(I could have sworn I already posted a reply here, but it's probably sitting in a minimised window on my laptop. Meh)
TheTacoMan: I'd agree re: arena mode. I do quite enjoy it, and my opinion is that it actually requires a fair bit of team work, communication and cooperation to stay alive. Arena will likely feature one round of the comp.
I'm probably leaning towards liking the idea of class restrictions. However, I was thinking on the way home from uni just before.
Class restrictions prevent OP class combos from dominating. The thing is though, that the other team is free to choose a good combo to counter said OP combos. Got two medic/heavy pairs? Get two good snipers. "Boom, headshot". Lots of sentries? Uber up a medic+demo/heavy/soldier, and get a spy or two in on the action.
As for preventing class selections that will stop a noob team in their tracks, I do think that if the team is smart enough to pick classes to stop a noob team, which classes the good team picks doesnt' matter - they're going to pwn the noob team regardless.
As we discussed in the PM (repeating here for the purposes of other people), the gametype will vary with the round. Payload will likely feature, as will arena. Having mostly the 5 point push-pull maps would get quick quickly (just like I got bored of the CS: S comp after two rounds when I played - I think our team won three rounds out of the two matches, mind you).
Now a few questions for the masses (perhaps this might be forked off to another thread w/ a poll later one)
-Custom maps? Yes/no? I wouldn't pick any obscure ones. I'd encourage the teams to spend 5 minutes or so familiarising themselves with the map before setting themselves to ready for the tournament. And not to mention having them on the TF2 server pre-tournament to practice on. But yeah.. I don't know about custom maps.
-Class limiter? Yes/no/sometimes? A happy medium perhaps would be having the limiter on the first two rounds so that noob teams have a lesser chance of picking bad teams ("hahaha. let's scout rush!") and good teams wont dominate as much ("Let's rush heavy/medic") then turn it off in the later rounds so that the good teams that actually know how to counter those sorts of strategies have the freedom to do whatever they like.
-Maps! What maps do you want to play? Last time we had pl_goldrush, arena_something(I think?), cp_granary, and I can't remember what the other maps were.
Personally, I like the look of the new arena_sawmill and pl_pipeline maps (I've played a mock up of pipeline before - was pretty alright). I'll reserve judgement on those until they're officially released... tomorrow, I think?
I think that's all I had to say for the moment. -Squid
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