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Author Topic: Brainstorm Thread  (Read 13318 times)
One
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« Reply #120 on: February 14, 2011, 12:10:34 am »

DBZ heavies means it's heavy-only, everyone can fly, speed is like 800%, and damage is enough to kill in very few shots.  Only really entertaining if it's arena.
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Nukleus
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« Reply #121 on: February 14, 2011, 05:50:19 am »

pubs vs pros gg2
gogogo
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Shiggy Diggylicious
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Yes


« Reply #122 on: February 14, 2011, 10:42:25 am »

How about a class specific tourney? (e.g. all medics)
So, who's in for the class themed tournament?


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nealshireman
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« Reply #123 on: February 14, 2011, 11:45:42 am »

So hey uh...
What's dbz?
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Shiggy Diggylicious
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Yes


« Reply #124 on: February 14, 2011, 11:53:09 am »

im guessing it stands for "Dragon Ball Z," since GabeN's description just starkly fits dragon ball z.
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trog
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« Reply #125 on: February 14, 2011, 02:57:49 pm »

class themed tournament?
disgrace
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Nukleus
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« Reply #126 on: February 14, 2011, 03:34:33 pm »

pubs vs pros gg2
gogogo
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trog
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« Reply #127 on: February 14, 2011, 04:04:08 pm »

cant organize actual pubs

so basically ins vs forumers

4v6
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RebelINS
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« Reply #128 on: February 14, 2011, 04:04:30 pm »

None of these random ideas that you guys are presenting are ever going to fly. Did you ever put in any serious thought into how it will be organized, gameplay concerns or balance issues?

This isn't a dumping ground for random ideas. Stop posting them or I'm going to have to start deleting posts.

Class-themed tournaments is a very bad idea because it doesn't encourage any sort of higher level play (not to mention it's not really fun).

Pubs vs Pros is another very bad idea. The only thing you need to do to organize such an event is to find a time for a bunch of forum guys raid a server (compliant host or otherwise) and stack the teams. To prevent autobalance, or to guarantee the teamstack, you'd have to have a compliant server host there to scramble the teams. This breaks the spirit of competitive gameplay and further encourages teamstacking.

Don't bother trying to elaborate or continuing discussion on either of these ideas. If you want to screw around with single class only games or hardcore teamstacking, go beg some server host to either do it, or give you rcon so you can abuse it.
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Malpracticeisdead
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« Reply #129 on: February 14, 2011, 05:04:55 pm »

The Pubs vs Pros idea doesn't have to be so elementary as you're making it seem. In the TF2 Pubs vs Pros it's 6 v 9. There is obviously going to be measures taken to make the teams more evenly matched. I can think of pretty good Pubs vs Pros teams off the top of my head.

Pubs                                Pros
Me                          Compushwa
Stonetribe                       Trog
InvisiBull                          Agh
Bender Rodriguez              Vein
Clkiller
Ichigo Uchiha

I don't see why this is such a bad idea to you. In terms of fairness, I think it's fair, if not sided with the Pubs. Teamstacking wouldn't be much of a problem if you use methods to curb it like the TF2 Pros vs Pubs.
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NAGN
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Yeah so now I have an idea


« Reply #130 on: February 14, 2011, 05:10:48 pm »

team stacking is infidently worse in GG2 than it is in TF2 due to how fragile the balance of a team is

basically the stacking of one competent player against a sea of not so competent players can easily break the whole match
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[im
trog
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« Reply #131 on: February 14, 2011, 05:31:45 pm »

what?

they have two extra players

jelloplayers
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RebelINS
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« Reply #132 on: February 14, 2011, 06:51:25 pm »

4v6 is stupid as hell. There are a lot of reasons why I shot this idea down without posting why, but since you remain adamant about it, here are those reasons.

The more skilled team, rolling with a standard 4 man team (  x11  x13  x14  x16 in this format), suddenly has to deal with 2 extra opponents. This is a huge deal, because the less skilled team can utilize very simple strategies that are difficult to stop, even with 1 class limit in place.

Consider the following. Each problem with all the extra classes that the 6 man team can choose from amounts to even larger problems for the 4 man team.

x17
Constructor is there to defend at all times, or even push out to mid if he's ballsy. Good luck to the 4 man team pushing past 5 guys at mid, AND dealing with static defense + respawning players. Even worse, is if they lost anyone on the way, the offensive momentum can be easily stopped by the respawning players. No amount of skill can compensate for mass amounts of people hitting you.

 x12
The firebug is just another body to deal extra dps on offense and defense, especially on the latter where you can tag their healer with afterburn. They can easily hide behind the  x14  x13 x16 meatshield, and pop out to deal damage. You don't even have to be a good player to play firebug in this manner, but you'll still get a lot of random kills.

 x15
A crap offensive deto can be a problem to the 4 man team. Even one explosion on a healer in the backrow makes them worth their weight.

 x19
Hide in the back and get random hitscan shots. Turns the tide of any  x8 vs  x8 battle. You don't have to be a good rifleman to be a problem to the healer. Even if you aren't directly hitting the healer, you're spreading damage that threatens to stall their push. Probably the least worrisome of all the extra classes, because below average rifleman = never get good shots anyways.

 x18
The biggest imbalance of the idea, and without a doubt the one class that bad players will flock towards given the extra two slots. Jello spy is very difficult to stop because it forces the 4 man team to commit at least one person on backcap patrol. If they roll out with a 4 man push, it doesn't matter how awesome they are, because all it takes is for one spy to touch the intel and walk out of the base, and against 6 players, it's a guaranteed cap. If you commit 1 person on defense, the 4 man team now has to run a 3 man offense against a 4-5 man offense.

Therefore, the threat of backcaps, which I would imagine to be rampant in an imbalanced team game, does one of two things. It either forces you to commit fully with all resources to an attack and risk backcaps, OR you commit somewhat to defense, and your push will get rolled because you are vastly outnumbered.

It's a fucking ridiculous idea, and I don't think any amount of skill that the 'pros' have can compensate for the amount of bullshit that they have to fight through. GG2 is a LOT different than TF2. In TF2, skilled players have a significant advantage at aiming in 3d environments; soldier/demoman airshots, quick sniper kills, scout run and gun, etc. A pro team can roll through a bad one very easily. In GG2, offensive engagements are a lot slower and more deliberate. It usually comes down to healer-centric pushes clashing, and overweight + rocketmen shooting each other. The outcome is decided by a few well-placed, but not at all hard to do, shots from the supporting classes. So, the more supporting classes you have, the more likely you are to win engagements. Aim plays quite a small role, when you're backed up with 3 other guys.
« Last Edit: February 14, 2011, 07:01:57 pm by RebelINS » Logged

Ichigo Uchiha
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« Reply #133 on: February 14, 2011, 07:04:00 pm »

but why 6v4 anyways it's just stupid.
you could have teams like...
RBY, (zl) Checker, Tobols, Nukleus
vs.
Composhwa, Vein, Rebel, Trog
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Malpracticeisdead
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« Reply #134 on: February 14, 2011, 07:23:20 pm »

@Rebel

That's why while me and Trog were discussing it in-game, we thought it would be a better idea for it to be a CP-only event. Probably should have mentioned that. Maps where you don't have to constantly be on the lookout for backcaps would definitely be a lot easier for the "Pros" team.






In my opinion, these would all be good candidates for maps to play on.
« Last Edit: February 14, 2011, 07:24:08 pm by Dr. Malpractice » Logged
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