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Class Limit? Options
Docta BBQ
#1 Posted: : Wednesday, September 24, 2008 2:18:34 AM
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     I was playing on goldrush tonight for roughly 3 hours and not once did the offense win (it happened once, but it was due to someone blocking the spawn with a tele so that won't count).  Every round it seemed as though defense had 6-10 engis, which left me wondering if this is hurting the servers.  Maybe not, but I don't think it would hurt to bring this topic up, just a suggestion to look into something of a limit.  Worst case nothing happens and we carry on with our lives. :D
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MarioMario
#2 Posted: : Wednesday, September 24, 2008 2:36:18 AM
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Anytime the opposing team wants to spam engies, you can easily steamroll them with with a team of demos and medics.

If your team lacks the coordination to be able to counter lame techniques like that, you're going to lose regardless of what the other team is using.
Rikaelus
#3 Posted: : Wednesday, September 24, 2008 3:17:09 AM
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Meh.
It's a purely defensive role the entire team has. Engineers can be darned effective against an uncoordinated team. That's smarts, not lame.

Razor
#4 Posted: : Wednesday, September 24, 2008 9:40:04 AM
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I think class limits would be good however I don't care one way or another. 
Leon Switch
#5 Posted: : Wednesday, September 24, 2008 12:01:23 PM
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I think we should consider defaulting spawn times for maps like GoldRush. Doc and I are on there a lot, and guys like Snob and others can back me up too...but it's frustrating for the blue team PERIOD. It's nearly impossible to get past the first stage. What's more: it doesn't bode well with developing regulars. People don't want to stay past a few rounds. What ends up happening is because it is a 24/7 setting, you have players stopping in, playing a few rounds, and going to another server. (Hopefully another Tempest).

(Just my observations. I could be wrong.)
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#6 Posted: : Wednesday, September 24, 2008 1:25:04 PM
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I'm completely opposed to class limits, and as much as I hate how long the default timer is I do think setting it to default (or closer to default) is the better choice here. These maps are winnable, but it's rare because it really does require some serious coordination to pull off most of the time. I played for several hours on Goldrush the other week and it seemed like only about 10% of the time that the offense made it past the first stage and I think it only happened once that anyone made it to the third stage. Dustbowl has a similar problem but it isn't quite as bad.
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DARREN!!!
#7 Posted: : Wednesday, September 24, 2008 2:49:09 PM
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The problem is one of coordination.  For whatever reason people just like to farm kills (goldrush in particular) and so when I or whoever does it takes down all the damn sentries and nobody on my team is doing anything to push the cart it gets disheartening, but class limits wouldn't fix that.  Spawn time is an interesting tweak that I think would give goldrush(and only goldrush) a bit of balance.  I know i've been on my 3rd life before the blue teams made it out of the gates which is BS.  Goldrush just isn't balanced especially with the pyro bonuses...


Docta BBQ
#8 Posted: : Wednesday, September 24, 2008 4:06:01 PM
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Increasing the respawn time for defense is a good idea, I could see that being just as useful or even more useful than class limit (Badwater especially).  I guess as long as the spawn door stays working I'm fine with whatever, lol :D
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Docta BBQ
#9 Posted: : Wednesday, September 24, 2008 4:09:59 PM
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Oh I just had a great idea to increase quality gameplay, set an intelligence limit on tempest, so that if you're about as smart as a household cooking utensil, you can't join :D

(You must be this smart to play here)
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Fat Pigeon
#10 Posted: : Wednesday, September 24, 2008 4:33:02 PM
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I'm certainly qualified.
delta62
#11 Posted: : Wednesday, September 24, 2008 4:42:46 PM
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Docta BBQ wrote:
Oh I just had a great idea to increase quality gameplay, set an intelligence limit on tempest, so that if you're about as smart as a household cooking utensil, you can't join :D

(You must be this smart to play here)

HA!

I approve.

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Saber (Wu)
#12 Posted: : Wednesday, September 24, 2008 5:38:58 PM
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You can coordinate all that you want, you won't be ready for the random spray n pray pyro attack from behind to rape you all before the uber. Since it ISN'T CP, its PL a lot more defenders are free to move away from the point.

Overall engineer is no problem, it's pyros and demoman that needs it.

Limit the engineer, sniper, pyro and demoman on 2fort.
Overall pyros and demoman needs it.

But, im SERIOUSLY shocked on how many of you think its possible to coordinate in pub games. Why don't you people coordinate in scrims and TWL? Why don't you people who say "It's easy" play some serious matches?
Rikaelus
#13 Posted: : Wednesday, September 24, 2008 6:44:00 PM
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Saber (Wu) wrote:
You can coordinate all that you want, you won't be ready for the random spray n pray pyro attack from behind to rape you all before the uber. Since it ISN'T CP, its PL a lot more defenders are free to move away from the point.

Overall engineer is no problem, it's pyros and demoman that needs it.

Limit the engineer, sniper, pyro and demoman on 2fort.
Overall pyros and demoman needs it.

But, im SERIOUSLY shocked on how many of you think its possible to coordinate in pub games. Why don't you people coordinate in scrims and TWL? Why don't you people who say "It's easy" play some serious matches?


A Heavy or Demoman covering the rear of the group should be plenty to counter a pyro. Even better.. charge uber far away from where pyros are likely to be. PL maps are plenty big enough for that.

Sunfox
#14 Posted: : Wednesday, September 24, 2008 6:59:09 PM
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It's been getting very hard to get anywhere on Goldrush, Dustbowl or Badwater lately. But for me, it seems I'm always up against a team full of random spamming demos. I'm not sure that engies are a huge problem... with spies, demos, ubered pyros... not too hard to take out.

Last night on 2fort the enemy had camped up with 4 engies with sentires in the intel room. One ubered pyro followed by a few other team members took that whole installation out.

Christina
#15 Posted: : Wednesday, September 24, 2008 9:15:17 PM
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i have to say that i agree 100 % with class limits..just that it has to be "smart" class limits... i mean something like this would work

no limit for scout
no limit for medic
2 snipers ( do we really need more )
3 pyro
no limit for soldier
no limit for heavy
3  demo
2 spy ( do we really need more )
3 engie


the main reason why i would like a class limit is to counter valve's dumb aproach over the game, releasing dumb updates making the servers infested with new classes that gets acheivements. i mean...

can someone actually be serious while saying that he likes playing on a server with 6 ( hold W and left click ) pyros per team ?
can someone actually be serious while saying that he likes playing on a server with 4 snipers per team ?
can someone actually be serious while saying that he likes playing on a server with 4 demos that just spray and pray grenades on battlements ?
can someone actually be serious while saying that he likes playing on a server with 5 engies per team on a map like dustbowl ?

thats my point...

but i agree with ppl that doesnt want class limits....when valve releases nothing...
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