DzNutsKong
Kinda Nuts
Hey!
So I've mentioned before that I've kinda wanted to run a gimmick tournament and I've recently singled out one idea that stands out to me. Figured I would at least toss out the idea for the sake of getting feedback and the like. Anyways, the idea here is that this would be a 1v1 tournament. No teams of four, just you and your opponent. Makes it way simpler to sign up and play without having to coordinate with a group as opposed to seeing whose fundamentals and adaptation are better. Sounds incredibly awkward and potentially snowbally if not for two other changes...
These two changes serve to make the format a lot more playable. No more having to balance working around an objective, no having to rely on Turf War to determine a winner. While the game might be playable...it'll be way, WAY less balanced (but this doesn't necessarily mean it won't be fun!).
The most obvious thing with this is that a fair number of anchor weapons will struggle a lot. I have played in a small, invite-only 1v1 tournament where a Ballpoint Splatling player ended up winning, and I could see a Heavy Splatling or possibly even some faster anchors like Wellstring or Douser Dualies doing well. However, weapons that have to wait through lofty charge times to do any meaningful damage like an E-Liter might struggle. Conversely, if your weapon has too little range, it will be a lot more difficult to approach your opponent since most of the time everyone has some idea of where everyone else is.
This much might make you believe that midlines would be dominant. They're very strong for sure, definitely faring better than most other types of weapon, but the big issue those usually have of not painting very well gets exacerbated by the fact that they now are the only weapon on their team. The few midlines that have good painting tend to get rushed down pretty easily for one reason or another. For those that don't, they have to deal with sharking weapons.
Sharking is incredibly strong in this format. The fact that so many less people are painting means that a spot can go completely untouched for a very long time. You can always use location effects like Point Sensor to help with this, but not every weapon will have access to that. If a player gets a lead then there's nothing stopping them from sharking for the rest of the match and turning the game into effectively hide-and-seek where they still have the option to pounce a careless opponent if they get too close.
Some rule genuinely might need to be set in place to prevent time stalling with sharking. I was tempted to put the mode on Clam Blitz since all of the clam spawns do give away your location if the opponent is looking in your direction but this by itself wouldn't be enough and it'd make overtime a bit more of a hassle to deal with. Similarly, someone could sit super high up on a ledge in spawn where it's impossible for the opponent to reach them on some maps. I would need help with deciding stuff with this. Maybe make it so the person who's currently winning has to try to engage with the opponent every 30 seconds? Maybe hope that everyone who joins will be nice and not play like that since the tournament is for fun? I want feedback either way.
Also, specials. Not all of them are created equal for the sake of this format.
If your main has a special in the topmost tier, you could probably form your entire playstyle around using your special provided your weapon has good enough painting for it. Likewise, if your main has a special in the "Too passive" tier, I would consider swapping its kit. Maybe the ones in that tier will have some merit, particularly Big Bubbler as an aid for approaching weapons with more range than you or holding out some space, but I don't see them being nearly as good here. I have no idea how Booyah Bomb or Crab Tank will be.
Also, stages! Funny enough the maplist here will end up looking completely different from a standard tournament. Choke points aren't as big of a concern here and the maps being too small isn't either, so I would likely focus on maps where you have a lot of movement options in mid. Y'know, stuff that has a lot of open room for unique, interesting engagements.
Crazy looking tier list, isn't it? People love maps like Hagglefish Market and Robo ROM-en but these maps are absolutely not the same here. It does help that the TC Tower sits in mid since that creates some cover by default but they really don't have much cover otherwise. They honestly don't seem too far off from maps like Brinewater, Crableg, and Barnacle in this setting. If anything, Sturgeon Shipyard looks like it could be the best choice from that middle tier. It looks super fun here because of the sheer amount of choices you have when approaching mid and how much weaker attacking is.
For the good maps, Um'ami, Mako, and Inkblot are all here for the same reasons as why they're so popular in a tournament setting, but Humpback and Hammerhead might be a bit more surprising. There really is nothing in the game like Humpback Pump Track's mid and while it is a pretty AoE-favored stage, it's not to such a degree where it kills the stage's viability like with Flounder Heights here. Hammerhead Bridge has just as many options for moving around as something like MakoMart or Inkblot Art Academy and most of its problems in standard play stem from choke points being especially rough and backlines being strong there, neither of which are as big of issues here.
That should sum up the idea. What do you think? Any ideas or other input? Please let me know!
So I've mentioned before that I've kinda wanted to run a gimmick tournament and I've recently singled out one idea that stands out to me. Figured I would at least toss out the idea for the sake of getting feedback and the like. Anyways, the idea here is that this would be a 1v1 tournament. No teams of four, just you and your opponent. Makes it way simpler to sign up and play without having to coordinate with a group as opposed to seeing whose fundamentals and adaptation are better. Sounds incredibly awkward and potentially snowbally if not for two other changes...
