Discussion: Team Fortress 2 / Team Fortress 2 - General Discussion - Arena Mode - http://www.steampowered.com/tf2/heavy/arena.htm
Regarding the new arena mode. My opinion:
- This game mode seems to
- This game mode seems to be nice for skill of the individual player.
- Bad players who tend to play suicidal will suffer more as the likelihood of getting a killing streak is less.
- It looks fun, and everybody is good at deathmatch anyway.
- It's fresh. TF2 needs a mode like this.
- It's less demanding than other game modes. Can't get much simpler than "kill the other team near the center of the map". It should hopefully get more players involved whom normally don't participate with their team in objective based maps.
- It breaks instant respawn.
- The control point in the middle was a good idea, it encourages teams to skirmish in the middle instead of turtling near spawn and waiting for the enemy to walk into sentries.
- I like the idea of punishing suicidal players by having to wait for a really long respawn. It encourages better teamplay and survivability.
- Reminds me of counterstrike.
- Pyro, the already deadiest class in the game, will basically destroy teams like no other. Uber pyro + no health packs = team loses. It'll only take 2 players to effectively end rounds, resulting in boring matches.
- With no health packs or respawn, game type too dependent on classes chosen. It's really hard at times to get pubbers to go medic or engy when your team needs it.
- Scouts I think will become less useful. They're so fragile, theres only 1 point to cap which speed I think won't be an issue, so it'd be better just to roll another solider or something. I don't know how harassment will go, but if teams tend to stick together more that makes the scout even less useful since he will die quickly.
- The "no respawning" might encourage bad players to stay back behind everyone else instead of moving up and helping the team.
- I have a feeling chokepoints will become spamfests like dustbowl.
- Nothing beats a 3 minute respawn timer because you got killed by a critical projectile. Results will be majorly be impacted by who gets more lucky criticals.
I think one of the first problems with the TG server, is that the map usually changes quickly. On CP attack/defend maps each team gets a turn doing either, and I think CTF and 5 point CP goes for two rounds. However 2 rounds in this new game mode would make it so its basically a 3 minute game before the map changes.
I believe I can change the rounds-per-map for each map. I must confirm with fenfen, but if I recall, we used that back when Valve changed the scoring on Dustbowl, causing playing-to-three to end the map when BLU captured II-A.
I think you overestimate the power of pyros in this gamemode. It will really depend on the map, but a pyro is easy to kill. However, I do like that this gamemode caters to the competitive TF2 players, and individual skill of EVERY class will shine. I hope that there are no great engi spots, so there will be unique SG's all of the time.
I'm referring to uber pyros. It's nearly impossible to get away from an uber pyro since he's as fast as pretty much as fast as every other class and most classes including medics will run backwards resulting in them running slower than the pyro. Really all the pyro has to do is specifically target and kill medics, and just focus on getting everyone else on fire, and since hit detection now favors pyros since the recent patch they will have absolutely no problem with this. When the team deals with the medic and pyro, they're now essentially crippled since the medics are probably gone and everybody has low health.
An ubered pyro will kill anyone who is not ubered and are slower than him. No way around that. You make an interesting point and I think pyros may dominate this new modality. Maybe we should think of counters. Hmmm, kill the medic before? Pyro will be spychecking everything. Counter Uber? I guess thats the real way around it. The only way to do it is counter uber and block his path. Maybe build a safe haven with a sentry. The ubered pyro will have to make that his priority, allowing others to move back to where the uber wears off.
This game will be all about having 1 medic. If not the other team will get uberrolled by many classes. The counter ubers will have to be the only way around it cause if the attacking pyro does not fall back before the counter uber wears off (fired after his) then he is fish #641 food. I can see a sniper heavy medic doing very well. The sniper will have great reach while the heavy medic keep him safe. They will obviously have to move as a unit and use more "swat like" room clearing strategies. Could be fun and the adrenaline of 1 life games is sometimes a lot higher as you feel the pressure of not making 1 mistake.
I don't think it will destroy it, it's not like its replacing all other modes.
Its good that Valve is introducing a new mode to keep the game fresh.Its an interesting concept that I'm more than willing to try. But who knows, i guess we'll find out when it comes out.
I'm skeptical. Life expectancy in TF2 is extremely low, which makes tactical elements like flanking, teleporters, and forward bases so critical. The ability to read a map's contours and anticipate the enemy movement can really swing the battle in your favor. This sort of mode seems to eliminate that tactical element and reward twitch play. I'm expecting snipers to dominate.
I guess we'll find out. Novelty is always good in a game.
The only reliable counter really is to another pyro with airblast.
Or a good demo. I've broken up many a premature uber's defending dust bowl because they'll walk right over my stickies and decide to go for a ride. Most pyros in uber are click and hold and not so worried about air-blasting.
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