Poacher
Well-Known Member
- Joined
- Apr 4, 2021
- Messages
- 46
I believe that this line of thinking has two inherent flaws, one, the idea that there are maps where cell wars aren’t gonna be effective and that it varies a lot per map as you say, where in actuality upon going to all the maps and counting the amount of cells on them three things are seen. One, on average among the 34 maps currently in rotation the average cell amount rounded down is 8. Two, however the number is slightly bloated up due to volcano, nightshift, and XMF having abnormally high amount of cells compared to the rest of the maps in the map pool (being 16,16, and 15 cells respectively with 3rd only having 12) which taken out brings the average amount to closer to 7.5. Lastly, fifty percent of maps currently in rotation have either six or eight cells which I believe is a fair amount for both sides. My second problem is the idea that even on maps with the highest amount of cells that cell wars isn’t helpful, even for mediocre blus taking the number of reds down from 20+ down to 16 at worst will always be helpful and it especially helps on most other maps such as the aforementioned fifty% that only have six/eight cellsAlso the amount to which cellwars actually helps the blus varies a lot per map. MLCastle has 6 (or 5) cells so celllwars could potentially eliminate a lot of reds. However maps like volcano which has something like 20 cells, cellwars isn’t going to do that much even with a full red team.
maps like volcano as you describe with a high amount of cells only make up three-five maps depending on what you would define as being helpful but if were being Extremely generous and say that too many reds for a mediocre blu team being able to handle is ten than there are 10 maps that have ten or more cells which is roughly thirty% of the maps currently in rotation so a majority of maps won’t have an issue with this, I also don’t understand your argument for the last section and how it pertains to removing cellwars and meatgrinder for lr rounds, are you saying that we should remove cellwars from being played on rtd/crits day because its gonna cause a failround anyway so why even try?So anyway basically in my eyes most rounds are either going to fall into two categories. The first is that blus are going to die anyway without cellwars because the ratio of reds to blus is too high and cellwars won’t really help anyway because the map has too many cells. Or because even with a fair ratio of reds to blus the LR is something like RTD day, or crits which is just going to cause a failround anyway.
This implies that some people didn’t leave the blu team due to an lr, I absolutely do not like playing blu for rounds such as crits or rtd day and will swap to red for them specifically, or maybe a regular went on blu for a single round to get an lr in the map just to go back on red afterwardsEspecially since the fact that LR was given last round usually indicates that BLU team is doing fine.
I simply have to strongly disagree even outside of lr rounds, while it was a bit of a joke british has a point, if there's a full server and its 3-27 blus v reds and the lr is melee only, even with a team of blu regulars I don’t believe it's ever possible to win and this also applies to rtd and crits and even class day if blues get an unlucky class such as medic or heavy. Cellwars give rounds like these a chance to succeed and at the end of the day what is better, having to slaughter a bunch of reds to have a round actually happen or to not have cellwars and have the warden die to 2 boston basher scouts rushing them on melee only day.The only reason that cellwars is necessary for balancing purposes is if it would actually make a difference in the outcome of a round which in my eyes is a pretty slim number of rounds.
I see this as a nothing burger since I already rarely see people do cellwars or meatgrinder for lr rounds even when it would be better and would just bloat the rules more
8.1470588235294 for average amount of cells on all JB maps
7.4193548387097 for average amount of cells not including volcano, jailfort, and xmf
29.411764705882355% for amount of maps with 10 cells or more
70.58823529411765% for amount of maps with 9 cells or less
7.4193548387097 for average amount of cells not including volcano, jailfort, and xmf
29.411764705882355% for amount of maps with 10 cells or more
70.58823529411765% for amount of maps with 9 cells or less