Speculation on an AC Competitive Mod
#22
(09 Jan 12, 12:01PM)jamz Wrote: (I split the posts from the balance thread and merged them with this one. Everything said should be here, if slightly out of order)

Thanks jamz, and sorry for taking things offtopic in the original thread.

I think I'll start with very basic changes such as reducing spread and implementing half-time switching. After that I'll work on ready-ups and and organizing commands available via chat commands. A few other things I'd like to add are:
  • Allowing spectators to join during matches
  • Disallowing specs to unspectate without permission
  • Commands to allow and disallow spectator global chat (so spectators' chat won't disturb players)

I hope to have spread reduction + half-time by tonight ready for testing.
(09 Jan 12, 02:13PM)Nightmare Wrote: With Open & Evan on this. <3
Seems pointless, and seems to be 'pros' complaining about them not being pro enough to handle spread like everyone else does, or mad that they lost to a shotgun in a clan match. :3
No offense.
* Nightmare hides.

The problem is actually that spread can't be managed well. Burst firing is much less effective than in, say, Urban Terror. But there are other things that can be improved on too. I think there are some valid reservations, particularly about fragmentation of the game however.

I also highly doubt that a player sporting a shotgun would win mid or high skill clan matches with current balance. Perhaps on ac_werk, ac_mines or ac_arid.
Thanks given by:


Messages In This Thread
[split] Pro Mod - by Roflcopter - 07 Jan 12, 09:17PM
RE: Speculation on an AC Competitive Mod - by Roflcopter - 09 Jan 12, 02:19PM