Johnny Blaze had the following idea: hey guys, i know we have a class limiter but it's limited all classes to max 4.. but in some maps 4 of one class ex. scout, spy is way too much, it goes so far that players leave.. maybe we can think up a way to make it more fair.. although with the 32 slots server we can only limit 4 'points' any propositions or comments? scout: spy: pyro: soldier: heavy: medic: engineer: sniper: demoman: Post your comments and options... We want to know what the players want, and act on it, so we can have some nice servers to play on.
i think a max of 4 medics is also crazy... i can understand limiting spy sniper engineer.. the rest i dont see a point in limiting..
What about a limit on scouts... Really annoying sometimes to see at least 4 scouts running and trying to cap a point.. with no medics, besided myself most of the time, and no other classes to heal which will help us win the round.. That sucks...
The only class I can think about right now is the Spy, I've heard some people complaining when there were 3 or more spies playing in their team, so I guess he should be limited to 2 or 1.
I agree on 2 snipers, 2 spies and 3 engi's, but I would keep scouts at 4. Sometimes it's just necessary to have 4 scouts, especially on the CP maps or when the time limit is reaching 0.
i think if we're goin to go with specific numbers on classes people will call it out, i can see myself and others allready asking for the demoman aswell for example(regardless of the fact we havent seen that much abussive demoman spam lately ) i'd say go 3 for all classes and see how that goes tho i gotta admit, 2 spy and 2 sniper limit does sound good to me not like we have allota regulars with those 2 as their main and most of our people that are good with those 2 are good with other classes aswell
I agree.. 4 is quite a lot.. if you are a medic and you only have snipers or scouts to heal.. just sucks 4 snipers is craaazzyyy.. 2 tops is way better. Same for the spy-thingies (HATE THOSE) I think if you go with 3, you have a way more balanced team
scout: 3-4 (Sucking scouts will switch soon, good scouts are a benefit to the team and can still be countered by the engies. I've so far been on both sides, scout and engie, and had a lot of fun playing. Offensive engie, anyone?) spy: 2 (I just feel like it) pyro: unlimited soldier: unlimited heavy: unlimited medic: unlimited (Stacking medics, demos, heavies, soldiers is a really good tactic) engineer: 2 (Avoid citybuilding; I don't see a point in having 4 guys defending a point while the rest of the team is just a moving obstacle. Pushback owns über, bullets own the rest. Have you seen how quick you can cap dustbowl if there are no engies, and have you seen how godly a team's got to be if there are 4 sentries, even placed badly? Take the midway: 2 sentries can defend the team standing around it, using the dispenser etc. This would still make the other players useful, while the engie still is a noticeable part of the team.) sniper: 2 (I just feel like it. Useful snipers are rare, most of them are just singleplayer target practice snipers.) demoman: unlimited (Demospam is annoying, even to me, but I think it's an intended part of the game. For example, it's one of the best and safest methods to split up (literally) large groups of enemies. Also, you barely see more than 4 demomen on a team at the current state; actually, 3 is the maximum I can remember.)
4 Scouts, good for CP and CTF maps. 2 Spys, though it's easier for me to be a spy when I'm the only one on the team. Advantage of suprise FTW. :badgrin: 2 Engys, now this one I would love to see. I could finally play cp_Junction without those sentry farms! Snipers? Hah, more snipers = more stabs.
I agree with almost all except the engi part. On maps with multiple CP's like gravelpit etc it's certainly justified to have 3 engi on the defending team, for example 2 sentries on one CP and another sentry on the next CP. I don't think I've ever seen problems with too many defending engi's (since a few good ubers or some good spy action will quickly take down a sentry base), it's only when there are 4 engi's in an attacking team that things go wrong. But that isn't something a class limit will fix.
No sandmen nor FANs and not more than 3 pyros pl0x. And oh well let them build sentry farms, there are enough good medics that frequent the servers.
I think 3 scouts, 2/3 snipers, 2 spies, 4 engies (4 engies aren't that bad, it's quite common on a team of 12 badwater defense to start off with 4 engies, plenty of spots. Don't drop it below 3 or you're all insane) unlimited pyro demo soldier heavy medic, since they are useful and practcly never overdone. Most of all I would like to see the scout limit go down to 3, since I still too often start granary with 6 players, and 4 being scouts. NO THEY ARENT GOOD SCOUTS. sucks imo.
4 sentries add a new control point to the map, destroy the sentries to unlock the next control point which is yet to capture against enemy team minus 4 engies. I feel like this isn't intended.
Okay my suggestions: Scout: unlimited (The Scout update is already a while ago and the number of Scout start to go down. So there's no restriction needed anymore. Besides there's also this silly thing called "Scout Rush", which wouldn't be possible anymore with a limit) Solider: unlimited Pyro: 3 (I've never seen a Team out of mainly Pyros accomplish anything. And there are times where the whole team is spammed with those buggers.) Demoman: unlimited Heavy: unlimited Engineer: 3 (Sentry Farms are indeed annoying - especially on CTF maps. But the team with the Engispam will mostly get the short end of the stick since most public Engies don't really care about the other Engies. So instead of helping each other, everyone wrenches on his own Level 1 Sentry around) Medic: unlimited Sniper: 2 (Every Sniper can easily guard two paths in an area. And there's no map with more than four paths, so a third Sniper is unnecessary. Spy: 2 (As Keltsu said it's already annoying enough if there's a second Spy in the team. He goes after the same targets, saps the same stuff and the enemies fetch you occasionally too when they're actually after the other Spy. Three Spies make this even worse...)
i totaly agree with cauchemar exept for the part about the pyro's i play pyro a lot i dont want to be an other class because 3 other people are pyro as well therefor :
Yay to Cauchemar for the no-scout-restriction policy, I can always be one that way ;D On the pyro limitation: Why should you limit pyros? They aren't annoying in large groups, easily countered, additionally they don't even kill annoyingly much (like mass snipers and spies can). I'm usually just going heavy, which makes me take 3 pyros at once (bad pyros of course, but what do you expect of an all-pyro team)
the idea behind this isnt too give you easier targets, its to get more of a balanced game starting out with a team that has like 5 pyro's on defence, 2 of'm even backburner pyro's on a payload map at that is just depressing i dont get satisfaction of rollin over silly teams like that, it bored me to no end dont care about a limit on scouts, definitly want 3 for demo tho
The whole limit classes is NOT needed. Limiting the choice one may pick a class is restricting a players freedom in the game. For example scout rushing the last point at the start of a match will never happen again. If a team thinks that they can win a match with 6 snipers let them have that option. Let us have the choice! Don't force us your silly rules! If we wan't to engy turtle to victory let us try it. We might FAIL but it was OUR choice not the server forcing us to play a certain way.