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#1
BaronSaturday

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What game modes are played? Can a team have a Fred and an Assault on the same team? What maps are played? How many teams can a clan enter?

I'll post more later. These are the most pressing.
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#2
ticklemyiguana

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What game modes are played? Can a team have a Fred and an Assault on the same team? What maps are played? How many teams can a clan enter?

I'll post more later. These are the most pressing.

 

TBD. No. TBD. Infinite.


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#3
CrimsonKaim

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Have fun.

 

http://www.tpgleague.org/hwk/rules/


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#4
Nept

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Iguana's got the gist of it.  In Season 1, we played TDM.  Season 2 was MA.  We'll figure out Season 3's gametype a little closer to the date, and after we've hosted a Siege Tournament (want to check its viability as a competitive mode). 

 

With our mech restrictions, we've aimed to prevent participants from stacking mechs without locking teams into particular compositions.  Our three of any class (A/B/C) and one of any type policy has worked well.  Due to their similarities, CRTs and Assaults are considered one and the same for restriction purposes.  That being said, we've made allowances in the past for newer teams whose members hadn't yet unlocked other mechs.

 

Map restrictions depend (obviously) on the gametype being played.  During Season 2, the only MA map which was banned was Bazaar - largely because of its asymmetrical construction and unpopularity within the competitive community.  Participants will be overjoyed to note, though, that Bazaar will be a selectable map during Season 3*.  Huehuehuehue.

 

Clans may enter as many teams as they wish.  However, they cannot continuously exchange players between those teams during the season. 

 

Specifically,

 

Rosters will lock 24 hours prior to the scheduled match day and time.  Players may not join a roster while rosters are locked, but leaving rosters is permitted. 
Once rosters permanently lock after week 3, teams will be allowed a 1-time addition up through week 6 where you can add 1 player to your roster.  Once week 6 concludes, no players will be allowed to join a roster.

 

Nor does the leader of a clan have any power within the TPG framework - apart from over whichever team they're captaining (if any).  Roster changes, complaints, and the like must be made and approved by the Captain of the team in question.  For example, I lead Omniscient (the clan).  Let's say that we've entered two teams: Team Handsome and Team FatScrub - the former captained by myself, and the latter captained by Xacius.  Even though I lead Omniscient, I've no official power through TPG to effect changes on Team FatScrub. 

 

 

*Before people spazz, Bazaar will not be part of the tie-breaker rotation (i.e., the third-round map chosen weekly by TPG).  And although teams may select Bazaar, they must grant the opposing team first choice of sides.


Edited by Nept, 10 May 2015 - 12:58 AM.

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#5
Lioot

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Sweet link, now to get started on a tourny for Australia


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#6
Xacius

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For example, I lead Omniscient (the clan).  Let's say that we've entered two teams: Team Handsome and Team FatScrub - the former captained by myself, and the latter captained by Xacius.  Even though I lead Omniscient, I've no official power through TPG to effect changes on Team FatScrub. 

 

ur just jelous of my long, mlg hands.  mor surface area meens mor pro, u fkn skrub.  

 

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#7
Elite_is_salty

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My hands are actually 23 centimeters (goes with my length, 6'3). What's that in inches? 9?


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#8
BaronSaturday

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Hm. Why isn't it mixed match types. I'm just curious. Or at least a coin toss.

Edited by BaronSaturday, 10 May 2015 - 03:11 AM.

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#9
LaurenEmily

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As a person with extremely tiny hands i can tell you that size doesn't matter, it's how you use them.


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#10
Xacius

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Hm. Why isn't it mixed match types. I'm just curious. Or at least a coin toss.

 

Most leagues stick to one game mode per season.  

 

It'd be strange to start off in TDM and then end in MA.  



#11
BaronSaturday

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Most leagues stick to one game mode per season.

It'd be strange to start off in TDM and then end in MA.


I can see that. It could also be awesome though. It would also show an understanding of multiple game types.

