Difference between revisions of "User:Brooky12/comptestpage1"

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Competitive games do not use the standard server configuration, opting to use their own values for various settings in order to provide a more organized or competitive experience. While there is no univeral specifics and different leagues and groups use their own settings, there are a few general guidelines that many leagues and groups use for their matches.
 
Competitive games do not use the standard server configuration, opting to use their own values for various settings in order to provide a more organized or competitive experience. While there is no univeral specifics and different leagues and groups use their own settings, there are a few general guidelines that many leagues and groups use for their matches.
  
Autobalance is almost universily turned off, preventing players from accidently being forced onto the opposing team. While this rarely makes a difference during an actual game, in the pre-game when teams are joining the server, it allows players to join their team regardless of how many opponents are in the server.
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* Autobalance is almost universily turned off, preventing players from accidently being forced onto the opposing team. While this rarely makes a difference during an actual game, in the pre-game when teams are joining the server, it allows players to join their team regardless of how many opponents are in the server.
  
Luck factors, otherwise known as RNG, such as bullet spread and random crits, are also almost universily disabled, as it allows the victory to go to the team that performed better, instead of matches potentially being decided by a factor out of the player's control.
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* Luck factors, otherwise known as RNG, such as bullet spread and random crits, are also almost universily disabled, as it allows the victory to go to the team that performed better, instead of matches potentially being decided by a factor out of the player's control.
  
While leagues and groups rarely agree on what to ban, almost all of them have some weapons banned. Oftentimes, it's due to the weapon being considered overpowered, or having some bug attached to it that made it undesirable to have in play. Sometimes, weapons are banned since they're almost completely useless, and using them would be unsportsmanlike conduct in the interest of fair play.
+
* While leagues and groups rarely agree on what to ban, almost all of them have some weapons banned. Oftentimes, it's due to the weapon being considered overpowered, or having some bug attached to it that made it undesirable to have in play. Sometimes, weapons are banned since they're almost completely useless, and using them would be unsportsmanlike conduct in the interest of fair play.
  
While no league or group uses the default map configs, due to a lack of clear-cut end, there's very little standardization about how maps are played. With something like 5CP, the win condition is almost always some form of round victories, but the inclusion of half-times or what number of victories produces a win is often debated.
+
* While no league or group uses the default map configs, due to a lack of clear-cut end, there's very little standardization about how maps are played. With something like 5CP, the win condition is almost always some form of round victories, but the inclusion of half-times or what number of victories produces a win is often debated.
  
While some leagues do not include class limits, especially in Highlander, many do. This is to prevent team makeups from being uncompetitive groups, either through stalling the game down unacceptably, or using too many classes of a specific type in an attempt to jeer the opponent.
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* While some leagues do not include class limits, especially in Highlander, many do. This is to prevent team makeups from being uncompetitive groups, either through stalling the game down unacceptably, or using too many classes of a specific type in an attempt to jeer the opponent.

Revision as of 06:24, 18 December 2015

Competitive games do not use the standard server configuration, opting to use their own values for various settings in order to provide a more organized or competitive experience. While there is no univeral specifics and different leagues and groups use their own settings, there are a few general guidelines that many leagues and groups use for their matches.

  • Autobalance is almost universily turned off, preventing players from accidently being forced onto the opposing team. While this rarely makes a difference during an actual game, in the pre-game when teams are joining the server, it allows players to join their team regardless of how many opponents are in the server.
  • Luck factors, otherwise known as RNG, such as bullet spread and random crits, are also almost universily disabled, as it allows the victory to go to the team that performed better, instead of matches potentially being decided by a factor out of the player's control.
  • While leagues and groups rarely agree on what to ban, almost all of them have some weapons banned. Oftentimes, it's due to the weapon being considered overpowered, or having some bug attached to it that made it undesirable to have in play. Sometimes, weapons are banned since they're almost completely useless, and using them would be unsportsmanlike conduct in the interest of fair play.
  • While no league or group uses the default map configs, due to a lack of clear-cut end, there's very little standardization about how maps are played. With something like 5CP, the win condition is almost always some form of round victories, but the inclusion of half-times or what number of victories produces a win is often debated.
  • While some leagues do not include class limits, especially in Highlander, many do. This is to prevent team makeups from being uncompetitive groups, either through stalling the game down unacceptably, or using too many classes of a specific type in an attempt to jeer the opponent.