J
Jace
Guest
With the launch of the BWUTL sites I have been becoming more involved in the actual running of the leagues and thought it might be interesting to discuss some of the points of contention here to see what everyone else thinks.
The issue of Weapon Stay :-
In Quake the league settings were pretty much exclusively Weapon Stay off (Deathmatch mode 1 if memory serves) and tactics would often be based around defending certain key areas containing the best weapons. Unreal Tournament is now about to walk the same league path as Quake has but should it follow the established settings? Already the current crop of online server seem to have adopted Weapon Stay on as a standard setting so how should the leagues proceed and should it be any different for each game type?
In CTF and Domination you could argue that Weapon Stay off eliminates the possibility of getting killed by a recently spawned opponent simply because they have been able to pick up a decent weapon straight off. You could, however, spin that on it’s head and say that this would then force you to think more about coordinated attacks with players covering each other to guard against this. Does Weapon Stay on allow teams more time to consider capture/defend tactics and techniques without being concerened about weaponry too much? With Weapon Stay off might it be too easy for a highly skilled player/team to dominate by sucking up every weapon available? With Weapon Stay on might it be too easy for a lesser skilled player/team to get back into the game again?
Would the above arguments hold true for Deathmatch? Well, to be honest, it is probably more clear cut for this game type but it is still interesting to see allot of teamplay servers still running Weapon Stay on.
My personal opinion is very much in favour of Weapon Stay on for CTF and Domination, but Weapon Stay off for Deathmatch bus as with the previous point what matters are your opinions so please add them to the debate here.
The issue of Weapon Stay :-
In Quake the league settings were pretty much exclusively Weapon Stay off (Deathmatch mode 1 if memory serves) and tactics would often be based around defending certain key areas containing the best weapons. Unreal Tournament is now about to walk the same league path as Quake has but should it follow the established settings? Already the current crop of online server seem to have adopted Weapon Stay on as a standard setting so how should the leagues proceed and should it be any different for each game type?
In CTF and Domination you could argue that Weapon Stay off eliminates the possibility of getting killed by a recently spawned opponent simply because they have been able to pick up a decent weapon straight off. You could, however, spin that on it’s head and say that this would then force you to think more about coordinated attacks with players covering each other to guard against this. Does Weapon Stay on allow teams more time to consider capture/defend tactics and techniques without being concerened about weaponry too much? With Weapon Stay off might it be too easy for a highly skilled player/team to dominate by sucking up every weapon available? With Weapon Stay on might it be too easy for a lesser skilled player/team to get back into the game again?
Would the above arguments hold true for Deathmatch? Well, to be honest, it is probably more clear cut for this game type but it is still interesting to see allot of teamplay servers still running Weapon Stay on.
My personal opinion is very much in favour of Weapon Stay on for CTF and Domination, but Weapon Stay off for Deathmatch bus as with the previous point what matters are your opinions so please add them to the debate here.