@gobitoe said in CP changes to highlander:
@Mothership
I think something needs to be said here, I don’t think saying that the mode shouldn’t be played because of stalemates is good. Because by that logic, payload maps shouldn’t be played because you can just stalemate there as well.
The only difference between these maps and 5 cp, is you can’t just go back and recap the point (You can’t recap points on steel either).
So, because you can just go and cap back points in 5cp, it creates a lot of back and forth, so teams will try and park the bus, which in my opinion is a viable strategy if you’re ahead in rounds (I mean, people in 6s do it).
This is why, in my opinion, shorter map times could improve, because as the time go down, teams will want to try and make plays to counter the “bus parking” to win rounds, or if it is an even score, teams might try and win the round to not have to go onto the tie-breaker mid fight, like vibe proposed.
@gobitoe said in CP changes to highlander:
If most of the play time in 5 cp HL is stalemates, then reducing the time won’t change the fact that it stalemates, but the total stalemate time will be shorter … (If 50% of playtime is stalemate, instead of being 15 mins of stalemate it’ll be only 7.5 minutes).
I mean, how much of your time in payload will teams just spend trying to break stalemates when teams are even?
When teams get rolled, people will be able to score 4-5 minutes, sometimes 6, but then the second you stalemate one point for more than 1 or 2 uber pushes, that time will sky rocket to 8 minutes, not to count the time defending after that. I’ve even seen 11 mins times on upward because teams will spend 7+ minutes trying to push it.
I think it would just even out to the same in 5 cp.
There is a huge difference between 5cp and payload/koth than beyond being able to recap points. And that is in respawn times and sack waves. In 6’s, the only class that does sack waves is typically the roamer, because being down more than one person on the team in a failed sack means you pretty much lose the point you are holding or get forced.
On payload and koth maps, the attacking team has faster respawn rates, which makes trades and sack waves worth it as you can just back up and wait for spawns before pushing. This is why 4 man sack waves happen in 6’s on koth, you can commit all those players with no downside while your med builds at spawn. You dont lose anything by doing it.
Stalemates on payload would imply that the attacking team is completely shut down by the defense. This would just mean that the defending team is better. I have also never heard the term stalemates being used to describe anything about payload before since the whole point of defense is to defend and prevent caps.
Again to reiterate, payload and 5cp are not the same thing and should not be compared to eachother as such. Payload defence is not like parking the bus on 5cp. On payload all you have to worry about is either attacking or defending. You dont have to worry about being pushed and losing points on the attacking team.
@gobitoe said in CP changes to highlander:
@gobitoe I am pretty sure that if cp_steel could have points be re capped by the red team, no one would want to play it
that would highly depend on red spawn timers, but I would most likely agree with that sentiment.
Lowering the map time does not make bad gamemodes better is the point I am trying to get across. lowering the map timers, changing the configs does not fix 5cp for HL.
Also 5cp is not like payload and should not be compared to it in the manner you are.