Timekeeper is the latest example in one sided bullshit on Asym maps for trials
I love Timekeeper, and Asymetric maps in general. but if you aren't going to include Side Switching on those maps, then the matches will always be biased, always have unfair advantages.
And, it could be possible this is a bullshit deliberate method at giving less skilled players a "better chance" as they could get that better side for a full game.
Side switching is needed. NOW.
We can't afford to let this die. Remember to like and bump so we can push this HARD
Edit 1:
I have went Flawless on Timekeeper. Got my first Doctrine from it!
This post is based on my experiences of those runs.
When we spawned outside, we never lost. Infact allmost our 5-0s were from spawning outside. When we spawned inside, we had less 5-0s and 5-1/2s and ALOT more 5-3+s.
We beat a few teams who were playing blatantly better than purely because of the spawn. They had better aim, good callouts and teamwork, but they simply couldn't challenge our set up. And we recieved the same treatment a few times.
Yes, you can win from the worse side, and player error and bad setup on the good side can make you lose. But if a very competent team gets outside spawn, it is extremely onesided and biased. We both did this and recieved it.
It is a simple fact.
Edit 2: We are trending, lets keep it going!
Edit 3:
Post from Berserkerrr
[quote]I went flawless 4 times on Timekeeper last week. I honestly loved the map. Just saying I went flawless to give my opinion on the map more meaning.
I feel like side switching is a no-brainer in pretty much any round based gametype.
The reasons I think side switching was needed on Timekeeper is because if you spawned on the outside of the map, you could camp it really hard knowing that the capture point was next to you.
The inside is easier to grenade from the outside, because it's more enclosed.
Heavy ammo for the people outside is a breeze... Just like with grenades, being inside is bad because it's enclosed. Outside players get to jump around and dodge and hide behind those hills. Inside players almost always have a wall behind them.
Maybe they could implement a way of fighting for the other side...
If the winning team wins the heavy round then the sides switch or something.
Maybe there could be a side change when there's a difference of 4 between the round wins and round losses of the teams.[/quote]
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4 답변Did anybody else jump up in that orange window calling stuff out? I was like a peeping Tom lmao. Occasionally the enemy would be in the other side goofing off with me.
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11 답변작성자: Akron 5/2/2016 11:26:27 PMWhat we really need is the radar removed. That way people can't camp in a corner and wait for red to show up on the radar telling them pretty much exactly where the enemy is. I was watching one of the top streamers today and while doing IB there were a few times he would sit there just waiting with a shotgun. It is pretty unskilled if you ask me. Trials is already the most team oriented PvP mode, why not make communicating an even bigger part of it? And yes, agreed, teams should switch sides. I scream about it every time we spawn inside on Burning Shrine during Trials.
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I would think this would be common sense for any legit gamemaker. Why would any competitive multiplayer keep teams on the same side for the entire match? That just doesnt even make sense unless every map is identical or symmetrical, which we know isn't the case.
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3 답변The whole sniper meta has become a wipe for most people. Sorry, but I dont care about the map when all I see are red lights, and matches sometimes ending in 4 seconds. Its not a shotgun, and it needs nerfed at least in PVP. I dont care what anyone says about how the game is still going strong. Its not anywhere near its golden age. When everyone has 3/100 friends playing on saturday afternoon. (While Iron Banner is open) Its become a bore. Its not just snipers. Its the entire change of the game.
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This is literally the only thing I would change about trials. In a competitive game mode you have to understand that map placement will always give certain advantages/disadvantages. And in that respect we must switch spawns to create a fair environment in which you are never doomed by the luck of the draw. Switching spawns removes that dice roll and fairly distributes the advantages and disadvantages, respectively.
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4 답변작성자: Hawpy 5/2/2016 8:10:57 PMI'd love to agree with you about this, I really would, but introducing side-switching wouldn't do much to solve the issue. If, in any given match, the winner of a round is entirely due to the side of the map they spawned on, the match would end 5-4 because one team had the better spawn for one round more than their opponents. In such a case, losing a match because of the spawns at the beginning (which ultimately determine which spawn you'll have in the final round) is no different to the problem we started with apart from taking more time. To offset this, matches that reach 4-4 (and beyond) would have to be decided by a clear 2 round advantage, like a tiebreaker in tennis. This could then lead to matches that last a theoretically infinite amount of time (I refer to the Isner/Mahut match at Wimbledon 2010, the fifth set of which finished 70-68 and took 3 days to finish). We don't really want that. If such a modification as spawn-swapping would extend the amount of time our problem takes to deal with, why bother making it at all?
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4 답변
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2 답변This is dumb. Do you ever see any of the truly good PVP players complain about a spawn? NO. IDK what was so hard about spawning inside any how.
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5 답변lol I think this would be a good change but I'll tell you this, the team you lost to on the bad side of the map you won't beat them on the good side ;)
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4 답변Um.......when my team spawned inside we always won the match. Outside forced me to switch play style with a sniper and matches became a struggle. Adapt and overcome