Melee vs Ranged
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- black_and_blue
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Melee vs Ranged
So I was thinking that this could make for a pretty fun event. A team of melee only players vs a much smaller team that is allowed to use ranged weapons.
Here's how I see it being able to work.
-2 team of 12
-3 rounds of 15 minutes each
Round 1:
-All 12 players from BLU play at once, but can only use stock melee weapons, an no backstabing.
-Only 4 players from RED can play. Every 5 minutes, the team has to rotate players. RED can use any weapon except for SGs.
Round 2:
-All 12 players from RED play at once, but can only use stock melee weapons, an no backstabing.
-Only 4 players from BLU can play. Every 5 minutes, the team has to rotate players. BLU can use any weapon except for SGs.
Round 3:
-All 12 players from both teams can play, but 9 players from each team are restricted to stock melee weapons without backstabbing. The other 3 players from each team can use any weapon except for SGs.
Thoughts?
Here's how I see it being able to work.
-2 team of 12
-3 rounds of 15 minutes each
Round 1:
-All 12 players from BLU play at once, but can only use stock melee weapons, an no backstabing.
-Only 4 players from RED can play. Every 5 minutes, the team has to rotate players. RED can use any weapon except for SGs.
Round 2:
-All 12 players from RED play at once, but can only use stock melee weapons, an no backstabing.
-Only 4 players from BLU can play. Every 5 minutes, the team has to rotate players. BLU can use any weapon except for SGs.
Round 3:
-All 12 players from both teams can play, but 9 players from each team are restricted to stock melee weapons without backstabbing. The other 3 players from each team can use any weapon except for SGs.
Thoughts?
- Supreveio
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Re: Melee vs Ranged
I like the idea, though melee is weird in multiplayer Source engine games, and with 12 meleemaniacs and 4 targets, the bugginess will show up quickly.
Also, if I'm reading this right, Spy on melee is banned, and Engineer sentries on ranged are banned, and no unlockable melees for the melee team.
Also, if I'm reading this right, Spy on melee is banned, and Engineer sentries on ranged are banned, and no unlockable melees for the melee team.
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- One_Medic_Army
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Re: Melee vs Ranged
so 12 demoknights vs 4 people with guns?
Whenever you limit people to melee only it tends to end up with demoknights.
Whenever you limit people to melee only it tends to end up with demoknights.
- Flaming Cheese Wheel
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Re: Melee vs Ranged
This concept rather resembles Zombie Fortress/Zombie CS.
- Zork Nemesis
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Re: Melee vs Ranged
That's pretty much what I was thinking, though doesn't zombie fortress restrict the melee team to three classes?Flaming Cheese Wheel wrote:This concept rather resembles Zombie Fortress/Zombie CS.
This is hard to be cool and suave while being informative at the same time. Goddamn my coolness.
In my experience, common sense isn't too common.
Re: Melee vs Ranged
this is always a good time:
on BLU: 3 heavies with the standard minigun.
on RED: 21 scouts, bat/fish only.
on pl_badwater.
you'd be surprised at how hard it is to win as RED.
on BLU: 3 heavies with the standard minigun.
on RED: 21 scouts, bat/fish only.
on pl_badwater.
you'd be surprised at how hard it is to win as RED.
Re: Melee vs Ranged
[quote="Fano"]this is always a good time:
on BLU: 3 heavies with the standard minigun.
on RED: 21 scouts, bat/fish only.
on pl_badwater, standard respawn, no crits.
you'd be surprised at how hard it is to win as RED.[/quote]
on BLU: 3 heavies with the standard minigun.
on RED: 21 scouts, bat/fish only.
on pl_badwater, standard respawn, no crits.
you'd be surprised at how hard it is to win as RED.[/quote]
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Re: Melee vs Ranged
Wha- You have not played ZF? But yes, Scout, Heavy, and Spy the last time I played.Zork Nemesis wrote:That's pretty much what I was thinking, though doesn't zombie fortress restrict the melee team to three classes?Flaming Cheese Wheel wrote:This concept rather resembles Zombie Fortress/Zombie CS.
There's also restrictions on Blu team.
