Hi all, it's girl poison (gp), long time forum member since the beginning of my GOW days. As some of you know I've recently gotten into playing this series competitively, and Epic has been trying (and doing a great job of) applying changes to the game to make it more balanced. I'll be using this thread to add/update what I feel are good changes and suggestions that might help create a more balanced game.
I. Keep the "NEXT" timer for KOTH - it's a great addition!
The "NEXT" timer that starts at the 10 second countdown of the previous capture point helps take away the element of surprise and luck that this gametype brings. Prior to this feature it was possible to figure out where the next capture point would pop up through the process of speculation and elimination. However, it was impossible to be 100% accurate unless there were only a few capture point spawns on the map that hadn't been hit already.
II. Remove "man up rule" for Execution/Warzone or add a feature to private matches to disable this function.
When you break down these game types and strip them of their creative name, you expose the objective. Execution/Warzone would be called "Elimination" because the goal of these game types is to eliminate the enemy team. Man up rule encourages camping of teams who are at an advantage with "man up" and forces the other team to make reckless plays, looking to at least even out the score so that the round can result in a stalemate. Man up forces the wrong team to push.
This concept isn't good for competitive play (or online play, in my opinion) because teams will sometimes- not all the time, but sometimes- shoot for a single kill, then set up on the map to stop any plays or pushes. The team who has man advantage should be able to work around the map to eliminate the remaining opponents and team who has less players shouldn't be penalized with a loss for the round when their enemies didn't even complete the objective.
Man up rule only needs to be removed for these game types, it is fine for TDM because the objective for this game type is to get the most kills. It's essentially a point system in reverse, "first to 20" (19 in 4v4s). Whoever has the most kills before that time will win, and the team with the most lives left obviously has the most kills.
III. Add more spawn points to TDM to make this gametype playable competitively.
There are two major problems with the TDM game type. The first problem is that it's extremely easy to set up and spawn kill a particular spawn- the game doesn't always flip spawns immediately, even if there are enemies in your spawn. Some maps have very open spawns where there is little to no cover and only one or two ways to move out of spawn. Compare maps with good spawn set ups, like Trenches and Thrashball, to maps with bad spawn set ups, like Hotel and Mercy. Creating additional spawn points will help to resolve this issue. I personally feel there should be four spawn points (one on every corner of the map if possible, like a diamond shape if you're looking at an overhead view of the map)- I think that KOTH spawn system would have too many spawns for TDM.
The other problem is that spawn protection lasts too long for some maps like Checkout and Mercy, where you can make it to the middle of the map with spawn protection. Especially if additional spawns were added to TDM, the spawn protection timer should be adjusted according to map size. Smaller maps should allow less time for spawn protection (Checkout, Mercy - 3-4 seconds) and larger maps should grant more spawn protection so players can get out of spawn (Thrashball, Trenches, Gridlock - 5-6 seconds).
IV. Change the 15 second spawn cycle to a consistent five second wait between a death and spawning.
The 15 second spawn cycle adds a lot of luck to the mix for any respawn game type. Sometimes you get lucky and die (which isn't really lucky at all, but anyway) right toward the end of the spawn cycle, getting a 1-2 second wait before you spawn, and sometimes you die right at the beginning, having to wait a full 15 seconds before being able to play again. Making the wait between spawns exactly the same for everyone takes away that element of luck when it comes to death and spawning.
Thanks for taking the time to read my thread Epic & forums, please feel free to discuss, make suggestions and deliver your constructive criticism, that is what this thread is for. All that I ask is that you keep your posts civil and avoid bashing and flaming at all costs, thanks.