Posted by Kyto @ 07:30 CDT, 28 October 2011 - iMsg
I haven't played competetive CS for ages. How did the round scoring system work again in competetive CS? I'd imagine you'd have to have equal amount of rounds for both teams on both sides, right?
15 rounds on both maps on both sides. If you tie on a map, extra 3 rounds is played on both sides with 4500 startmoney until the other team gets more rounds.
from what i have seen from comp cs at IEM, there are some maps that favour one side heavily, and teams that were down by 14-1 or 13-2 could still manage to tie and force "overtime"
Win both pistol rounds, don't fuck up the eco rounds and you already got 5-6 rounds :P.
Some maps favour one side more than the other but it kinda depends on the teams.
For example nuke is considered to be ct heavy but in reality it can also favour t's a lot. Especially when you get the decent spawns (top spawn) and can put pressure on ramp/hall. So if those spawns occur ct's usually have to play hall passive and play on retake.
d2 is usually a bit more t sided, so lets say you lose the pistol round as ct and still manage to get 5 weapon rounds then 10:5 is a decent score tho it doesn't look like it.
Same on train which is probably the most one sided map in the pool and can be really ct heavy. Especially on non pro teams so winning both pistols on train grants you most of the time the win on train. Most pugs tho don't play train.
Inf is prolly the most balaned map.
There are people who wanted the cgs settings ($10k at the beginning) because then you have way more gun rounds but the beauty of competative cs is that winning an eco can be likewise so frustrating but also satisfying. A dgl eco is just $$$.
Ofc it's kinda "unfair" if you start as t on train and lose 13-2 because you weren't able to take the pistol round. This puts a lot of pressure on the team but it does happen a lot that the other team manages to get 6-7 rounds in a row and suddenly the momentum and pressure switches on the other team. I know that not many on esr like it but the competative aspect and the teamplay in cs is really fun.
No. I think it's dumb you basically win when 51% of the map is only played. Yeah they should win because they own3d but surely there should be a better system to make it more exciting than that.
Also by winning T side 15 rounds, they make CT side matter less in terms of winning which means they didn't have to play CT side fully, just win one round.
Can you think of a better system? Either you limit the amount of rounds or you limit the amount of time. Limiting the amount of time usually results in less tactical play (the attacking team will often try to avoid using all the time at its disposal every round, in order to have a chance to play more rounds), which makes the matches less interesting both for the players and the spectators and lowers the bar when it comes to the amount of preparation teams need.
A system where winning one side would gain a point would be the best. For example have 8 roundwins = sidewin. Would be a problem if tie becomes, but in that case they could just count total roundwins or smth.
Top teams facing each other almost never get 15 straight rounds, unless the map is train, which favours CT side heavily so your way of thinking is far from the reality. It's not like a team is only good as T or as CT, cause that's dependant on the map they play. Plus CT and T sides are not much different in terms of guns and objectives, so if one team can't get few rounds in the first half of the match, then they don't deserve to have a "second chance" being in the second half.
It's a good system.
Train is so often like: 14:2, then in 2nd half 2:14 and it goes to OT.
It all works out in the end. I remember at one point CoD tried to switch from MR15 to a weird system where you switched sides every 3 rounds, but it just killed the momentum and made everything feel weird. I'd much rather deal with the possibility of 15:0 bore-fests.
people should play what the want to play, and dont be a hypocrite quake has so many people playing every kind of id soft game and not uninstalling their old shit
First, you have to play both sides anyway, no matter what system you use, as anything different wouldn't be balanced.
Taking that in consideration, the team that wins with biggest round difference or loses with the smallest round difference wins.
In the end, it's simple that if the amount of rounds left isn't enough to turn the game out it should just be over anyway.
Unless the competition uses timed sides but count side wins instead of rounds at the end of the match. So a team can choose to play a safe 6-4 or try desperately to turn a 0-5 into a 12-10 by rushing like crazy all the time. But that system is so full of flaws that would be even more boring anyway, when the CT side is the one losing, T's would just keep running the clock as long as possible to finish the half with as few rounds as possible.
maybe you could introduce extra objectives. for defuse maps all terrorists have a bomb and multiple bomb sites can be destroyed per round. 3 points for a detonation/defuse and 1 point for every opposing team member killed. that way round scores become less important as what one does in that round. add more balanced and open maps. maybe reset everyones money balance to 5000 after each round although that may kill progressive tactics.
Nice necro'd thread. Seriously people think the round system isn't good? It's about as perfect as it could get, even on heavily one-sided maps like cbble where good teams would drop 14 rounds on T side but still be able to win on CT side.
This "points" nonsense is just that, nonsense. Like saying your score matters in TDM when it's really your net and dmg that matter.