Competitive Brink

Post » Sat May 28, 2011 10:23 am

Your forgetting that competitive play consists of extreme coordnation.

You're forgetting that one of the main goals of brink is to be able to have even bad players coordinate with their team, let alone the people in a lvl16-20 pub match. The difference between high level pubs and comp games will still be noticeable, but it shouldn't be nearly the gap that it is in other games. So the weapons will already be balanced for high coordination.

Forgot to mention that I spoke from a 5v5 point of view, in a 6v6 I would see it restricted to 2 heavy per team.
Think mines would also be restricted to like 3 per team for 5v5 and 6 for 6v6.

As for Heavies, they are likely (little hard to say without having played the game) to be extremely powerful on defense and skilled teams would lock objectives down without a problem if they are allowed to have as many as they want to.

Yes, heavies are going to be good for defense, but I don't expect having 2 heavies on a 5 man team will be game breaking, its only barely more than 1/3 of the team.You need to leave teams enough room to have different strategies, or else the games will get boring. The moment you say there can only be one heavy in a 5 man team, you leave teams 3 choices. You can have 3 medium players and be a bit stronger, 3 lights and be faster, or 2 of each for balence. It would take a game revolving around constantly changing team dynamics and turn it into something with 3 choices.
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Chrissie Pillinger
 
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Post » Sat May 28, 2011 8:30 am

They way I look upon restriction is to make the competitive scene "diffrent" (I couldn't think of the word I wanted to use), how boring wouldn't it be to see 4 heavy medics + 1 soldier (or whatever the "Best" setup would be) on defense every time you play a match?

That's why there is class restriction in competitive tf2, if there was no class restriction you would see something along the lines 4 demomans + 2 medics all the time because demoman is probably the strongest class in tf2.

edit: I would say that restriction also makes it more enjoyable for spectators to watch (Competitive matches are often streamed live) and allows for your team to actually mix up some classes to instead of the same old, same old.. all the time.
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katie TWAVA
 
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Post » Sat May 28, 2011 11:48 pm

They way I look upon restriction is to make the competitive scene "diffrent" (I couldn't think of the word I wanted to use), how boring wouldn't it be to see 4 heavy medics + 1 soldier (or whatever the "Best" setup would be) on defense every time you play a match?

That's why there is class restriction in competitive tf2, if there was no class restriction you would see something along the lines 4 demomans + 2 medics all the time because demoman is probably the strongest class in tf2.

I'd say it's split between demo men and soldier.
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El Khatiri
 
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Post » Sat May 28, 2011 9:23 pm

I'd say it's split between demo men and soldier.


From a console point of view? On PC Demoman is clearly stronger than soldiers.
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CHARLODDE
 
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Post » Sat May 28, 2011 7:23 pm

You're forgetting that one of the main goals of brink is to be able to have even bad players coordinate with their team, let alone the people in a lvl16-20 pub match. The difference between high level pubs and comp games will still be noticeable, but it shouldn't be nearly the gap that it is in other games. So the weapons will already be balanced for high coordination.


Yes, heavies are going to be good for defense, but I don't expect having 2 heavies on a 5 man team will be game breaking, its only barely more than 1/3 of the team.You need to leave teams enough room to have different strategies, or else the games will get boring. The moment you say there can only be one heavy in a 5 man team, you leave teams 3 choices. You can have 3 medium players and be a bit stronger, 3 lights and be faster, or 2 of each for balence. It would take a game revolving around constantly changing team dynamics and turn it into something with 3 choices.

I believe the title says competitive play, not pubs..or how to pubstar... this thread is talking about league/scrim teamplay.
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Tracy Byworth
 
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Post » Sat May 28, 2011 12:22 pm

I believe the title says competitive play, not pubs..or how to pubstar... this thread is talking about league/scrim teamplay.

yes, and you're assuming that scrims will require a different balance than pubs, but SD is looking to make pubs much more coordinated than other games, so the weapons will be balanced for such an environment.