- The mode is set to Tower Control, BUT the thing that decides the winning player is whichever one dies less times as opposed to who pushes the Tower further. You ignore what the game says about who wins or loses. It all depends on who gets more kills on the other. Also, to avoid overtime, one player should at some point ride the Tower for like half a second.
- This alone would make it very easy to push people back into their spawn since every kill is a full wipe. To combat this, every time one person dies, the other must super jump back to their spawn immediately. This limits the amount of time they spend able to push forward, but they obviously will still get back to mid a little bit more quickly, will get more paint down as a result and will push the match still just a little bit towards the enemy spawn.
These two changes serve to make the format a lot more playable. No more having to balance working around an objective, no having to rely on Turf War to determine a winner. While the game might be playable...it'll be way, WAY less balanced (but this doesn't necessarily mean it won't be fun!).
The most obvious thing with this is that a fair number of anchor weapons will struggle a lot. I have played in a small, invite-only 1v1 tournament where a Ballpoint Splatling player ended up winning, and I could see a Heavy Splatling or possibly even some faster anchors like Wellstring or Douser Dualies doing well. However, weapons that have to wait through lofty charge times to do any meaningful damage like an E-Liter might struggle. Conversely, if your weapon has too little range, it will be a lot more difficult to approach your opponent since most of the time everyone has some idea of where everyone else is.
This much might make you believe that midlines would be dominant. They're very strong for sure, definitely faring better than most other types of weapon, but the big issue those usually have of not painting very well gets exacerbated by the fact that they now are the only weapon on their team. The few midlines that have good painting tend to get rushed down pretty easily for one reason or another. For those that don't, they have to deal with sharking weapons.
Sharking is incredibly strong in this format. The fact that so many less people are painting means that a spot can go completely untouched for a very long time. You can always use location effects like Point Sensor to help with this, but not every weapon will have access to that. If a player gets a lead then there's nothing stopping them from sharking for the rest of the match and turning the game into effectively hide-and-seek where they still have the option to pounce a careless opponent if they get too close.
Some rule genuinely might need to be set in place to prevent time stalling with sharking. I was tempted to put the mode on Clam Blitz since all of the clam spawns do give away your location if the opponent is looking in your direction but this by itself wouldn't be enough and it'd make overtime a bit more of a hassle to deal with. Similarly, someone could sit super high up on a ledge in spawn where it's impossible for the opponent to reach them on some maps. I would need help with deciding stuff with this. Maybe make it so the person who's currently winning has to try to engage with the opponent every 30 seconds? Maybe hope that everyone who joins will be nice and not play like that since the tournament is for fun? I want feedback either way.
Also, specials. Not all of them are created equal for the sake of this format.
If your main has a special in the topmost tier, you could probably form your entire playstyle around using your special provided your weapon has good enough painting for it. Likewise, if your main has a special in the "Too passive" tier, I would consider swapping its kit. Maybe the ones in that tier will have some merit, particularly Big Bubbler as an aid for approaching weapons with more range than you or holding out some space, but I don't see them being nearly as good here. I have no idea how Booyah Bomb or Crab Tank will be.
Also, stages! Funny enough the maplist here will end up looking completely different from a standard tournament. Choke points aren't as big of a concern here and the maps being too small isn't either, so I would likely focus on maps where you have a lot of movement options in mid. Y'know, stuff that has a lot of open room for unique, interesting engagements.
Crazy looking tier list, isn't it? People love maps like Hagglefish Market and Robo ROM-en but these maps are absolutely not the same here. It does help that the TC Tower sits in mid since that creates some cover by default but they really don't have much cover otherwise. They honestly don't seem too far off from maps like Brinewater, Crableg, and Barnacle in this setting. If anything, Sturgeon Shipyard looks like it could be the best choice from that middle tier. It looks super fun here because of the sheer amount of choices you have when approaching mid and how much weaker attacking is.
For the good maps, Um'ami, Mako, and Inkblot are all here for the same reasons as why they're so popular in a tournament setting, but Humpback and Hammerhead might be a bit more surprising. There really is nothing in the game like Humpback Pump Track's mid and while it is a pretty AoE-favored stage, it's not to such a degree where it kills the stage's viability like with Flounder Heights here. Hammerhead Bridge has just as many options for moving around as something like MakoMart or Inkblot Art Academy and most of its problems in standard play stem from choke points being especially rough and backlines being strong there, neither of which are as big of issues here.
That should sum up the idea. What do you think? Any ideas or other input? Please let me know!