- Dec 16, 2008
- 818
- 246
...and why i feel it should be optional (i.e. at the mapper's and/or server owner's discretion:
the decision is i assume an attempt to reinvigorate the game mode.
truth: many ctf maps suffer from a stalemate, and get drawn out.
however i don't believe that this is due to people not wanting to capture. and if you have the intel, capping it is surely incentive enough. why create this team wide crit boost?
what more reward do you need when you have that suitcase on your back, then bringing your team 1/3 of the way closer to victory?
on a map like 2fort, on a pub server, this will have basically negligable effects. on a smaller map like turbine, you will almost certainly see a capping team pushing hard, and quite likely capping again soon after.
on the competitive scene, i can see this as being used to lock players into their spawn, or out of their own intel room, as a competitive team coordinates an intel cap with position of their fellow teammates. again this gives the capping team a huge advantage.
now lets look at something else: the assault-style ctf maps in the tf2maps contest - for many of them, it's quite possible to travel between 2 points in 10 seconds. that means that the scouts and pyros and spies of the attacking team can make use of the critboost to cripple any defense plans before they can set up (i.e. sentries and snipers).
now i'm not saying this is a terrible idea. obviously valve have playtested this (on 2fort, ctf_well and ctf_sawmill most likely), and it's worked within the scope of testing, but i honestly feel that the problem with ctf as a gamemode in tf2 was not the gamemode mechanics but rather the map designs not accomodating tf2 properly.
as i've said before, i firmly believe that the action for ctf on tf2 should be out in the field, fighting over the intels, rather than seeing which team can turtle better than the other while a couple of scouts run around trying to cap the intel.
the crit boost will clearly upset that balance on smaller maps (and yes i am thinking about the map i released today in particular as an example).
so could it not become an optional situation? does anyone else agree, or do you unanimously support unilateral team-critboosting on all maps with an intelligence present
the decision is i assume an attempt to reinvigorate the game mode.
truth: many ctf maps suffer from a stalemate, and get drawn out.
however i don't believe that this is due to people not wanting to capture. and if you have the intel, capping it is surely incentive enough. why create this team wide crit boost?
what more reward do you need when you have that suitcase on your back, then bringing your team 1/3 of the way closer to victory?
on a map like 2fort, on a pub server, this will have basically negligable effects. on a smaller map like turbine, you will almost certainly see a capping team pushing hard, and quite likely capping again soon after.
on the competitive scene, i can see this as being used to lock players into their spawn, or out of their own intel room, as a competitive team coordinates an intel cap with position of their fellow teammates. again this gives the capping team a huge advantage.
now lets look at something else: the assault-style ctf maps in the tf2maps contest - for many of them, it's quite possible to travel between 2 points in 10 seconds. that means that the scouts and pyros and spies of the attacking team can make use of the critboost to cripple any defense plans before they can set up (i.e. sentries and snipers).
now i'm not saying this is a terrible idea. obviously valve have playtested this (on 2fort, ctf_well and ctf_sawmill most likely), and it's worked within the scope of testing, but i honestly feel that the problem with ctf as a gamemode in tf2 was not the gamemode mechanics but rather the map designs not accomodating tf2 properly.
as i've said before, i firmly believe that the action for ctf on tf2 should be out in the field, fighting over the intels, rather than seeing which team can turtle better than the other while a couple of scouts run around trying to cap the intel.
the crit boost will clearly upset that balance on smaller maps (and yes i am thinking about the map i released today in particular as an example).
so could it not become an optional situation? does anyone else agree, or do you unanimously support unilateral team-critboosting on all maps with an intelligence present