New Custom TDM mode for competitive play

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2 years ago#1
I introduce to you ... Zero Hour!

A time based TDM game, where there is no kill limit, just time.

Set up and rules are:

Game Mode: Annexation
Point Limit: Max (500)
Time Limit: Adjustable (10 or less recommended)

How it works is, in annexation, control points don't give perks, they ONLY give points. So their outcome on the match is eliminated. Score is tallied in kills at the end of the match. The match goes on no matter how many kills are made, and ends at the time limit.

It fixes what would normally be uneven/one sided maps in TDM, such as Whiteout, and eliminates any further problems caused by stacked speed perks, not to mention the hit detection issues that seem to be associated with it, and numerous other problems besides.

I'm hoping that this can become the standard for clan wars in the future, as it seems to be an ideal solution, and possibly the most balanced version of TDM for competitive play.

Thanks for reading, and lets make this happen!
2 years ago#2
Idk, kinda takes away the "map control" aspect.
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2 years ago#3
I'd play it if I still played :/
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2 years ago#4
I don't like how the damage control point and speed control point usually give one team such an advantage. Especially the damage control points on Lost City, Pentagon and Serenity. I would have to try this to see how it works.
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2 years ago#5
B05S_Brennan posted...
Idk, kinda takes away the "map control" aspect.


Many people feel that this is a negative aspect, and a major step down from Tcon.

It transformed maps like Sanctum, and Pentagon from open, expansive, and versatile maps, to maps where the fighting always takes place in the same small areas.
Sanctum especially. That map was almost complexly destroyed by control points.

And above all, it just turns regular deathmatch into a half baked objective mode.
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2 years ago#6
Hmm. In my experience, the kill limit is hardly ever reached in normal TDM. Something I would be more supportive of would be TDM in two 5-minute rounds, switching sides in between. The scores could be tallied up easier at the end, and it would completely fix map imbalance, because control points aren't the only thing that decides that. The reason Whiteout is so imbalanced is the blue spawn trap, not the control points.
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2 years ago#7
B05S_P4G posted...
Hmm. In my experience, the kill limit is hardly ever reached in normal TDM. Something I would be more supportive of would be TDM in two 5-minute rounds, switching sides in between. The scores could be tallied up easier at the end, and it would completely fix map imbalance, because control points aren't the only thing that decides that. The reason Whiteout is so imbalanced is the blue spawn trap, not the control points.


Your Whiteout commentary comes to mind.
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2 years ago#8
xXAISPXx posted...
B05S_P4G posted...
Hmm. In my experience, the kill limit is hardly ever reached in normal TDM. Something I would be more supportive of would be TDM in two 5-minute rounds, switching sides in between. The scores could be tallied up easier at the end, and it would completely fix map imbalance, because control points aren't the only thing that decides that. The reason Whiteout is so imbalanced is the blue spawn trap, not the control points.


Your Whiteout commentary comes to mind.


What commentary?
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