First draft =)
Cons:
- Whoever allowed phear to have a team that can all frag 100 on a map
- Creek
- Potential other creeks
- New net + lift bugs. Multiple times I'm stuck above a lift whilst my client happily runs around thinking it can tag points. Worst one was on an amp run: dropping down on gharden. Server keeps me on mid point window, while my client sees me running to pick up armour on the safe low area. Doing it 3-4x times in a 1v1 match cost me some vital points!!
- Too many maps, but would rather see a Veto system instead of a pick system so teams can prepare a set block rather than waste time having to learn every single CP on every single map, just in case the opponent pulls a fast one. And also to eliminate having to worry about some maps that are maybe unfit for your team for the entire season (i.e. Deck pure frag + snipe map)
9 map poule: bo3: veto ABBAAB. Remaining 3 maps you pick from. Can mean you play the same maps every week, but that's up to you and your opponent. Best maps tend to get played more often.
- 100 ping =( But that is the price to play.
- Unlimited amp ;x Not a fan of it but it is what it is.
Pros
- Decent community! Helpful whenever I needed something.
- sDOM is very fun still. A lot of the new maps worked well (Seraphim, Typhoon, Slimetime) and funnily enough the older 'established' ones (Deck, Peak, Cinder) weren't as good. Kudos to map makers.
- The little tweaks to control points (Vial placements, health pack additions). The 1vs1 spots which offered various powerups were fun, the ones that just had 1 health pack and maybe a couple of vials were not but definitely an improvement from what I remember. It offered different styles at least which was nice to see(1 player might cycle through a different health pack, giving up point for a split moment, or another takes belts whilst then having to do more retakes).
Just random gibberish:
- Spawns? They changed under NewNet right, where you can spawn closer to your opponent than previously possible (on zp, it was often they would spawn as far as possible to you). Tempest Low had so many quick retakes, maybe a spawn there could be removed because it removed the possibility of keeping control whilst daring to take some health. Same on Peak Low, so many local spawns as opposed to ledges.
- Amp! As I said it's a bit strong, when a stacked guy with great frag power just ends a map no matter what you guys do. I would say to put it on a timer similar to the amp respawn, forcing the amp player if he wants to keep control, to retake it. Prevents double amps, and, it's not a massive nerf considering that if he wants to keep amp he can control the amp room with his frags.
- More vials. In fun places. Everywhere.
- Was musing over the idea of 2 different power ups? Think quake TDM with Bio & Quad. Would be a strange dynamic. One that can combat the amp, or double up to allow for a sick run. They don't last long enough to destroy a team completely but it's a spectacle, and would add in another layer of depth. Time both or just 1 of your choice. Probably be too much stuff going on for a Domination mode though.
All in all, had my complaints during the season but in the end it was just fun to play some old UT and meet new people. Ty Draft Cup system for keeping it going and see you next sDOM hopefully.
/Sens.