46
Community Events / Re: 20 second round start timer
« on: April 12, 2016, 08:57:25 am »
Typically I don't do much posting on the forums, but 'ere goes~
While I haven't paid much attention to Guns of Icarus competitively anymore, since the topic here is on the opening pause timer that was used in Blood & Brass, something that I helped design/decide, I just thought I'd throw in my input. The timer was originally, and solely, used to allow as many people as possible to fully load into a match to prevent teams who had bad connection issues from getting quickly rushed by the opposing team, which would result in a handicapped engagement. Something that we did want to avoid however, is restricting teams who used the opening soft-cover of a map to change their positions without being spotted as the clouds rolled away, thus giving them a disadvantage. We picked 20 seconds to be as fair to people loading into the match as possible, while also not trying to screw over teams that liked to use the opening cloud cover to make movements. While that isn't such a big deal on quite a few maps, some of the more open ones like Northern Fords and Battle on the Dunes, the opening few moments could be crucial for a team centered around close range builds. At no time in the brainstorming/decision making process were the casters taken into account. Rules centered around making simple things easier for the caster are silly. Competitive rules, matches, tournaments, etc. should be focused on the teams taking part and the players of those teams, not the various people watching.
While I haven't paid much attention to Guns of Icarus competitively anymore, since the topic here is on the opening pause timer that was used in Blood & Brass, something that I helped design/decide, I just thought I'd throw in my input. The timer was originally, and solely, used to allow as many people as possible to fully load into a match to prevent teams who had bad connection issues from getting quickly rushed by the opposing team, which would result in a handicapped engagement. Something that we did want to avoid however, is restricting teams who used the opening soft-cover of a map to change their positions without being spotted as the clouds rolled away, thus giving them a disadvantage. We picked 20 seconds to be as fair to people loading into the match as possible, while also not trying to screw over teams that liked to use the opening cloud cover to make movements. While that isn't such a big deal on quite a few maps, some of the more open ones like Northern Fords and Battle on the Dunes, the opening few moments could be crucial for a team centered around close range builds. At no time in the brainstorming/decision making process were the casters taken into account. Rules centered around making simple things easier for the caster are silly. Competitive rules, matches, tournaments, etc. should be focused on the teams taking part and the players of those teams, not the various people watching.