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<Stinoobi> 5v5 ofc
<Stinoobi> like i told luke yest
<LLL`dem0n> =)
<LLL`dem0n> i bet you would play more
<LLL`dem0n> cp1+5v5
<LLL`dem0n> epicness
<Stinoobi> y
You're praising a format where you need 4 aimwhores, because 3 is gonna cost you the game against 4 other aimwhores, who have basic knowledge of how to stack up and attack once every 3 minutes.You're praising a format where you need 5 aimwhores, because 4 is gonna cost you the game against 5 other aimwhores, who have basic knowledge of how to stack up and attack once every 3 minutes.
The period around 2003-2005 is what I would call the golden era of Q3CTF
The CTF you're praising is not anywhere near that 'golden era' one
Whether you want to call it the "Goldenage" or not doesn't really matterPerhaps you will understand know I've spelt it out for you in one post?
The argument that cp1/cp5 are "too big" is silly as well since the Americans played 4vs4 on those maps for years just fine.
Also looking at sc00t's past CTF achievments since he [+ed] you on the 'greater experience' post and wow, that iMmune tdm clan did play a few summercups on 4v4 !How old are you? Just for your information that "iMmune TDM clan" has also been playing TDM/CTF cups/leagues since 2004 and that is both 4v4 and 5v5 CTF (and played CTF in another game before Q3).
No wonder he praises 4v4 again now !I'm slightly confused, sc00t has played with iMmune for less than a year as far as I know (as in, not in Q3) so why would it be "again"?
The others I don't know, maybe a few trollvotes like forecast who admitted he had voted for 4v4 randomly just to hide the poll, also probably some people at the top of the game with their team at the moment and are scared they might loose their recent domination of a dead mode completely deserted by most of the best ctf players there was at the beginning of ql...
So no, you playing in a better clan than I did has no real influence to how experience plays there.So experience is some arbitrary quality which you decide who possesses it based on a whim (influenced purely by if they agree with you/you agree with them).
basically dont make the same mistake again by trying to alienate the mode from the general population of ql just because you and your friends however skilled or awesome they may be think it is the correct choice. at the end of the day people want to have fun and if 4v4 is fun to them then fine because it can still be just as competitive as 5v5
It would be nice to hear from more players who have played in top-level games in both 5v5 OSP and 4v4 QL. So far that I know:TIL 5v5 supporters cannot read plain simple English.
That's why I like 4v4 more as well, because it gives me more tasks to do.like what?
standing on the flag is a strategy
DEM0N: if you do this that probably mean you were ahead in score thus were better than the other team at attacking or taking advantage first anyway
removing that part of the game made it a complete random course of events that eventually lead to high scores (and for some strange unexplainable reason praised by almost everyone) like 6-3 that means little to how a close a game was or wasnt
or 5-3 or whatever example of scores we have now
People also blame those low scores games due to random spawns that occur much more often in 5v5 because there are +2 players playing. But it also happens in 4v4 and eventhough it happened less, it did contribute to luck much more than 5v5 did
in 5v5 you were atleast practically sure there would be spawns in your way, making team escorts an important part of the game
LINKIN: i think 5v5 would be cool IF:
LINKIN: -bigger maps
LINKIN: -kill bind
DEM0N: yeah kill was always something I wanted but ID won't make it I guess
for some odd reason they believe kill was a flaw and had to be removed.
LINKIN: 'kill' was like 40% of teamplay
DEM0N: I have also already explained before in various posts on various forums why in my opinion, kill gave the game much more depth and reduced the luck factor (funny enough, most people think it made the game completely random, but theyre completely wrong, if they would just think about the whole 'risk' part there is in losing time killing yourself)
also if you dont have kill, you're completely at the mercy of luck
during a cross cap, if you get the unlucky spawn and the opponent gets the lucky one, you are already down 0-1, whilst with kill, you could either choose to run by your feet to where you believe you are needed to be (mid e.g.) and thus not taking any risk of spawning 4 times in a row in base (considering spawning takes 2 seconds, you can lose up to 10 seconds, which is usually more than enough on most maps to make a cap)
OR you can take the risk and kill yourself reducing the luck factor by getting the lucky spawn aswell
Conclusion: less randomness, more depth in the game.
kill might also make you spawn ahead of the map, let's take the example of Japanese Castles. You're bored of spawning in base, and running into incoming enemies ? Making sometimes useless fights that you dont want to commit in ? You're enemy is also probably pissed that you spawn in their way. The solution? Kill. You get the chance to teleport yoruself ahead of the incoming offenders of the other team. Consequence ? Game is faster, pressure on the defenders is bigger, less defense heavy games ? You decide.
another good balance that Kill gives is when you want to kill yourself to give the powerup. It was another underestimated balance.You get the powerup, or even the flag, and you want to give it to a partner. Killing yourself was the only option you had, this advantage you gain by giving powerups to a 'item-holder' or 'pu runner' or whatever was beeing balanced by the fact that you actually died and respawned naked with nothing in hand
LINKIN: true
LINKIN: now you can just drop the flag and still cover :/
DEM0N: it even happened that I killed myself to give a decent weapon to a partner. Now I understand that this might not be a spectator friendly feature to kill yourself, but removing it did reduce the depth CTF teamplay had and thus for most CTF lovers/fans it's another downgrade
thats all that comes to my mind now and if it didnt convince you kill atleast wasnt that BAD, then nothing will (talking to deji).
now CTF is still fun to play and I can live without kill... (and basically, my thought is that 5v5 evens out a bit more the random midspawn luck factor by making games more crowded and thus less random midclear caps.)