Pusha
Inkling Cadet
- Joined
- Oct 31, 2014
- Messages
- 155
Okay, so first off: We shouldn't be choosing only one gametype. That's silly. So far splat zones and turf war both seem to have competitive viability. Some maps are better for some gametypes, but both are competitively viable.
Then, counting percentage is bad for many reasons. First off it only works for turf wars, which right off the bat should be a deal breaker. Second, It depends on the map. Some maps might be more prone to close games then others. A map like Saltspray Rig could easily lead to wider score margins because the top portion of the map has one route of access and accounts for such a large portion of the map. So if you control that part of the map you basically win, and not by just fractions of a percent. Other maps might be more prone to very close games, like Port Mackerel, 2 evenly matched teams would probably end up being very close due to the linear design of the map, it's more of a joust and whoever gains the most turf in the mid section will win (keep in mind these scenarios are imagining 2 evenly match competitive teams). So what if you win a game by 12% then lose 3 by 0.5%? That means you lost 3 games because you couldn't clutch it out. There's no sense in throwing out an entire gametype just to apply a ruleset that doesn't really work well for the genre.
Then, counting percentage is bad for many reasons. First off it only works for turf wars, which right off the bat should be a deal breaker. Second, It depends on the map. Some maps might be more prone to close games then others. A map like Saltspray Rig could easily lead to wider score margins because the top portion of the map has one route of access and accounts for such a large portion of the map. So if you control that part of the map you basically win, and not by just fractions of a percent. Other maps might be more prone to very close games, like Port Mackerel, 2 evenly matched teams would probably end up being very close due to the linear design of the map, it's more of a joust and whoever gains the most turf in the mid section will win (keep in mind these scenarios are imagining 2 evenly match competitive teams). So what if you win a game by 12% then lose 3 by 0.5%? That means you lost 3 games because you couldn't clutch it out. There's no sense in throwing out an entire gametype just to apply a ruleset that doesn't really work well for the genre.