It was a response to you saying that the weapons will be balanced for uncoordinated pubs, so they will be annoying in scrims, so I don't see how its irrelevant like you seem to think.
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Alina loves Alexandra
 
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Post » Sat May 28, 2011 11:14 pm

I don't understand why people think they need to "fix" a game that hasn't even come out yet.
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Samantha hulme
 
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Post » Sat May 28, 2011 11:26 pm

I don't understand why people think they need to "fix" a game that hasn't even come out yet.

welcome to competitive gaming...
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Sami Blackburn
 
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Post » Sat May 28, 2011 7:15 pm

The first things people say before even playing is ban this ban that. W:ET had mines, grenade launchers, panzers all in comp and it worked great, if its too much to think about go play Black Ops.
Should leave things as they are with the few restrictions that give both teams access to the same advantage e.g. weapons + perks are the same, a few cvars changes and set. Ugh the longevity of this game is looking grim already.
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Jynx Anthropic
 
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Post » Sat May 28, 2011 10:37 am

You're forgetting that one of the main goals of brink is to be able to have even bad players coordinate with their team, let alone the people in a lvl16-20 pub match. The difference between high level pubs and comp games will still be noticeable, but it shouldn't be nearly the gap that it is in other games. So the weapons will already be balanced for high coordination.


Yes, heavies are going to be good for defense, but I don't expect having 2 heavies on a 5 man team will be game breaking, its only barely more than 1/3 of the team.You need to leave teams enough room to have different strategies, or else the games will get boring. The moment you say there can only be one heavy in a 5 man team, you leave teams 3 choices. You can have 3 medium players and be a bit stronger, 3 lights and be faster, or 2 of each for balence. It would take a game revolving around constantly changing team dynamics and turn it into something with 3 choices.


The problem with pubs is the freedom players have, to do whatever they want to do. People can go all frag happy and not care for the objectives at all, or want to play that cool operative class and have an overflow of operatives and lose because of bad team composition. Unlike competitive teams that organize classes, bodytypes, weapons and so on to make the perfect team. So in my eyes the gap is still as big between comp play and pub play as in other games, if not even bigger.

Heavy is likely to be restricted because of the firepower they have with the heavy only weapons, and I said it earlier as well, heavy WEAPONS are likely to be restricted to 1-2 per team, while heavy BODYTYPE itself might NOT be restricted at all.
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lydia nekongo
 
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Post » Sat May 28, 2011 8:01 pm

Wooow , hang on guys. Why all the banning ?

The devs have postponed the game to balance the game as much as possible. This means they'll try to balance ALL GUNS and ALL ABILITIES , so it's way too soon to rule out things like mines , turrets , grenade launchers etc.

As for the max team format ; 5v5 and 6v6 will be most suited for a number of reasons like finding 5 or 6 suitable players for your team that can work together, getting 5 or 6 people online at the same time for official matches , too avoid troubles on voip programmes such as TeamSpeak , Ventrilo and Mumble and if it the game gets played on a LAN (let's hope :celebration: ) there is the matter of logistics (other games played in 5v5 format so the seating plan is adapted to that.)


What do you guys think about sprinting+shooting ? I've found it adding something special to a game. I wasn't really used to this , but then I started to watch and play w:et and found it very intense. It gives fast-paced action that actually requires some skill !!
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Lewis Morel
 
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Post » Sat May 28, 2011 2:53 pm

No items, Fox only, Final Destination!

Screw that, Jiggly Puff as well or you can play with yourself.
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Austin Suggs
 
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Post » Sat May 28, 2011 8:55 pm

UPDATE :

minor changes of the OP.

==============================================
Does anybody know if there is a list of all abilities , the search function is like laughing me in the face :sadvaultboy: ?
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James Shaw
 
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Post » Sat May 28, 2011 4:15 pm

UPDATE :

minor changes of the OP.

==============================================
Does anybody know if there is a list of all abilities , the search function is like laughing me in the face :sadvaultboy: ?

