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Thread: Gates and Startup time removed from Granary. Realy?
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10-23-08, 10:38 AM #21Re: Gates and Startup time removed from Granary. Realy?
Originally Posted by Addrake
Without gates, speed becomes crucial which means scouts become crucial. If scouts become crucial, then hwguys become crucial to counter the scouts, if heavy becomes crucial so does any other class that counters him, etc. So far, I like not having gates because, from what I saw yesterday, teams were tired of getting rolled to the last point. Therefore, the result of being rolled "forced" our team to balance our class selection to counter theirs. After that, there was no rolling to the last point, but a very vicious, fun, back-in-forth battle.
With gates, teams are more open to choose whatever class they feel because they don't have to rush to the point, resulting in a round that consists of unbalanced class selection. I always have felt that granary with gates the best strategy to take the middle point was to send 3 heavies in there with a couple of medics (uber ready) because there is no run time to the point..
Also, alittle sidenote; no gates means no ubers right from the start. I like this because it forces medics to "earn" their uber, not just given to them at the start of the match.
So far, two thumbs up for no gates (no more locked doors!). :9
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10-23-08, 03:41 PM #22Re: Gates and Startup time removed from Granary. Realy?
i AGREE with the Vulcan. No more :4
and more of this:
Well, I'm not sure what that means, but I do agree with Vulcan."Political Correctness is a cancer to our Society and a Direct Threat to our free speech," The Oozish One
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