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TF2 was built for 12v12 but it also was built for a casual experience, not competitive.
Forming a team and sending them placed is less expensive in a team of 12 than 18.
Spectating and shoutcasting a game is easier with 12 than 18.
Players shine out more in a team of 12 than 18.
To me at least, TF2's comp is failing to get off the ground because the meta is stale and the 6v6 setting is the official supported competitive. In the end, the best way to draw an audiance is bring something new. It makes sense to me that by introducing a 12v12 competitive as the main competitive, would draw a lot of people, and make the game standout.
I understand they've spent years experimenting, but overall when a game hits a point of stagnant Meta, something big needs to change.
it's also unsupportable on a large scale due to the sheer number of players
6v6 with class limits offers the most class variety, highest skill ceiling, and the most engaging and fun competitive gameplay
without those limitations, you get mandatory-to-win class stacking or fulltime use on slowdown classes that ruin the gameplay
i wish they would tbh
Isn't that where the current comp is? Almost everygame seems to be the same 2 soldiers, 2 scouts a medic and whatever the 6th guy feels like, mostly demo. The only time they seem to change is when they need to stall a final push with pyros or engineers. These are just my experiences, but I know others feel the same.
At a certain point, when does skill become mechanic reliance? A scout can jump and kill a heavy who mechanically, no matter how skilled the heavy is, can't kill him due to the way he works. Half a team changing to pyros and engis to stall a final point can't be beat because mechanically a team of 6 can't form a comp to counter it. Skill gives way to mechanics in 6v6, which, at it's base form, gives way to luck. Someone dies by mistake, and the mistake is punished. But the punishment stops cause someone else gets lucky and kills someone else. It reverses.
what's stale is people thinking fulltime heavy makes for a good competitive experience
you might as well have competitive mario party
12v12 and even 9v9 is a ♥♥♥♥♥♥♥ joke
it will never be marketable as a competitive expeirence because anybody slightly decent at the game would quit within a week if they aren't being paid large sums of money to hang around such a ♥♥♥♥♥♥♥♥
it's not going to
outside of pyro maybe becoming viable for replacing a pocket soldier, there's never going to be a massive shakeup
the game is incapable of supporting a diverse 'meta' because there's only 4 generalists and 5 specialists who see situational use
the other classes are situational and were outright designed to be that way
in order to make them viable for fulltime use [which is a bad thing when 3 of them do nothing but slow the game down and lower skill], you would need to make them hilariously overpowered or remove what makes them unique
Right now the meta is:
2 Scouts 1-2 Soldiers 1 Medic 1 Demo and a Sniper if there is only 1 Soldier.
The other classes are either too gimmicky/need to set up (Spy, Engineer) or useless and UP (Heavy, Pyro)
the format just keeps him [intentionally depending on who you ask] from being viable in the context of the meta
when he does see use, he's scary as ♥♥♥♥ both in how he can shut down mobility and hold postions, and how he makes you hate playing the game the second one shows up
That's why I think 6's is bad for TF2. A majority of the classes are gimmicks in situations and need a specific opportunity. A competitive scene where only 4,5, maybe 6 of the classes available are highlighted seems bad to the health of a game. If someone learns about a game through watching comp, then decides to play it and goes to the class screen and sees 4 other characters they didn't even know existed cause no one played them. It's bad. The main purpose of Competitve events is to draw larger player bases and earn money through them.