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Team Deathmatch
Started by FerretWithASpork, Mar 08 2013 01:53 PM
8 replies to this topic
#1
Posted 08 March 2013 - 01:53 PM
#2
Posted 08 March 2013 - 02:15 PM
You have to understand that true Deathmatch is plagued with the problem of cowards refusing to fight.
They just run off, hide, and shut down until the match timer expires.
There needs to be a way to force the match to end early without having to hunt down the last 1/2 players.
They just run off, hide, and shut down until the match timer expires.
There needs to be a way to force the match to end early without having to hunt down the last 1/2 players.
#3
Posted 08 March 2013 - 02:33 PM
And that's when the teammates in spec just call out the quadrant he's in.
#4
Posted 08 March 2013 - 02:53 PM
We already have two kinds of TD; they are assualt and conquest.
The way both game types play out currently, I don't believe a TD game type would bring any more dynamics to what we have. If the devs could make the current game types have more strategic and tactical elements, then I would believe a TD game type would be benificial to the game.
The way both game types play out currently, I don't believe a TD game type would bring any more dynamics to what we have. If the devs could make the current game types have more strategic and tactical elements, then I would believe a TD game type would be benificial to the game.
#5
Posted 08 March 2013 - 02:58 PM
This would be pretty sweet, normal death matches would be sweet too.
#6
#7
Posted 24 March 2013 - 11:17 PM
The Devs said TDM isn't coming in the latest ask the devs.
Assault and conquest are nothing like TDM. TDM allows you to use the entire map since you're not tied to a base. You can use mediums since speed can be used to manouvre, instead of having to sit in between the enemy and your base. Lights are useful as scouts instead of just capping.
Assault is just 'rush them or defend'. Conquest is most lights wins. Neither is particularly interesting.
Assault and conquest are nothing like TDM. TDM allows you to use the entire map since you're not tied to a base. You can use mediums since speed can be used to manouvre, instead of having to sit in between the enemy and your base. Lights are useful as scouts instead of just capping.
Assault is just 'rush them or defend'. Conquest is most lights wins. Neither is particularly interesting.
#8
Posted 25 March 2013 - 09:26 AM
Syllogy, on 08 March 2013 - 02:15 PM, said:
You have to understand that true Deathmatch is plagued with the problem of cowards refusing to fight.
They just run off, hide, and shut down until the match timer expires.
There needs to be a way to force the match to end early without having to hunt down the last 1/2 players.
They just run off, hide, and shut down until the match timer expires.
There needs to be a way to force the match to end early without having to hunt down the last 1/2 players.
This is a weak argument.
However, we also need to qualify where we want TD. For example, are we hell bent on TD for the PUG queue? I'm fine with the PUG queue staying with assault/game modes (edit: in order to combat the above, where it will be more likely to occur AND where players think this is a problem and/or can't deal with it).
However when community warfare encourages more unit versus unit combat we need team death match (for reasons repeated over and over so not going there). Just make TD a game mode that can be voted on in a lobby so that the teams involved can agree on whether to play it (or indeed, whether to play assault if they prefer). If the vote it tied, defender wins.
Edited by warner2, 25 March 2013 - 09:28 AM.
#9
Posted 25 March 2013 - 05:41 PM
I wouldn't mind if TDM was restricted to 8 mans. I would like to see it available to pugs though, with suitable controls to deal with people who won't fight.
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