ScrooLewse, on 14 February 2011 - 06:21 PM, said:
A coordinated Rebel team like those we can expect from the competitive circuits can beat legions of spam. However, an Overwatch that effectively uses flanks, ambushes, distractions, cover, scares, harassment, and whatever other techniques you can think of will be able to put even the best rebel team to shame. Spamming is a noob tactic that is easily defeated by a good Rebel. Making spam work is called skill.
Maps in which spam works like a charm, like the Canals, need to be balanced.
+1
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If the Rebels are given ANY objective that rewards them individually, they will be fighting over completing the point-bearing tasks instead of relying on teamwork.
For most of the objectives, we NEED teamwork. Maybe the first times we gonna see some stupid rebels fighting alone for an objective, but after they will THINK. If that not happens, the rebels is called in France a "Kevin". I agree for objectives like defusing a bomb in Ow_crossroad will be a "rush" objective, but if we give redward for defending an objective like the bunker, a door or a rebels who defusing a bomb, you gonna see more teamwork.
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If someone is incapacitated and there is an individual reward for reviving him, then EVERYONE concerned with being the best Rebel will make a suicide run to revive him. With the idiots now dead, the Rebel team is now short SEVERAL guns instead of the one in the enemy-infested location.
I say before the rebels could loose point when they die ; so if someone die, they must choose if they stay where they are or if they take the risk to loose point by suicide save him. And I say previously than we can give redward to the players who protect objectives, we can do this with reviving.
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If completing the objective more than the others rewards people, they will be fighting over that, as well.[...]. People will fight over the grenades in Breach while the Overwatch mounts his defense without opposition.
I say before this will be hard to balance? Maybe for the "grenade objectives", we could give points to every rebels who drop a grenade or cover the "grenade drop section".
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If you reward people for killing enemies, then you have the problem of people who should be relying on their team to cover them jumping around shooting at the combine. The Rebels will confront the Combine even when they should be trying to work their way-around.
You really think a rebels will got more point by killing combine than reviving teammates or completing objectives? We need to balance this and this will be very hard.
Colaman, on 15 February 2011 - 04:19 AM, said:
Did anyone mention Left for Dead yet? What about a system with a kind of distance for points. The average distance covered by the team gives you a base amount of points. So if someone is left behind, the average decreases. You could add bonus points or a multiplier for solving objects.
Possible but not for every map. And in Overwatch, we can revive friends, this is completely different than what we can see in L4D.
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And I don't like to give individual points to the rebels when you play in tournaments. I think there is no right way to rate the perfomance of rebel player when the focus should be on teamplay. You can't give just a number to the relations and strategies/tacticts between the specific players.
I suggested 2 tournament : player vs player and team vs team. In team vs team, we will not see this problem. For player vs player, I said it before and I say it again : we need to balance to favorise teamwork.
This is going to be very hard to set and to balance, but we are a LOT of players to do that.