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Events / Re: Wily's Iron Gauntlet - A 2v2 CBM Tournament!
« on: June 01, 2018, 02:57:32 PM »
Sounds like fun can't wait till everything is finalized. Do you have a discord for this?
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English isnt my first language so i couldnt read the rules well, it was my mistake to think it would be a regular tourney,English isnt' my first language either....
you have nothing to do with this so maybe you should keep yourself and your oh so grand ten years of playing doom mods out of it.As a spectator, I can comment on whatever I want. Stop me if you can.
It's no wonder some guys have some strong opinions about you peopleDon't be mad at me just because you have the heart of a quitter....
then play something short and random with silly rules that don't make anything fun in the end.You probably should have read the rules before signing up? Or do you just sign stuff without reading the fine print??????? Does this make too much sense?????
It's because the time counter doesn't work in (Team) Last Man Standing. I learned this the hard way; I've had to restart several fights over because bots got stuck after I died and the match never ended.Unfortunately, that's a root cause of a lot of problems with TLMS game modes. I don't know how long it's been broken for, but I know at least since Zan 1.3. Mods like GvH and ZDoomWars drag on forever when played in Teams as a result.
Aside from the usual norms of arena CTF maps, MM8BDM's huge variety of weapons means there are a lot of standards about what weapons to put on CTF maps, and where to put them. Not all of these standards are strictly necessary (though some are all but essential), and the nature of the game means that a lot of times, it can depend on the shape of the map.I see that as a bit of a double-edged sword. On one hand you have issues where individuals disagree with what weapons should be featured on maps and what should not be (something like woodman's probably should not). On the other hand, this opens up options and allows for creativity for map authors and allows for spice to be added to gameplay. But regardless, it is a tough issue to address.
I'd recommend hopping into a CTF server sometime to see how people play it, and also maybe observing some matches of the ongoing CTF tournament if you're ever around when a match goes down; these experiences will give you good (if varying) ideas of the ways MM8BDM CTF plays out.I'd like to hop in a server some time and see some of these problems in action. Although, since I hardly ever see any CTF servers occupied, this might take a while...
A team of well coordinated players (ranging from 2 to 4-5) using the same weapon/class can and most likely will curbstomp matches back to back to back, barring some exceptions, and unless some counter coordination sparks from the opposite team. Sadly, this is something I wouldn't recommend balance to be driven by, since it could lead to classes being individually incompetent for the sake of fixing class stacking as a balance issue. Doesn't mean we shouldn't try, but I don't have much hope about it.You are correct. Any type of team coordination is usually going to destroy the opposition, however, as Orange pointed out, the cases that are more like to happen in the server aren't really in the category of 'well coordinated'. In my observation, teams spawned together, went to the best spam area, or simply performed monkey-see monkey-do. Of course, I don't believe a class has to solely be balanced according to instances such as this, but there is always room for some level of mitigation.
As for Magnetman himself as an individual, and most homing classes in general IMO, their deadlyness falls short when they face a relentless assault at close range, where their projectiles lose their prime effectiveness, or when opponents make use of their abilities to navigate through the battlefield and make use of cover to lead projectiles into them. IMO, I'd still consider an ammo-related nerf for Magnetman himself, so that his deadlyness at long range is gated by ammo, but damage nerfs are also an option, even though I still believe an individual Magnetman can't fend off a consistent offensive tactic.An ammo related nerf is probably the best route to go if the current behavior of the projectile is to stay the same. Additionally, there could also be a reduction in the firing rate if a damage nerf isn't really desired. From my experience, adding or removing a couple of ticks can actually make a difference.