EU+US With a new map, comes new rules.. [TC19]

Jumping up to GY should remain illegal. The way that it's easily gauntlet'ed with easy access of LoS, and a place where your team literally resurrects are all HUGE factors. In that case, it's not just about whether the jump is easy or not, it's about the impact it'll have at that point.
The point of competitive gaming, is to win/be the best right? Which means using the resources at your disposal to the best of your ability to gain an advantage over your opponents. The same resources that are provided to them, resources they can't effectively make use of. That's their fault, why would I handicap myself because my opponent is having a hard time. Lmao
It's like having a calculator at your disposal on a math exam, but you're not using the calculator because you don't know how it works. That's your damn fault you dumb cunt you shoulda learned. :)
Look, if only 1 side had GY jumps I'd agree. But if both sides have it, if both sides can make use of them with every class and race It'll only cause for more competitivity and a higher skill cap. It having a big impact on the game is the entire point here, it's competitive gaming.
Can you compare the tactical gain of ToT jumps vs. GY jumps? Idc that much about the outcome, I'm just curious what your thoughts are. GY jumps seem way more impactful to me since they give you an escape route when your team is pushed back to GY.
Each are powerful in different scenario's. Hard to give a general answer to that question. Depends on the situation.
 
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Look, if only 1 side had GY jumps I'd agree. But if both sides have it, if both sides can make use of them with every class and race It'll only cause for more competitivity and a higher skill cap. It having a big impact on the game is the entire point here, it's competitive gaming.

Nah, sometimes you have to look at what impact it has on the game. If GY jumps become a thing, then I promise you it will be a shitfest. Sometimes you're pinned, and a GY pass is the correct play. That pass is not always entirely without risk. If any team is allowed to do GY jumps, offense/defense in that position becomes very chaotic. At that point it's not just about "both teams having it available to them". It's about the impact it'll have on the games, and I disagree on that it'll somehow increase the competitive aspect of the games, I think the exact opposite. I think it'll have a negative impact on the competitive side things.
 
as long as i can parachute cloak with flag off ally tot im happy
 
I think it'll have a negative impact on the competitive side

Elaborate? If a team is pushed gy and fc can use jump to avoid getting cornered that adds a completely new dynamic and also splits other team up. That “chaos” adds competition.
 
Elaborate? If a team is pushed gy and fc can use jump to avoid getting cornered that adds a completely new dynamic and also splits other team up. That “chaos” adds competition.

Because doing a pass to GY as opposed to just jumping there is a "mechanic" in itself that's not always without risks depending on the situation. If you can jump there, then there's no risk, because you only do these GY plays when it's your last option.

So if teams are allowed to jump up and down of GY as they please, it takes away a lot of strategy regarding that play. Also in terms of how offense is supposed to deal with an enemy team doing a GY play etc. Hence the "chaos".

There will be a lot more "skill" in making the proper tactical pass, regaining control of your GY, or for the aggressors to set up an ideal offense, thinking of how they can deal with that GY pass. So the GY play actually opens up some strategizing as opposed to just manically trying to defend the flag, while the enemy team is brute forcing to jump up there.

So no, it does NOT add competition. If you think that jumping up GY is some ungodly mechanical skillful play (which it's not btw, just jump 4Head) as opposed to thinking about the strategy that goes into it from both sides, then I don't know what to say.

In a regular GY play, the defending team will try to stabilize to the best of their ability, see when they can jump down, create an opening to get a more advantageous position on the map and go from there.

The team that's on the offensive will have to think about pulling back (because generally, keeping a head-on fight at an enemy GY for some time can be a bit wonky), or invest into the GY hold, while sending people around to get the return. What classes, when etc.

So there's some decent thought process to be had in these plays as opposed to "let's just jump up there *smile*". It also add some fallback mechanics that teams can have in their backhand if they're not as strong in mid as the other team, but feel like they could win through strategy and build around that. Overall I think it's a good dynamic and should be kept as is.

This is my own personal opinion.
 
Alright everybody!

This thread is targeted at establishing official LEGAL and ILLEGAL "Jumps" in the new Warsong Gulch map, which will have influence over the ruling of jumps in the up and coming Twink Cup.

Discussion of explainable jumps is fine, however it would become much more informative if people willing to get involved in the discussion would use ingame screenshots to highlight which jumps they are referring to in their opinions. A good idea would be to annotate / draw on the screenshots to indicate which routes you are referring to and aid you in explaining your points.

ALL Feedback on these "Jumps" is appreciated and will be read, so please don't shy away from getting involved in the discussion!

Thanks
Illegal Jumps, Illegal Mortal Strike Pets, Illegal class stacking. "ONE META ROSTER" to be expected... I Wouldn't mind watching @Raz and LSN play again.
 
Everyone should have to unbind their keybind for jump. That's my opinion. It's only fair way to have these games run.
 

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