05-21-2010, 07:17 AM
If you consider Halogenes post you hopefully will find, that increasing the laser dmg will destroy the game es we know. At least CTF, keyhunt and all other teambased mods
I often experience that i barely have enough health to escape from the base. If you increase the dmg this will happen more often and earlier.
Nowadays CTF is a fast game based on fast laser-movement (but not only -.-).
Increasing damage means: you cannot rush in and out, even if deff is crappy. It means you have to fight your way in and fight your way out again. This is terribly slow.
Additionaly this conclusion will lead to the distrcution of the usual 3on3CTF. 3on3CTF was considered the best way to play non-public, because the non-public scene is too small to do regular 4on4 or 5on5 or even bigger matches (in europe). In fact it turned out to be even too small for 3on3ctf.
However 3on3CTF is usally based on rushes, because you just don't have enough players. The attacker cannot risk fights in the enemies base because enemies keep spawning there.
If you take away the laser by embiggen its damage you make those rushes even harder leaving the teams no choice but to either fight slowly until they, with massive fights and losses finally reach their base (which won't happen to often in the 20minutes).
If you really saw hordes of people laserjumping to your base you surely have been able to kill them with AoD-weapons or even the shotgun easily for they are mostly low-healthed when reaching your base. The usual tactic on 3on3 would be for the roamer to distract or even kill the defender, while the attacker tries to rush in and out. The situations you described can only happen if you are facing lots of attackers as the only defender on public mass-matches. This is a matter of teamwork, not of laser-balance. You will not see that happen in serious matches likely, because this "tactic" will just lead to the death of all attackers
I often experience that i barely have enough health to escape from the base. If you increase the dmg this will happen more often and earlier.
Nowadays CTF is a fast game based on fast laser-movement (but not only -.-).
Increasing damage means: you cannot rush in and out, even if deff is crappy. It means you have to fight your way in and fight your way out again. This is terribly slow.
Additionaly this conclusion will lead to the distrcution of the usual 3on3CTF. 3on3CTF was considered the best way to play non-public, because the non-public scene is too small to do regular 4on4 or 5on5 or even bigger matches (in europe). In fact it turned out to be even too small for 3on3ctf.
However 3on3CTF is usally based on rushes, because you just don't have enough players. The attacker cannot risk fights in the enemies base because enemies keep spawning there.
If you take away the laser by embiggen its damage you make those rushes even harder leaving the teams no choice but to either fight slowly until they, with massive fights and losses finally reach their base (which won't happen to often in the 20minutes).
If you really saw hordes of people laserjumping to your base you surely have been able to kill them with AoD-weapons or even the shotgun easily for they are mostly low-healthed when reaching your base. The usual tactic on 3on3 would be for the roamer to distract or even kill the defender, while the attacker tries to rush in and out. The situations you described can only happen if you are facing lots of attackers as the only defender on public mass-matches. This is a matter of teamwork, not of laser-balance. You will not see that happen in serious matches likely, because this "tactic" will just lead to the death of all attackers