I think that tactics deserves more in this league than super pro individual skills, and 10 v 10 is just better in my point of view for this tournament. I mean, yea it's harder, that's why the best clan of ENL sould be the one who "can have the control and can be coordinated even in open maps with 10 players" (just tried my best to explain )Newbiejunky said:I would say that it depends on the maps.
I find 8 vs 8 better for closed maps as these maps are more little than open maps so each player takes more space on the closed map. So when you think about a tactic, at 10 vs 10 it's easier to control all the map without privileging any spots with crossfire and such, whereas at 8 vs 8 you have to make some choices.
10 vs 10 could fit to open maps as these maps are bigger.
ramboTotalWar said:I think that tactics deserves more in this league than super pro individual skills, and 10 v 10 is just better in my point of view for this tournament. I mean, yea it's harder, that's why the best clan of ENL sould be the one who "can have the control and can be coordinated even in open maps with 10 players" (just tried my best to explain )Newbiejunky said:I would say that it depends on the maps.
I find 8 vs 8 better for closed maps as these maps are more little than open maps so each player takes more space on the closed map. So when you think about a tactic, at 10 vs 10 it's easier to control all the map without privileging any spots with crossfire and such, whereas at 8 vs 8 you have to make some choices.
10 vs 10 could fit to open maps as these maps are bigger.
We already have that, to an extent, with map and faction imbalances but I agree, Fight and Destroy could be interesting to experiment with.grossart said:Im new to the competitive community in this game. However, i have years of experience competing in other games such as cs. In fact, i was surprised to learn that F&D wasn't the real deal here, instead of Battle. It is normal for sides to be unbalanced in this type of game. In CS defending is (almost) ALWAYS harder than attacking but then again you switch sides in the game which balances it out. I think that actually one side should be harder to play than the other, so both teams have 2 different stages in a game where they can either stand out at, or not.
Dealing with that by allowing teams to be sloppy is the wrong approach and a terrible idea. I've said that consistently and I still think it.arsenic_vengeur said:Also, I wonder why people just talk about minor problems such as flag spawning at 2:45 instead of 2:30, or consider creating ununderstandable league system when it is clear that the major flaw of ENL is the high percentage of 16-0-in your-face for roster violations problems... Playing a league where the ranking is smallpoxed by administrative default losses is so demotivating.
He's right in some extent. The "ID's" aren't that reliable. We thought they were, but even our clanmate Blead had his ID randomly changed even without a proper predicted reason for such.captain lust said:Dealing with that by allowing teams to be sloppy is the wrong approach and a terrible idea. I've said that consistently and I still think it.arsenic_vengeur said:Also, I wonder why people just talk about minor problems such as flag spawning at 2:45 instead of 2:30, or consider creating ununderstandable league system when it is clear that the major flaw of ENL is the high percentage of 16-0-in your-face for roster violations problems... Playing a league where the ranking is smallpoxed by administrative default losses is so demotivating.
Still don't buy that it just "changed".Harkon Haakonson said:He's right in some extent. The "ID's" aren't that reliable. We thought they were, but even our clanmate Blead had his ID randomly changed even without a proper predicted reason for such.captain lust said:Dealing with that by allowing teams to be sloppy is the wrong approach and a terrible idea. I've said that consistently and I still think it.arsenic_vengeur said:Also, I wonder why people just talk about minor problems such as flag spawning at 2:45 instead of 2:30, or consider creating ununderstandable league system when it is clear that the major flaw of ENL is the high percentage of 16-0-in your-face for roster violations problems... Playing a league where the ranking is smallpoxed by administrative default losses is so demotivating.
Yes they do.Harkon Haakonson said:I think the ID system causes a great deal of nuisances and should be removed. What good does it really accomplish anyways? Most online competitive games with BIG prize pools don't go so far as to have such a strict policy to monitor players, for a reason.
arsenic_vengeur said:As long as you make it possible for teams to have one extra non-roster guys you solve 99% of the problems we have seen, given that 99% of default losses were the fault of only one ID error.
We are playing a medieval game, not some stalinist roleplaying game.