No complete list available yet. Pretty much all known abilities can be found in the compendium.
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lexy
 
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Post » Sat May 28, 2011 8:57 pm

Update 1: check my sig otherwise I get flamed for advertising :D

Update 2 : From what I've seen in the videos , the standard walking speed is kinda slow , people in favor of slightly increasing the g_speed setting ?
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Chris Johnston
 
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Post » Sat May 28, 2011 9:17 pm

Update 2 : From what I've seen in the videos , the standard walking speed is kinda slow , people in favor of slightly increasing the g_speed setting ?

If I remember correctly, they said that the standard speed would be increased. The speed you saw inthe videos will be increased. Don't forget that they were playing medium and not Light. I think we'll have to play the game first before making a conclusion, but I'm in favor of increasing speed if needed.
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Matt Bee
 
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Post » Sat May 28, 2011 10:17 am

If I remember correctly, they said that the standard speed would be increased. The speed you saw inthe videos will be increased. Don't forget that they were playing medium and not Light. I think we'll have to play the game first before making a conclusion, but I'm in favor of increasing speed if needed.


They were ? WOW !

In that case , forget what I just said :D For a medium it found it looking pretty agile .
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Lizzie
 
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Post » Sat May 28, 2011 5:17 pm

getting 5 or 6 people online at the same time for official matches will be tasking enough, i dont know how league play would be if it was 7v7 or 8v8 that is tough to get that many schedules together for a match let alone scrimming.
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Nathan Risch
 
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Post » Sat May 28, 2011 7:46 am

Just curious if OP is actually interested in CREATING a Promod or is just asking to throw around ideas?
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Brentleah Jeffs
 
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Post » Sat May 28, 2011 9:49 am

Just curious if OP is actually interested in CREATING a Promod or is just asking to throw around ideas?


Well actually both cuz you need the ideas to create the promod ;)

The actual goal is to find a good ruleset ( read : server config ) for all platforms to have some sort of standard in competitions. Then secondly if the devs decide to release a SDK we can create an actual promod which will certify the server configuration , and -maybe- the modification of things we couldn't change by changing settings...
I think it's best to find something in consent and to create a similar , config , mod , tool , w/e in consent with "most" players so there aren't like 345 different rulesets around which could lead to alot of confusion and frustration.

Don't know if you played Bad Company 2 in competition , but there were 2 main leagues here in Europe . One where most things were allowed and the other one where you couldn't destroy buildings , use certain perks or guns etc etc.
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Lewis Morel
 
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Post » Sat May 28, 2011 3:00 pm

Yeah i play BC2 Comp, saw those games of the Russian team just medic training every obj, thus, crappy ruleset :/ most(if not all) 4v4 leagues are 1 medic max.

Anyways if you are actually serious, i have a lot of background in balance and configs so when this thing comes out :)
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Natasha Callaghan
 
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Post » Sat May 28, 2011 10:06 am

Yeah i play BC2 Comp, saw those games of the Russian team just medic training every obj, thus, crappy ruleset :/ most(if not all) 4v4 leagues are 1 medic max.

Anyways if you are actually serious, i have a lot of background in balance and configs so when this thing comes out :)


Yeah exactly , that was just ridiculous , but on nearly all maps you had to do the same to counter your opponent :(


If you feel like helping ---> look at my sig :)
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Monika Fiolek
 
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Post » Sat May 28, 2011 8:36 pm

Still the fact remains, that this will not be possible in BRINK.
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Jhenna lee Lizama
 
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Post » Sat May 28, 2011 10:39 pm

Update : we're toying with the idea of creating our own Brink league (cups , ladders, tourneys etc) as nowadays known online competitions such as ESL and Clanbase don't really pick up that many new games anymore or don't support it enough. I'm contacting admins I know from ESL and CB to get me in contact with people high up these organisations .

(Orchid's idea , just for the record ;) )
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Max Van Morrison
 
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Post » Sat May 28, 2011 8:59 pm

If anybody else is interested in the idea of an independent European league ran by the community, join #brink.eu on quakenet.
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Tha King o Geekz
 
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