team that caps a point 10% uber or something like that?
how about both medics explode if they dont use their uber within a minute
New players will find this mechanic very easy to understand!
YeeHawhow about both medics explode if they dont use their uber within a minute
[quote=YeeHaw]how about both medics explode if they dont use their uber within a minute[/quote]
Remove over powered Crossbow. You're forced to run it on every medic with no other options.
aurahNew players will find this mechanic very easy to understand!YeeHawhow about both medics explode if they dont use their uber within a minute
use it or lose it
[quote=YeeHaw]how about both medics explode if they dont use their uber within a minute[/quote][/quote]
use it or lose it
YeeHawhow about both medics explode if they dont use their uber within a minute
why don't we put a timer on it?
why don't we put a timer on it?
I have a much more realistic idea. as the above does nothing seeing that stalemates tend to happen on even Uber situation anyways. I would like feedback on it please.
Upon a point capture, a 4 minute countdown is aplied. That is enough time to build Uber, wait for an advantage, then use twice. Upon the finish of the countdown, if no point is contested, the round ends and partial points are distributed- 1/5 for holding Mid, 2/5 for holding 4th. If a point is contested, Overtime status is applied- cap revert speed is tripled, and a point cannot be captured if the enemy is contesting a point, the enemy backcapping you for initiating said overtime.
This means that a team leading in points can still stall, but the stalls are limited to 4 minutes which is bearable, and the losing team can gain partial points if the stalls happen with them in more map control and close the gap. The much smaller point reward for holds ensures that capturing last whenever possible is influential, but a 1 last point capture can be overcome with grinding successful holds against a stalling team.
Upon a point capture, a 4 minute countdown is aplied. That is enough time to build Uber, wait for an advantage, then use twice. Upon the finish of the countdown, if no point is contested, the round ends and partial points are distributed- 1/5 for holding Mid, 2/5 for holding 4th. If a point is contested, Overtime status is applied- cap revert speed is tripled, and a point cannot be captured if the enemy is contesting a point, the enemy backcapping you for initiating said overtime.
This means that a team leading in points can still stall, but the stalls are limited to 4 minutes which is bearable, and the losing team can gain partial points if the stalls happen with them in more map control and close the gap. The much smaller point reward for holds ensures that capturing last whenever possible is influential, but a 1 last point capture can be overcome with grinding successful holds against a stalling team.
I mean you can theory craft till the end of time but nothing major will ever get changed simply because almost everyone wants to play the way they know best (and cry about it sucking) and no one wants to learn a new overcomplicated format (see arena respawn). I mean hell, just look at how often product gets banned @ events and how little it's played (apart from being used as an upset map against established teams), and if you listen to people complain about stalemates in 5cp, product (and koth in general) seem like the perfect fix for 6s, but at the end of the day, everyone (me included) would still rather play 1 of the same 5cp maps that we've been playing for half a decade on average
I like how in WoW's capture-the-flag battleground flag carriers get a debuff that increases their damage taken if they're holding it for too long. I don't know if it's possible to pull something similar in tf2, but maybe there'd be a way to make Medic more vulnerable if he's holding his ubercharge for too long? Like a mini-crit mark for example.
or just change every map being extremely tight chokes that are unpushable on equal terms
since maps are about the only thing the community has control over :)
since maps are about the only thing the community has control over :)
Banning Crossbow would be a good start if it's not nerfed (which it probably won't be).
Tery_Banning Crossbow would be a good start if it's not nerfed (which it probably won't be).
It got a nerf in the blog post a couple months ago to the uber building mechanic but thats not the only problem with the xbow
It got a nerf in the blog post a couple months ago to the uber building mechanic but thats not the only problem with the xbow
SentinelI mean you can theory craft till the end of time but nothing major will ever get changed simply because almost everyone wants to play the way they know best (and cry about it sucking) and no one wants to learn a new overcomplicated format (see arena respawn). I mean hell, just look at how often product gets banned @ events and how little it's played (apart from being used as an upset map against established teams), and if you listen to people complain about stalemates in 5cp, product (and koth in general) seem like the perfect fix for 6s, but at the end of the day, everyone (me included) would still rather play 1 of the same 5cp maps that we've been playing for half a decade on average
Getting downvotes as a replacements to getting feedback feels nice. At least you put some more effort than a mouse click.
That aside, I don't really see how your argument really comes into play. First off, I don't cry about it "Sucking", I am stating the matter of fact that stalemates happen and that they tend to be less enjoyable- for players and moreso to spectators. Secondly, I really really enjoy 5cp hence my suggestion is not to root out core features of it- in fact a game with no really long holds will continue unobstructed. Finally, the "Timer" mechanic isn't overcomplicating things- a timer that has an Overtime feature is already present in play!!! The difference being that it's set to a whoping 10 minutes and results in no points at all for either team. The only "overcomplicated" part of my suggestion is the nitch tweak to overtime I snuck in, but my idea can entirely do without it just as well.
Getting downvotes as a replacements to getting feedback feels nice. At least you put some more effort than a mouse click.
That aside, I don't really see how your argument really comes into play. First off, I don't cry about it "Sucking", I am stating the matter of fact that stalemates happen and that they tend to be less enjoyable- for players and moreso to spectators. Secondly, I really really enjoy 5cp hence my suggestion is not to root out core features of it- in fact a game with no really long holds will continue unobstructed. Finally, the "Timer" mechanic isn't overcomplicating things- a timer that has an Overtime feature is already present in play!!! The difference being that it's set to a whoping 10 minutes and results in no points at all for either team. The only "overcomplicated" part of my suggestion is the nitch tweak to overtime I snuck in, but my idea can entirely do without it just as well.
only way to counter stalemate meta is by injecting players with testosterone thru their mouse (first we have to research the tech to make players mouses inject them) then, and only then, once enough players grow enough ballsacks, you will see more players diving thru chokepoints to confirm kills rather than sit in choke and play safe and spam dmg back and forth until one player has enough of the meaningless trade and sacrifices themself
what if upon acquiring ubercharge, there was a 1 min countdown before it would reset to 0%.
remove all ammo so soldiers have to die to be able to shoot things
10% ubercharge isn't worth leaving your medic on the point to finish the cap vs moving your combo forward to be ready to attack the next point. In cases where you stack point with your medic the ubers are probably equal or close to equal anyway, in this situation 10% isn't going to be enough to break a stalemate either as you're likely waiting for your spawners before you can do anything anyway, giving the other team time to retreat and build their own uber. If there's to be an anti-stalemate mechanic I think it should be centered around the control points themselves rather than ubercharge, noobs will feel like they're being personally punished for something out of their control if you do anything to the ubercharge.
all talk no action. this has been discussed for seasons, with ideas ranging from shorter point times to gigantic metal sky pootises, but if no one is willing to modify maps / host tournaments / play pugs with different rules, this problem will always exist. stop jacking off to the idea and actually try to fix it, these threads that aim to fix the "ultra flawed 5cp gamemode" are so annoying
I'll be happy to try whatever ideas might fix things maps just as soon as I don't have to give out BJ's to get anyone's feedback.