Clan match team sizes?

35 public posts in this discussion.

Post 1

Now that most of us have been playing for quite some time, some of us even in scrims and pugs, I'm keen to hear your thoughts on the hot topic.

Other forums have been raging with discussion; it seems CS players would like to see 5v5/6v6 while Battlefield vets are getting in saying 12v12 is the way to go. That said, a lot of QWTF and TFC players tend to think all of those suggestions are a bit of a joke, and I'd have to side with them.

I'm hoping 8v8 will wind up being the competitive standard. It encourges some real planning and team play (as opposed to giant random games of mess and luck) while keeping things full enough to remain thoroughly entertaining.

Post 2

5v5 too small, 12v12 too big, so 8v8 it is.

Post 3

8v8 ftw.

Post 4

tfc wars from memory were 8v8.

because it was seen back then that a good a/d ratio was 2 eng's and 1 soldier on defence and have 5 offensive players.

Post 5

8v8 gets my vote.

Post 6

8v8 does seem like a good balance from a gameplay perspective, but might prove difficult from a logistics point of view.

I remember trying to field teams of 5 for CSS wars, trying to get 16 people all online at once to play at the designated start time might be "fun" to say the least.

What clan size would you need then, 10 players min?
Unless you are the super hardcore that will always have all your people available all the time.

Post 7

hey he might be too.. the hos prolly have a pimp to keep them in line =)

Post 8

Quote from UnSCaRReD;325104:
8v8 does seem like a good balance from a gameplay perspective, but might prove difficult from a logistics point of view.

I remember trying to field teams of 5 for CSS wars, trying to get 16 people all online at once to play at the designated start time might be "fun" to say the least.

What clan size would you need then, 10 players min?
Unless you are the super hardcore that will always have all your people available all the time.

obviously you couldn't war as much as you can in CS, but they put together 24 man wars in BF so there is no reason you can't do 16 in TF2. most people honestly wont get serious into the game, not as many as CS anyway, there is just something about CS that makes it so competitive, but you can definately find clans around that would want to war.

Post 9

look bf2 clans are able to get enough players for 12v12 wars. 8 players in one team is easy. just have a 16 player min clan.

Post 10

Ill make a team fairly soon if you want to keep in contact and war?

Post 11

8v8 sounds about right. 6v6 could work on some maps, but not all imo. any more than 8 could get too messy.

Post 12

8v8 Would probably be good.
Larger maps 10v10 would be plausible quite easily, if not make for a more intense match.

Ideally I'd love to see 9v9 because the odd number would force some more interesting team strategies.

Post 13

yeh 10v10 for gravelpit as defence would be spread to thin on a full on slaught.

Post 14

you'd be better off all defending one point, because of the respawn timer and distance spreading the defence would almost surely mean a loss of 2 points against an organised attack.

Post 15

yeh just turret and pyro whore point c :D

Post 16

I say go 12v1 and I always get to play on the 12 side.

And the guy on the other team has to play as Medic.

With a broken mouse.

And can't actually sit at the computer, but instead has to shout orders to parrot.

From the other room.

Yeah.

Post 17

And he must talk to the parrot in a german accent.

Post 18

soooo how uber do i need to get in order to get into HOS? lol
coz some of you guys are fuking insane... ROFL

Post 19

Well, so long as you own in public servers you cos no ones warred yet.

Post 20

We've had 3. Many teams are already scrimming... PnP, Fv, mcOhnD!, te, nes> etc. etc.

Post 21

And the results were?

Post 22

http://steamcommunity.com/groups/hos/announcements/detail/90164274713803893

Quote:
10/10/07 hos 10 - 3 mcOhnD!
(ctf_2fort, 30 minutes max, no cap limit)

14/10/07 hos 1 - 3 PnP
(ctf_2fort, 30 minutes max, first to 3 caps)

14/10/07 hos 1 - 2 PnP
(cp_well, 30 minutes max, 3 rounds total)

17/10/07 hos 6 - 0 mcOhnD!
(ctf_2fort, 15 minute halves, first to 3 captures)

17/10/07 hos 3 - 0 mcOhnD!
(cp_granary, 30 minutes max, 3 rounds total)

Got a scrim vs APR tonight, and then Teamneeb next Sunday night.

Post 23

Cal is 6v6 for the first season.. Kind of lame IMO but we'll have to make-do

Post 24

8v8 is where it's at... 6v6... I'd rather play CSS (5v5)

Post 25

8 v 8 ftw keep it real :)
Maybe the bf2 n css players need to remember this is TF2 and not bf2 or css.

Post 26

random first poster!

Post 27

yup extremely random :P

Post 28

Seems pretty mixed between 6v6 and 8v8. My main concern is games that go for a higher number of players generally dont get to the same level of competitiveness as lower numbers because of organisational and logistical issues.

CEVO is 6v6 as well and GG will hopefully be trialling this format in the near future but we are open to ideas and suggestions for the best way to make it work.

Main issue I see with 6v6 is boredom if a few people die or something and its a large map then it can make things quite slow. Anything more than 8v8 I think turns into more of a random mess.

Post 29

i'm liking the odd numbers idea (especially for CTF maps)

I enjoy the 8v8 and believe 6v6 is too small, so 7v7 would be an acceptable compromise in my opinion.

Post 30

Odd numbers for CTF would be awesome. 7v7 would be great imo. Make teams choose between offence/defence structures rather than just splitting it 50/50.

Post 31

Just go a 2-1-5 split.
You just 1 turret engy, 1 defencive soldier and 1 mid point player. if there on the attack, just get the midpoint play to go into the spawn and change to a soldier. the Eng'y should be able to take on anything with atleast 1 solder around. Ubered players get ****ed if they can't target the despenser.
The only time you have 50/50 is when the round starts and get need to protect the eng'y turret, and if they are on the attack very well.

And if you want to play slightly more defencively, just change the mid point player to another turrent eng'y. with that one solder roaming around, you should have no trobles defending against 5

Post 32

medic + demo/solider > engi as long as the medic/x combo have a clue. that and it isn't too hard to bypass turrets on most maps.

Post 33

invuln pyro = best thing evar.

Post 34

Quote from paladin;328941:
invuln pyro = best thing evar.

QFT,

how many turrets, dispensers, and players did we get that time on dustbowl pala? :P

Post 35

i think it was all three sentries, and their engineers, plus a sniper!