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#12
Silverfire

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I like MA as a game mode because a team doesn't need to be fantastic at killing than TDM or Siege requires a team to be, giving teams a greater chance at success.
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#13
BaronSaturday

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Our team is mostly based in Siege. In my experience King of the Hill usually lends itself well to competition. There's a greater directive than just killing even though the kill is a major part of it, but it tends to have an eb-and-flow to it that I find very interesting to watch and partake in. MA is also interesting as it has a gteater focus on position. A lot of poking and trying to predict. I've noticed that MA tends to be super strategic where Siege is more focused and TDM is about taking an engagement at a time and those engagements tend to be broader in scope because the field of combat is much wider. Does that make sense?

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#14
IareDave

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Siege and MA is TDM with colored circles on the ground and trees of energy. so let's not complicate things and keep TDM for season 3
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#15
Hyginos

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Siege and MA is TDM with colored circles on the ground and trees of energy. so let's not complicate things and keep TDM for season 3

 

Siege and TDM are just MA with fewer pretty circles. Lets not settle for a less-pretty-circles game mode for S3. Keep MA.


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MFW Howken

 

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#16
Nept

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Dave for head admin.


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#17
RedVan

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ur just jelous of my long, mlg hands. mor surface area meens mor pro, u fkn skrub.

ESf6pkf.jpg


More like team monkey fur
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#18
Merl61

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Siege and MA is TDM with colored circles on the ground and trees of energy. so let's not complicate things and keep TDM for season 3

They can't cap points if they ded.
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#19
Miscellaneous

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More like team monkey fur

 

#CheckYoSelfBeforeYouShrekYoSelf


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KOBALT DEFENCE REGIMENT

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#20
RedVan

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They can't cap points if they ded.

Like I always said of CTF game modes: CTF is TDM with a flag.

#CheckYoSelfBeforeYouShrekYoSelf

Just checked, yep, I'd fit in with team monkey fur

Edited by RedVan, 10 May 2015 - 08:11 AM.


#21
JeffMagnum

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Co-op bot destruction for next TPG game mode pls
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#22
CraftyDus

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Co-op bot destruction for next TPG game mode pls

 

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#23
Silverfire

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R u kiddin me

Hawken tutorial speedruns for tpg s3
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#24
Hyginos

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R u kiddin me

Hawken tutorial speedruns for tpg s3

 

Can we actually do this? Speed running between map way points actually sounds pretty interesting.


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My post count is neat.


#25
devotion

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til that xacius and i have about same hand size



#26
Merl61

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Can we actually do this? Speed running between map way points actually sounds pretty interesting.

I think that'd be pretty cool. I've always been proud of the fact that I can deliver a full load of EU on origin in 35 seconds.

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#27
Kopra

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R u kiddin me

Hawken tutorial speedruns for tpg s3

I can imagine the storm of excrement when it is found out that one side has a faster route by a few seconds.



#28
Massive_Assailant_Stingray

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Our team is mostly based in Siege. In my experience King of the Hill usually lends itself well to competition. There's a greater directive than just killing even though the kill is a major part of it, but it tends to have an eb-and-flow to it that I find very interesting to watch and partake in. MA is also interesting as it has a gteater focus on position. A lot of poking and trying to predict. I've noticed that MA tends to be super strategic where Siege is more focused and TDM is about taking an engagement at a time and those engagements tend to be broader in scope because the field of combat is much wider. Does that make sense?

 

I don't know if I've ever seen KotH played competitively in any game. (Ok that's a lie, they do it in TF2 which is really weird.) It's just senseless deathballing on a point. Even if you can get strategic about how you push/hold, or how you mix up your team composition, it gets very stale/static pretty quick.

 

I also don't think TDM is a "real" game mode. TDM has been played in arena fps since their inception. But hawken TDM pales in comparison because item control is such a huge thing in afps TDM. Not only do you have to worry about positional awareness, but your team needs to be timing multiple very powerful items, as well as taking/maintaining control over the areas these items spawn in. That's a layer of depth that's completely missing from hawken TDM, and doesn't really have anything to compensate for it.

 

Mostly though I think objective game modes are the way of the future. Not only do I think they're more interesting from a team play perspective, but also from a spectator perspective. Which is huge for any prospective e-sport. I don't think the majority of e-sport followers or stream viewers want to just watch senseless dm for the sake of dm. And even if afps tdm has a lot of strategy and positional play to it, it still looks just like senseless dm to anyone outside of the genre.

