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Tested and approved. Slot manager for TF2!
Created 29th July 2009 @ 23:44
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since i have robin in my friend list, and i will make an interview with him :D i will tell about this
good luck nightbox… lawl
good idea tbh for mentoring but i think no need in this game as many teams got a speaker :)
Agreed with Gibbz, it’s one of the major differences between good and bad teams – soldiers would be a pretty mindless class if people told them when to push etc (one of the things that sets good soldiers apart from bad ones) – and even more “boring” to play as some find…
Really not agreed, they just can be more concentrated on there way of playing and adapte the strate. I don’t say in my post that the coach say All. Just in some situations. And all coaches can lead like they want.
To my mind the rules for coached is just:
– no rage
– com’s
– listen to the com’s
the coach:
– call back the needed things like “remember they have a litlle uber’s advantage.
– preventing players to make mistake
Don’t need to say:
take place here, jump, make a step behind, turn …
It allows the players to focus, preventing rage (as the coach can say: stop it!) and missunderstood things givin a short explanation of why they just lost the point .. etc etc.
I mean coaching is here to kill the rage in game. and i’m sure many folds happened cos of it.
last thing, it’s more a way to correct directly players in-game, and give a full training to teams for pcw (it is very interesting to do), and maybe not allowed in leagues (cos of a lake of coaches)
This is absolutely not needed. I mean who needs a guy bragging stuff in comms , like you said “he could explain why we just lost the point” wut? I think this game is quite fast paced and a manager always telling everyone what to do would make it worse.
Beside , everyone always complains about VALVe’s nutty new gameplay improvement ideas , and look at you now , you’re doing the same. Trying to improve something that’s already good enough.
A Big NO!
I think they actually had a “Commander” class in the early TF2 development stages. Something like one player basically playing a RTS game =)
Edit:
Quote from Robin Walker:
We ended up building probably three to four different games. We didn’t like many of them. The real changes, for example, we were doing the commander mode stuff that we did in the first version, and it just wasn’t fun. It was one of those great things where in theory it sounds fantastic but when it comes down to individual experiences of players like–the guy being told what to do by the commander, or the commander himself, we just never found something we felt was that fun.
You guys have good arguments to defend the “no”, but did you ever tried? on this game or any others? i remember Q3, UT, and it was really interesting to work like that. Its not all about having 1 guy to talk and lead like an emperor.
bun, it may will work in a few games but do you really think about stop playing the game for the next two years just to sit down in the spec mode? do you really expect that a serious number of players would follow this call and enjoy this? I’ve got major doubts about this tbh. and what happens if you are a day off? should your clan cancel the game because they feel kind of helpless? the cons are obvious, every team would need an extra person in their lineup. it’s hard to recruit a suitable player person. don’t even think about recruiting a capable manager.
as for the mentor project it could work pretty well but I don’t really see a point because you could still mentor them in pcws from the already given spec mode.
Who cares that it worked for Q3 or UT. I really can’t stand some quake players complaining that tf2 isn’t the same as quake , or even suggesting to alter it so it’d be more like it. Seriously gtfo
no. Quick, precise calling while playing is a skill in itself.
(in pcvw’s you should be able to get the opponent (most of the time) to agree allowing specs on the server. Then you can have “a manager” coaching etc.)
id imagine it would be exploited to hell and back. even in higher division games its possible and would completely change the scoreboard.
well i guess u can make a beta version and see how it goes but since ur only limited to your teams view then it mightnt make much of a difference
Calling strats during the game is a skill. This is what gives the great teams their edge. All teams should have an ingame leader and they should be able to call effectively regardless of what they are doing. Some people just have a better grasp and understanding of the game. Imo i don’t think this is needed.
Good strat calling wins games, period! :)
would be great for mentor project, but not during competitive play :S
as agron said: the team got to build up the “skill” in different sections, like aim, calling, stats etc.
but the idea itself isn’ that bad…
No need for it!
Some teams dont need it, because they have a good caller,
so it would prefer only teams lacking a caller.Anyway who wants to spec 3-4 matches a day without killing someone (or healing).
Well there is need for it if people dont have a caller… people who do can just not use the function, easy.
This function was used alot in quake games making things much more organised and indeed less ragey. Teamwork will improve loads and you can analyse the team much better, watch trial players and help the team as a “7th man”
If you dont like it, or you personally dont feel a need for it dont use it. It could be a valuable tool that helps us grow, and allow smaller teams to grow/be mentored.
If its epic fail and no one uses it then we’ve lost nothing.
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