snob
Member
I noticed that TDM is paced differently when you play it with organized groups of players. Though i've played organized TDM only twice, here are my thoughts.
1. TDM plays best when there is a fast pace
I can't say it any better than this, when you have another team who have gone 10 points up or more and you are forced to make a move it is that much more hectic and exciting than when you are winning. This is what we see in the pubs, even though it's more sporadic and less team oriented.
2. There isn't anything in the maps or with the spawns to reinforce a fast pace
I noticed that on the TDM rotation (mainly on Stygian, Frostbyte, and Sleepwalker) the spawns are isolated to both teams in the same fashion as CTF. The problem is that it creates a distance barrier and often people will play passive aggressive (thought it was alot more passive than aggressive play from them), this was the norm in the games I played. In one game of frostbyte, our tactic was to spam grenades so that they would have to dodge while our other guys would initiate fights with them. It was the only way to force a repositioning from the towers to their base.
3. Would time limits work better than frag limits?
This goes back to what I witnessed whilst watching the quake live TDM format and watching the teams in the Dreamhack Summer, they were playing with a 20 minute timelimit in a 4v4 format. Surprisingly, within minutes there were 50 or more frags being made across the board, it tooks us an entire game of TDM to even reach that score.
4. A new loadout/weapons dynamic
This also goes with what I saw at the Dreamhack Summer stream, but first I want to ask a question.
When was the last time you ever went to an ammo dispenser to reload? I can guess very little.
Having the ammo capacity we currently have isn't as bad in CTF since there's a metagame behind it, but in TDM there's little resource management if any. I watched another TDM game with metsu playing this team I can't recall, and we often saw their star player Juven1le denying the railgun, while his team denied powerups, ammo boxes etc. I feel that less ammo but not too little and the ability to deny weapons/loadouts would create an interesting dynamic and would also add to the metagame in a positive way.
These are just my observations and i'm not pushing them on anyone. I'd also like to hear your thoughts on the original post or anything else you have to add.
1. TDM plays best when there is a fast pace
I can't say it any better than this, when you have another team who have gone 10 points up or more and you are forced to make a move it is that much more hectic and exciting than when you are winning. This is what we see in the pubs, even though it's more sporadic and less team oriented.
2. There isn't anything in the maps or with the spawns to reinforce a fast pace
I noticed that on the TDM rotation (mainly on Stygian, Frostbyte, and Sleepwalker) the spawns are isolated to both teams in the same fashion as CTF. The problem is that it creates a distance barrier and often people will play passive aggressive (thought it was alot more passive than aggressive play from them), this was the norm in the games I played. In one game of frostbyte, our tactic was to spam grenades so that they would have to dodge while our other guys would initiate fights with them. It was the only way to force a repositioning from the towers to their base.
3. Would time limits work better than frag limits?
This goes back to what I witnessed whilst watching the quake live TDM format and watching the teams in the Dreamhack Summer, they were playing with a 20 minute timelimit in a 4v4 format. Surprisingly, within minutes there were 50 or more frags being made across the board, it tooks us an entire game of TDM to even reach that score.
4. A new loadout/weapons dynamic
This also goes with what I saw at the Dreamhack Summer stream, but first I want to ask a question.
When was the last time you ever went to an ammo dispenser to reload? I can guess very little.
Having the ammo capacity we currently have isn't as bad in CTF since there's a metagame behind it, but in TDM there's little resource management if any. I watched another TDM game with metsu playing this team I can't recall, and we often saw their star player Juven1le denying the railgun, while his team denied powerups, ammo boxes etc. I feel that less ammo but not too little and the ability to deny weapons/loadouts would create an interesting dynamic and would also add to the metagame in a positive way.
These are just my observations and i'm not pushing them on anyone. I'd also like to hear your thoughts on the original post or anything else you have to add.