Any low/mid invite team should definitely give him a try on med
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It would be interesting to see how the map pick/ban vs. weekly rotation preference was broken down by division. The results being around 80/20 isnt too surprising considering how horribly implemented it was in ESEA. I think if the map pool for a new league was 7 maps, with a pick/ban system 3 bans/3bans, always narrowing it down to a single map, most invite teams would prefer that. Having a map pool of 7 would make incrementally changing the map pool each season a lot easier(vote 1 out, vote 1 in, every season) as opposed to dropping gran, badlands, adding logjam prop cp_hospital, all over 1 offseason.
You could even have the map/pick ban system exclusively for the top division, especially if the survey results(15-20% prefer map/pick) was a strong majority of invite players.
Thoughts?
No other game will replicate the depth added from the uber mechanic or the 5cp gamemode
Nub_DanishI don't know where this team's just have to stay together narrative came from. Ascent stayed together with a core roster for years and I believe the only time they beat froyo was when clockwork decided to troll in a match. I don't feel like tf2 is as much of a teamwork oriented game as everyone thinks. To a large degree I feel like a team full of players who all just make good decisions on their own is better than one team making bad decisions together.
It would be nice if we could add 2 more bans to the banning phase for regular season, or reduce the map pool to 7.
Random map selection negates the skill/depth that pick/ban phase adds.