springrolls This is... a strange view to say the least. The need to learn or adapt should be correlated with competitiveness but it's not the end goal. I can make 100 dogshit changes to any format that will definitely force players to adapt and change but I think most people would agree that that makes things less competitive, not more. For FPS games and a lot of esports in general execution (or skill expression) is just as important for the competitive aspect and is the reason why a lot of people watch or play it. Your ability to adapt and change is conditional on your execution skills and both are needed.
Knowledge is an ability that is applied in a single situation. You know a time it takes to run across a flank path so you know when to expect a scout that disappeared into the backlines. You might know the distance you can rocket jump. Or you might know what rules have been changed.
Inversely, a skill is an ability that can be applied it in any situation. You probably have never trained for a specific airshot, or done a specific rocket jump before, but you have the aiming and rocket jump skill to apply different inputs in different order and achieve the intended result.
What I meant, is that gaining skill is where the "fun" of competitiveness should strive from. If someone's sense of "fun" goes against these principles, that's completely fine - But that fun is not competitive. I said this because it's very easy to accidentally go "this is fun" without noticing you're arguing against competitiveness itself: Yeah, x100 mods are fun, but not a good change to 6v6 because they are not competitive; Yes, Medic is stronger than Soldier, but having more Medics isn't more competitive.
I would define competitiveness as something along these pillars:
1. Interaction. (Players should have meaningful interactions with each other that affect the outcome of matches.)
2. Skill. (Players should always be improving their skills and expressing that skill is what should affect the outcome of matches.)
3. Community. (basically, be nice, have integrity, no cheating, etc.)
springrollsPeople really want to play 5cp so they would not have banned it, just ban the stuff that makes it awful for 5cp.
That's not a good balance ideology. There are also x100 mods, they are great fun too. And we discussed the issue with that above. You don't want to design around "fun" at the expense of competitiveness in a mode that tries to brand itself as the "competitive TF2" mode.
springrollsNo matter what tf2 competitive format you play you already play in an incredibly medic-centralized metagame.
You misunderstood what I meant by overcentralization. I meant is the circular logic of "opponent probably plays the best class, so I should too." That's the reason people would run 2 medics. Not because it's fun, or because it expresses more skill: Because it would the new meta.
A healthy meta isn't one with constant changes to the rules, a healthy meta needs no changes to the rules. Look at chess, last update few hundred years ago - New opening strategies still invented to this day. CS2, outside of incredibly small changes, the game is basically "finished", yet pro matches look different every year. This isn't happening in 6v6, and as everyone here knows, is intentional: The meta is intentionally overcentralized around Soldiers and Scouts.
The point of the medic example was that this issue of overcentralization is a known issue. We all know "pick best weapons" doesn't work. We know "pick only the strongest classes" doesn't work.
springrolls Yes the format of 6s makes certain classes unviable full time, but the formats that do allow for those classes to be played are still not even close to pubs. No amount of format trickery can save a class that is just inherently bad.
I am not lying in my post - my only goal is competitiveness, not "pub"-like experience. There already is a lot of rules that decrease the strength of certain options or classes: Scout weapon bans, banning double medic, etc. Second roamer was inherently worse than a second medic - and format trickery saved it.
Thats a weird inconsistency, though: Overcentralization is the intended outcome of having no class limits. But people disliked playing with medic overcentralization, so that was banned... And now, it's not anymore about how competitive the format can be, but how much the current fanbase "likes it". But heavy mains would probably also like being able to play the format. Why is their fun less important? 6v6 isn't focusing on "more fun", just "my fun" - And that's just not very nice - or competitive mindset.
springrolls What constitutes a mistake is a function of the tools your class has, who cares about the fact that you would be dead if you were playing a different class.
True. I meant "mistake" as a misplay. Soldier has bigger "action pool" than pyro or heavy: In 10 seconds, Soldier can be in a lot more places and states than either class. If soldier does a misplay (such as rocket jumping too far/too close, taking a risky peek, escaping too soon, etc.) the soldier has more outs than a pyro.
In a stalemate, both teams aren't playing perfectly. But with a higher action pool, individual misplays can matter less than with lower action pool. As I said: Class' exploitable weaknesses are a great way to enforce skill expression: Making less misplays is a skill. Strong, fun characters can express that less.
We did a full circle and returned to my original point: It is easy to say that getting less punished by misplays is fun. But that type of fun goes against competitiveness.
I am not saying we should ban Soldier - I still think TF2 classes don't have balanced skill expression. But all of those classes still need skill, and nobody has yet played a perfect game of Heavy. It's disingenuous to imply that the skill required to play Heavy is so low that it was the sole reason the format was constructed around double Scouts and Soldiers.