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Sunday Community Skirmish: New optional blind pick mode
Dementio:
I am not a fan of blind picking, maybe because a few ship loadouts of mine are made purely to counter this or that or are a more efficient version of something, which also only works in certain scenarios.
Although I did not get to test the first version of blind pick, this one with two stages I actually do like. It gets rid of a majority of issues that people addressed when talking about blindpicking everything at once. For those that are not aware of the two step blindpick thing: First ships of both teams get blindpicked, once done they get revealed and based off of that, the second ships will be blindpicked. So you can kinda guess what tactic the enemy is going for and either try to harcounter the shown enemy ship or take a ship that is compatible with your ally while not being at a complete disadvantage.
It also includes a little bit of mindgaming, as it isn't stated the pilot in the first ship slot has to decide what the teams first ship is. As in, this SCS (#68) my ally, Fynx, was in the second ship slot, but chose our first ship, this wasn't actually planned to happen that way. So for people that are worried that they can't specialize in one ship, you can out-mindgame your enemies that way and go your second favourite ship instead of your most favourite ship or something.
What I didn't like was the fact that I didn't get to enjoy one normal lobby of Icarus as apparantly every one of our enemies requested blind pick. If that happens more often, than I might just vote for making blind pick a mandatory thing or remove it. Otherwise I will just hate every single person I play against, because I have to go through the effort to pm the ref all of my unconventional ship loadouts... But that is just because I currently prefer normal lobbies more.
Speaking of writing loadouts down in PMs, I wouldn't mind an external software to make sending the loadout a little bit easier. Or enable the option to send screens through steam/skype or even through the message system of this forum, athough it could end up getting harder to organize for the responsible ref, when said ref has to manage three different platforms just to get a loadout.
Basically: The two step blind pick mode is good, but it is soo much more effort, which isn't that much actual effort, excluding the ref.
BlackenedPies:
I like two step blind picking. How about it's default and you vote if you don't want it. Red requests no blind picks and Blue accepts. If it's a newer team don't force them to blind pick.
To streamline loadouts, lock in the first loadout that joins. Refs and players screenshot to make sure they don't change, penalty of death. Casters don't show picking. Remember to Save.
The PM step isn't necessary if captains are the only to join. First captains join and leave, then next two. Players joining before both captains voids blind picks for the opposing team. Control via password.
MightyKeb:
Something I've also noticed about blindpicks: The idea might be good, but so far the only teams that used it seemed to mostly do it to give themselves a chance agains't better teams. This sounds like a good thing right? No. Teams should be rewarded against better teams by getting better, not flipping the coin and hoping for the best. And yes, there would be point in blindpicking if it could be overrid by one team. Two out of four teams blindpicked this SCS, if those two somehow met it'd be fair and square for both of them. On the other hand the teams that don't desire it in the first place and have less than half a year competitive experience will simply be demoralized by the fact that they were defeated by a very confusing phenomenon, no, not the blindpicks, just the result of the blindpicks. So in conclusion, Low tier teams stand a chance against high tier teams, but mid tier teams are the ones getting the worst end of it and you may end up destroying that category, thus making a greater divide between low and high level teams, with lows never advancing and highs never having any fair challenge.
Extirminator:
My opinion about it is that it comes in to try and fix a problem of a specific side being completely hard-countered, however, getting your team completely hard countered happens only in one of two scenarios: 1. Your team is stupid , 2. Your team is confident enough with their current selection they don't care about being countered.
The 2 stage blind pick system doesn't change anything in my opinion. You could have gotten completely hardcountered before only if you tried to do so, and with the 2 stage blind pick system you can get completely hard countered only if you try to do so as well. Other than not contributing much to the pre-game lobby all it does is making it pretty inconvenient for everyone around.
The run-down of how it went for us in the lobby was to take the ships we will normally take regardless of what the enemy took...
TLDR
I am pretty neutral about it, only downside is it is quite the hassle to deal with without in-game support.
MightyKeb:
--- Quote from: Extirminator on September 14, 2015, 05:25:27 am ---My opinion about it is that it comes in to try and fix a problem of a specific side being completely hard-countered, however, getting your team completely hard countered happens only in one of two scenarios: 1. Your team is stupid , 2. Your team is confident enough with their current selection they don't care about being countered.
The 2 stage blind pick system doesn't change anything in my opinion. You could have gotten completely hardcountered before only if you tried to do so, and with the 2 stage blind pick system you can get completely hard countered only if you try to do so as well. Other than not contributing much to the pre-game lobby all it does is making it pretty inconvenient for everyone around.
The run-down of how it went for us in the lobby was to take the ships we will normally take regardless of what the enemy took...
TLDR
I am pretty neutral about it, only downside is it is quite the hassle to deal with without in-game support.
--- End quote ---
Purely opinion here, but I liked it when teams kept running the same build and then switched a ship or so later in the game agains't a better/more hardcountering team. It starts off with you recognizing their playstyle and strategy, and then it interests you because you don't know what they'll do that new x ship x loadout theyve just brought this match or if theyve been practicing for it at all. You guys kept bringing your usual builds and it did kill off the variety, despite my praisals of master of one teams, while we happened to get the worst end of it by switching ships around just in case.
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