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Post by icem4n on Apr 14, 2013 13:39:48 GMT -5
I won't discuss why these certain things should banned, lets discuss them as a whole. These are things I would like to see. So lets talk.
Also if you are replying
A.) Perks (These Apply to ALL Classes) 1.) Reach banned 2.) Safety Third Banned
B.) Maps 1.) Stonehenge Banned 2.) Temple Ruins Banned 3.) Crossfire Banned 4.) Blueshift Banned 5.) Sunstar Banned 6.) Raindance Banned 7.) Bella Omega (Sandstorm) Banned
C.) Deployables/base assets/vehicles 1.) 1 turret per team (Down from 2) 2.) No Upgrading of base assets, ever 3.) 1 Shrike 4.) 1 Grav cycle 5.) Tank Banned 6.) 1 team purchased vehicle allowed at any given time. (Can't have grav and shrike up at the same time, but oyu can steal the other teams vehicles) 7.) 1 limit on force fields. 8.) Mines Banned
D.) Class Specific Bans (Perk bans from before apply to all classes) 1.) Infiltrator - 1 per team - Sonic Punch Banned - Stealth Spinfusor Banned - Shocklance Banned - Jackal Banned - Smoke Grenades Banned - Throwing Knives Banned 2.) Pathfinder - No bans 3.) Sentinel - 1 Per Team - SAP20 Banned - Rage Banned - Sentinel Skin banned - Claymores Banned 4.) Raider - No Bans
5.) Soldier - Short-Fuse Frag Grenade Banned - Proximity Grenade Banned
6.) Technician - Quickfuse Banned - Repair Kit Banned - Motion Sensor Banned
7.) Brute - No Bans
8.) Juggernaut - No Bans
9.) Doombringer - Mines Banned - 1 Forcefield
E.) Map Specific Bans
1.) DX - No deployables
F.) Admin Rules 1.) Admins may no longer change rules with out notice. - Admins must now give every team a 48 hour notice to a rule change. 2.) All changes to the rules must be approved by 51% of the teams voting. - Voting for rule change will take place over a time-span of 48 hours BEFORE the rule change notice.
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lazy
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Post by lazy on Apr 14, 2013 13:46:46 GMT -5
Reach is fine, maybe ban on infs? S3 only really broken on soldier? Why no tanks and a vehicle limit? Knifes are fine. I agree with everything else.
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Post by mythdemeanor on Apr 14, 2013 14:46:22 GMT -5
This shit is retarded, R-Etard Etard Etard
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Post by tavarner17 on Apr 14, 2013 15:06:29 GMT -5
Why are you saying 'let's talk' when you won't tell us why each of those things are banned?
A1) Reach is fine. Let's ban it on Infs though, see the other thread. A2) Safety 3rd is only really broken on Soldiers. If we want to ban it, we should only ban it on for Sld.
B) The only map bans I agree with are Temple, Sandstorm Bella, and maybe Blueshift. The rest are fine, people just need more practice playing them.
C1) TCN Turrets or Base Turrets? I think a 1 TCN class limit, which automatically limits turrets to 2, would be fine.
C456) Why? Vehicles aren't a problem in the meta or balance at all. I disagree.
D1) Why throwing knives? See the other thread for the Sonic Punch discussion. Without Reach, Sonic Punch would be fine, and Jammer radius is pretty big now. This also severely nerfs Inf capping, so we can still have the SSF.
D5) I want to see both of those nades at least tested. Proximity Ban didn't work because now people are timing APs, and it's even more effective at self clearing. Oceania unbanned short fuses, and it worked for them.
D6) Quickfuse, same argument as above. Oceania thought it was fine, and hardly anybody used them.
Everything else seems fine. You should have just discussed each rule in their proper thread, instead of a big new set like this.
