plantknowsyourlocation
Inkling Cadet
"if you think map design is more important than individual game objectives" undermines the effects of other factors as to why people pick weapons. both things can be important, we don't need to discredit the effect of one thing to highlight the effect of another. and, while mastery of the individual weapon does matter a ton, comp is definitely also dependent on meta counterplay, so it is a different deal.This is only SoloQ if you think map design is more important than individual game objectives. From a weapon design perspective, it would absolutely be made for SoloQ. Saying comp is the exact opposite of soloQ irks me because then all competition becomes meta counterplay rather than mastery of the individual weapon.
elaborate on why a kit meant for tc has a point sensor? you can say "to stop flanks, because you may get flanked in tc" but why won't you get flanked elsewhere? tc is one of the modes where you're least likely to need a point sensor, people crowd around a tower with a set path. a kit actually made for tc is more likely to have a suction bomb or something. what it looks like to me is that vnova was made specifically for people who like locating weapons, NOT for a specific mode.Because individual weapons are valued more than others, their kits are valued in specific game modes because at that level of play, all minor changes matter. For weapons like the previously mentioned Nova, well even aNova doesn't see much competitive play, so it is assumed vNova has even less value. But if you dedicated yourself to Nova as much as to any high tier weapon, you'd see the kit has importance for the purpose of flexing weapon roles. That killer Wail is obviously more useful to it in Tower Control than in Clam Blitz (for instance), where turf control and individual kills are required.
if weapons were made for specific modes, id also feel like there would be more emphasis on that from sheldon's monologues. instead, they focus more on playstyle.
"playstyle" isnt game objective under a different name, it's how you end up approaching the objective or what surrounds it, and there is more than one way to do that. something does not need to be given a very specific set of tools to function in a mode, and some weapons can thrive in modes without needing to be the one to interact with the objective, instead focusing on how they affect the enemy team before they can affect the objective or their teammates.