 

I think that's a part of why CS:GO is so successful. The intensity and importance of situations in that game are pretty well communicated to viewers. Flash grenades, smokes being thrown for cover, 3v1 situations, ninja bomb defusals, clutch situations all while a bomb quite audibly ticks down in the back ground. All very readable ques, that even if you don't fully understand, you can sort of grasp the weight of it all, and how it's affecting the game.

 

Even TF2 is pretty good at conveying match progression in it's 5 point capture mode. The match progresses physically through the map and you can tell how it's generally going based on what's happening where. When a player makes a clutch play it's not just "oh nice couple of kills there, now the enemy has to regroup". You know it was a clutch play because his team gets the point and continues to push through the map.

 

That's why I think MA is hawkens most viable mode. It's not perfect, probably not even that good as a whole. Actually based off the points I listed here, MA isn't that good, it's just better than the other two team modes. Objective based, little more interesting in the strategy and team play aspects.


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#29
Badtings

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You complain a lot. What do you LIKE about Hawken?


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#30
Badtings

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I don't know if I've ever seen KotH played competitively in any game. (Ok that's a lie, they do it in TF2 which is really weird.) It's just senseless deathballing on a point. Even if you can get strategic about how you push/hold, or how you mix up your team composition, it gets very stale/static pretty quick.

 

I also don't think TDM is a "real" game mode. TDM has been played in arena fps since their inception. But hawken TDM pales in comparison because item control is such a huge thing in afps TDM. Not only do you have to worry about positional awareness, but your team needs to be timing multiple very powerful items, as well as taking/maintaining control over the areas these items spawn in. That's a layer of depth that's completely missing from hawken TDM, and doesn't really have anything to compensate for it.

 

Mostly though I think objective game modes are the way of the future. Not only do I think they're more interesting from a team play perspective, but also from a spectator perspective. Which is huge for any prospective e-sport. I don't think the majority of e-sport followers or stream viewers want to just watch senseless dm for the sake of dm. And even if afps tdm has a lot of strategy and positional play to it, it still looks just like senseless dm to anyone outside of the genre.

 

I think that's a part of why CS:GO is so successful. The intensity and importance of situations in that game are pretty well communicated to viewers. Flash grenades, smokes being thrown for cover, 3v1 situations, ninja bomb defusals, clutch situations all while a bomb quite audibly ticks down in the back ground. All very readable ques, that even if you don't fully understand, you can sort of grasp the weight of it all, and how it's affecting the game.

 

Even TF2 is pretty good at conveying match progression in it's 5 point capture mode. The match progresses physically through the map and you can tell how it's generally going based on what's happening where. When a player makes a clutch play it's not just "oh nice couple of kills there, now the enemy has to regroup". You know it was a clutch play because his team gets the point and continues to push through the map.

 

That's why I think MA is hawkens most viable mode. It's not perfect, probably not even that good as a whole. Actually based off the points I listed here, MA isn't that good, it's just better than the other two team modes. Objective based, little more interesting in the strategy and team play aspects.

You write so much about how many problems Hawken has, why do you play? What do you like about it? 


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#31
Massive_Assailant_Stingray

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 What do you LIKE about Hawken?

 

I don't really mean any offense by what I say. These are just some things that I feel very strongly about, due to the large amount of potential I think exists in hawken, but remains untapped, or poorly capitalized on. I realize these are mostly "complaints" but I hope I've presented them in a mostly constructive manner, which was my goal.

 

But to answer your question, there are only really a few minor aspects to this game that I find very entertaining. Though, what's kept me around the most has been the competitive community which is mostly super chill and enjoyable to game with.



#32
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You write so much about how many problems Hawken has, why do you play? What do you like about it? 

 

I have to agree with Stingray; Hawken has a lot of potential that the current gamemodes do not represent very well. There's hoping for Siege v. 2.0 to bring the needed elements.



#33
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Competitive map climbing is the new comp game mode for s3

 

Dermax and his team will finally topple OMNI

 

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