Melee vs Ranged

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Melee vs Ranged

Post by black_and_blue » Mon Jan 23, 2012 6:39 pm

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?

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Re: Melee vs Ranged

Post by Supreveio » Mon Jan 23, 2012 6:50 pm

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.
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Re: Melee vs Ranged

Post by One_Medic_Army » Mon Jan 23, 2012 7:18 pm

so 12 demoknights vs 4 people with guns?
Whenever you limit people to melee only it tends to end up with demoknights.

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Re: Melee vs Ranged

Post by Flaming Cheese Wheel » Mon Jan 23, 2012 8:29 pm

This concept rather resembles Zombie Fortress/Zombie CS.
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Re: Melee vs Ranged

Post by Zork Nemesis » Mon Jan 23, 2012 8:47 pm

Flaming Cheese Wheel wrote:This concept rather resembles Zombie Fortress/Zombie CS.
That's pretty much what I was thinking, though doesn't zombie fortress restrict the melee team to three classes?
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Re: Melee vs Ranged

Post by Fano » Mon Jan 23, 2012 8:51 pm

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.

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Re: Melee vs Ranged

Post by Fano » Mon Jan 23, 2012 8:51 pm

[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]

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Re: Melee vs Ranged

Post by Fano » Mon Jan 23, 2012 8:51 pm

e:quote is not edit.

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Re: Melee vs Ranged

Post by Bronze Fox » Mon Jan 23, 2012 9:41 pm

Zork Nemesis wrote:
Flaming Cheese Wheel wrote:This concept rather resembles Zombie Fortress/Zombie CS.
That's pretty much what I was thinking, though doesn't zombie fortress restrict the melee team to three classes?
Wha- You have not played ZF? But yes, Scout, Heavy, and Spy the last time I played.
There's also restrictions on Blu team.
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Re: Melee vs Ranged

Post by Zork Nemesis » Mon Jan 23, 2012 10:47 pm

Bronze Fox wrote:
Zork Nemesis wrote:
Flaming Cheese Wheel wrote:This concept rather resembles Zombie Fortress/Zombie CS.
That's pretty much what I was thinking, though doesn't zombie fortress restrict the melee team to three classes?
Wha- You have not played ZF? But yes, Scout, Heavy, and Spy the last time I played.
There's also restrictions on Blu team.
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 TF2ware
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Re: Melee vs Ranged

Post by black_and_blue » Mon Jan 23, 2012 10:49 pm

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.
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.

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Re: Melee vs Ranged

Post by Fano » Mon Jan 23, 2012 11:12 pm

[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.

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Re: Melee vs Ranged

Post by Katotsu » Tue Jan 24, 2012 8:19 am

[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.

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Re: Melee vs Ranged

Post by Boss Llama » Tue Jan 24, 2012 9:37 am

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

Post by Soup Nazi » Tue Jan 24, 2012 2:09 pm

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 !
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