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Post by davidbowie on Apr 14, 2013 15:45:07 GMT -5
Oceania unbanned short fuses, and it worked for them. the oceania scene is completely dead, I would not use them as an example of anything other than "how to kill your competitive scene"
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Post by tavarner17 on Apr 14, 2013 16:27:47 GMT -5
Oceania unbanned short fuses, and it worked for them. the oceania scene is completely dead, I would not use them as an example of anything other than "how to kill your competitive scene" True
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Post by fingerstyle on Apr 14, 2013 16:55:49 GMT -5
D5) I want to see both of those nades at least tested. Proximity Ban didn't work because now people are timing APs, and it's even more effective at self clearing. APs are much much more difficult to actually hit then proxy grenades are as a capper. As of now, the only capper I can think of now that is consistently strong in his self clear is Tastyham. Pretty much everyone else misses a large amount of the time from my experience. If you remember before the proxy ban, everyone and their mother could self clear consistently. Personally, I think we should maybe look back into banning proxy grenades with ego. Sure, you can still soldier cap without ego, but the routes are either going to be slower or the setups are going to be longer. There's a tradeoff for those cappers that can't get the hang of AP/frag grenades. And I can't really imagine anyone but the lower tier of cappers really going back to proxies if it's banned with ego. The ease of use isn't worth the loss of effectiveness in routes for most people.
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Post by davidbowie on Apr 14, 2013 17:12:38 GMT -5
i dont see a need to bring back proxies. non ego routes are ez and we are back to sld self clear, and proxy sld defense has always been a joke. the game has been better not having them in at all.
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Post by pragmalice on Apr 15, 2013 1:28:04 GMT -5
Timing APs / Frags really isn't that much harder than proxies. It's a lot less about skill/aim and more about just getting the reps in to get the timing of when to throw down. Self-clear may be on the poor side right now while everyone's still adjusting, but it'll get there eventually... just a matter of time. Tasty's a badass capper, but he's certainly not the only one capable of self-clearing the way he does.
Just look at Tasty's performance as a sneak peek of what's to come. If his ability to self-clear as SLD is problematic, it's probably worthwhile to examine any strategies that people have been able to successfully combat him with and/or consider potential bans before the problem becomes too widespread.
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Post by mythdemeanor on Apr 15, 2013 8:41:13 GMT -5
Personally I think the proxy ban is completely ass-backward. It was one of the best counters I had to SLD capping, toss one on the stand and disc him when he came in, cappers just got shredded. Obviously it's very strong against fatties trying to bodyblock, but the proxy+spin/thump was much more consistent anyway and didn't leave you so vulnerable to clear.
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lazy
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Post by lazy on Apr 15, 2013 16:21:46 GMT -5
I think what davidbowie is trying to say is that proxies for stopping cappers are way to easy to use.
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crzg
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Post by crzg on Apr 15, 2013 17:28:54 GMT -5
If that is an argument, than impact nitrons are just as easy and equally lame.
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Post by davidbowie on Apr 15, 2013 18:56:31 GMT -5
nitrons you at least have to time (like ap spam). proxies you just throw at the flag and you can have your timing off by 3 seconds and still succeed.
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Post by fingerstyle on Apr 16, 2013 0:22:46 GMT -5
nitrons you at least have to time (like ap spam). proxies you just throw at the flag and you can have your timing off by 3 seconds and still succeed. Never been my experience. If you throw a proxy 3 seconds off literally on top of the flag, toe grabs take 0 damage, reach grabs take 0 damage. First time hearing the argument that the standard way to play SLD on flag is to throw proxies directly on the flag.. Can you provide a video of this so-called OP technique? Maybe some old EU vods when SoF was the standard stand D?
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crzg
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Post by crzg on Apr 16, 2013 2:54:06 GMT -5
nitrons you at least have to time (like ap spam). proxies you just throw at the flag and you can have your timing off by 3 seconds and still succeed. Never been my experience. If you throw a proxy 3 seconds off literally on top of the flag, toe grabs take 0 damage, reach grabs take 0 damage. First time hearing the argument that the standard way to play SLD on flag is to throw proxies directly on the flag.. Can you provide a video of this so-called OP technique? Maybe some old EU vods when SoF was the standard stand D? Soldiers throwing proxies directly on the stand is the easiest way to guarantee damage because cappers cannot dodge them and the Soldier literally cannot miss them. Basically it is similar to a mine, except you can't kill it. It is just a blanket of damage that a capper has to fly through. Bowie, I disagree with you on nitrons though. They aren't very skillful to 'time' on cappers.
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