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Re: Melee vs Ranged
I have not played it, i've read about it on the wiki's quick description of the mod, but have no real desire to play it. Very few TF2 mods acctually interest me, the ones that do only include Saxton Hale, Dodgeball, and TF2wareBronze Fox wrote:Wha- You have not played ZF? But yes, Scout, Heavy, and Spy the last time I played.Zork Nemesis wrote:That's pretty much what I was thinking, though doesn't zombie fortress restrict the melee team to three classes?Flaming Cheese Wheel wrote:This concept rather resembles Zombie Fortress/Zombie CS.
There's also restrictions on Blu team.
This is hard to be cool and suave while being informative at the same time. Goddamn my coolness.
In my experience, common sense isn't too common.
- black_and_blue
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Re: Melee vs Ranged
That's why I said, "but can only use stock melee weapons, an no backstabing." The melee team are limited to stock weapons - no unlockabes, and no backstabbing. I knew full well that if we allowed unlockables, everyone would be a demoknight.One_Medic_Army wrote:so 12 demoknights vs 4 people with guns?
Whenever you limit people to melee only it tends to end up with demoknights.
Probably also worth class limits of maximum one per class for ranged, and two per class for melee.
Re: Melee vs Ranged
[quote="black_and_blue"][quote="One_Medic_Army"]so 12 demoknights vs 4 people with guns?
Whenever you limit people to melee only it tends to end up with demoknights.[/quote]That's why I said, "but can only use stock melee weapons, an no backstabing." The melee team are limited to stock weapons - no unlockabes, and no backstabbing. I knew full well that if we allowed unlockables, everyone would be a demoknight.
Probably also worth class limits of maximum one per class for ranged, and two per class for melee.[/quote]
if you limit the bigger team to scouts only with bats, and the smaller team to heavies with miniguns, it is really fun.
The perfect balance is around 3 heavies vs 21 scouts, it is almost impossible to win as the scouts, this should be done on a payload map. it is tons of fun.
Whenever you limit people to melee only it tends to end up with demoknights.[/quote]That's why I said, "but can only use stock melee weapons, an no backstabing." The melee team are limited to stock weapons - no unlockabes, and no backstabbing. I knew full well that if we allowed unlockables, everyone would be a demoknight.
Probably also worth class limits of maximum one per class for ranged, and two per class for melee.[/quote]
if you limit the bigger team to scouts only with bats, and the smaller team to heavies with miniguns, it is really fun.
The perfect balance is around 3 heavies vs 21 scouts, it is almost impossible to win as the scouts, this should be done on a payload map. it is tons of fun.
Re: Melee vs Ranged
[quote="Bronze Fox"][quote="Zork Nemesis"][quote="Flaming Cheese Wheel"]This concept rather resembles Zombie Fortress/Zombie CS.[/quote]
That's pretty much what I was thinking, though doesn't zombie fortress restrict the melee team to three classes?[/quote]
Wha- You have not played ZF? But yes, Scout, Heavy, and Spy the last time I played.
There's also restrictions on Blu team.[/quote]
Recent ZF has perks, which makes it more fun/less fun depending on how you look at them. Its been a little while since I've played it so I don't remember the perks.
That's pretty much what I was thinking, though doesn't zombie fortress restrict the melee team to three classes?[/quote]
Wha- You have not played ZF? But yes, Scout, Heavy, and Spy the last time I played.
There's also restrictions on Blu team.[/quote]
Recent ZF has perks, which makes it more fun/less fun depending on how you look at them. Its been a little while since I've played it so I don't remember the perks.
- Boss Llama
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Re: Melee vs Ranged
To be honest, I see no reason why backstabs wouldn't be allowed. The advantage given by ranged weapons versus melee is so immense that the effect of a backstab just isn't unbalancing. The small all-weapons team just has to pay attention and help each-other like they would in any other match. That, or as somebody half-commented above, just ban spies and engies from the game completely (an engineer with no SG - relegated to fighting shotgun and pistol against an attacking horde, is not much fun either).
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Re: Melee vs Ranged
Mmmm. I love the sound of this. Maybe a KOTH map would be a good idea for this one, or payload. Cp's would just go too fast.
Go forth my swarm of annoying scouts! Attack !
Go forth my swarm of annoying scouts! Attack !
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