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Analyzing the Engineer Update

Well my friends, the Engineer update is upon us. The Engi has a whole slew of new toys. But what purposes do these new weapons serve? And will they be useful in the competitive scene? This article is here to help.

Note: Keep in mind that these weapons have only just been released, and future nerfs/buffs may be incoming, as well as additional information not available at the time of this writing.

Frontier Justice

The Frontier Justice is the Engineer's new shotgun. It only loads three shells at once and doesn't roll for random critical hits. However, whenever his sentry is destroyed, it gets a certain number of guaranteed crits depending on how many kills his sentry racked up before destruction.

Sounds overpowered, right? Guaranteed crits, without a charge-up time (Kritzkrieg) or a minicrit vulnerability (Crit-a-Cola)? Blasphemous!

The success of this weapon depends on your Engineer playstyle. If you turtle, it probably won't be of much use to you, since crits are not carried over between lives (think "heads" from the Eyelander). This is of course assuming you die along with your sentry, since you're within a well-fortified base that just got destroyed by an uber demoman or pyro. If you throw down sneaky sentries (see the Gunslinger later in this article!) and get an assist or two, or a few kills, then this weapon will work wonders.

Okay, so that covers tactics in pub play. But what about the competitive scene?

Engineers are used on Gravel Pit and occasionally to defend the fifth point on CP maps. The purpose of the Sentries they build is not specifically to kill mans but to block access to an area. While sentry kills certainly happen, generally the Engineer involved is dead before or as his sentry is destroyed. The "no random crits" certainly doesn't apply in competitive play... but the smaller clip size means that any self-defense the Engi may attempt is now twice as hard.

This weapon in its present condition is underpowered for competitive play.

Last Updated ( Saturday, 10 July 2010 00:43 )
 

eXpressions #5 - Organizing

Things have been a little busy for me lately, and I know others have been occupied with things like the chase for Golden Wrenches and the culmination of the World Cup. Nonetheless, we've had some pretty good articles being posted lately. In particular, Schetter's discussion on the structure of sport leagues and how that relates to the TF2 communities endeavors. It took me a couple of days to actually get to it and read through, but if you haven't, it is definitely a must read.

Comparisons between eSports and Poker have been drawn before, particularly during the period of CGS and the desire for eSports to reach the same level of television success as Poker has in recent years. Schetter's article contains an excellent analysis on the functional differences between the World Series of Poker and Team Fortress 2/Team-based FPSs. On top of that, it's a pretty damning analysis of the inability of our current league structures to be able to provide for teams.

As it stands now, there is only prizes worth winning for a couple of teams out there. Taking 4th place in ESEA-Open nets a $150 dollar prize. Once you consider that 6 players are paying league fees and a monthly ESEA Premium fee, there is essentially nothing left. If sponsors are paying for league fees, or in the case of a LAN final paying for travel,  ESEA is a for profit league, and they have to have a business plan that works. I've personally talked in the past, of the need for Gamers to be willing to contribute from their wallet towards supporting this community. However, pay-to-play leagues have shown to be unable to turn that money around in a fashion that benefits the gamers.

If the league is setup to be profitable, they have a minimal desire to spend much money on improving, or raising the % of money they end up paying back to the gamer. An increase in the amount of money they are receiving from sponsors will probably trickle down to the gamers, but they will always put forward the argument: "If you want bigger prize pots, pay more money in, or get more people to pay in".

With a non-profit organization that works due to community volunteers and paid positions (from money coming in, either donations or sponsors), the initial prize pots will be small, but the future potentials will be enormous. Talking with Schetter and reading his article sparked a hundred amazing ideas from my head, and I look forward to sharing those with you. I think it'd be rude to cut in though, so I'll be eagerly awaiting Schetter's 3rd part before I post again on the topic...

We're up to 97 wrenches! Who's Excited? **Thumbs pointed at chest** This GUY!!!

Last Updated ( Thursday, 08 July 2010 17:44 )
 

The TWL Playoffs: An Exercise in Failure

Lately I've been pretty critical of the Team Warfare League's TF2 admins, calling them everything from lazy to stupid.  I don't apologize for any of that.  I'm kind of a jerk, and I've made peace with that.  Also, most of my comments appeared to be pretty spot-on by the way the league was being run (or run into the ground, as it were).  Still, I had faith that, with the right set of admins, the league could once again bring in some of the top-tier teams in future seasons and build itself back up into a legitimate competitor for best league.

And then the playoff brackets were released.

Now, don't get me wrong, going into these playoffs, I wasn't prepping myself to pounce all over TWL no matter what the brackets actually looked like.  Quite the opposite, in fact.  I was more of the opinion that it would take a group of complete idiots and a failure of truly epic proportions to screw up the simple art of playoff bracketing...

Last Updated ( Wednesday, 07 July 2010 13:07 )
 

Sick of getting tread on? Part II: Killing the WSOP model

The single biggest thing holding gaming back is our addiction to and dependence on prize money.

We need and ultimately want a model that provides a reliable revenue stream that doesn't evaporate in a matter of a week (re: CGS).  Yet we jump at every opportunity to make some fast cash, regardless where or who it comes from, and then wonder why nothing with any stability comes along.

To free gaming from this constant bubble cycle, and promote sustainable growth within the scene, we need to re-examine the very foundation of the scene.  If the way competitive gaming works can be modified so that teams and players own their product and can build a predictable business model around it, the scene will no longer need to rely on the fickle kindness of strangers to grow.

Where we are: Jack Binion's Horseshoe Gaming League

For many of us in the States, CPL was our first 'professional' competitive venue.  they tried to make the case that they were emulating professional sports leagues; in reality, CPL and every other LAN-based circuit since have looked more like the World Series of Poker than a professional team sport league.

The WSOP was started some 40 years ago by Jack Binion as a small invitational tournament.  The present-day WSOP features scores of buy-in tournaments, and Harrah's now owns the circuit and provides the big prize pots.  To put it in simple terms: some guy tosses a bunch of money at a game; as it grows to larger proportions expects participants to pay for the privilege to participate; most folks exit competitions having lost money; the best handful of players make a good bit of money and the circuit owner comes out making the most from the whole affair; ultimately the guy that started it cashes out and walks away.

Sound familiar?

Last Updated ( Monday, 05 July 2010 10:43 )
 

Sick of getting tread on? Then stop propping up the status quo.

Lesson #1 of the XPL postmortem: if a website is critical to your operation, make sure you own the damn domain.

Lesson #2 of the XPL postmortem: we've seen this movie before, and will continue paying admission to see it again until we see true unification in gaming amongst players and teams.

Bubbles: they pop.

Look, if the status quo continues in competitive gaming, this bang-bust cycle will never end.  That much is obvious.  However, the problem is not the long line of clow ns looking to scam kids playing video games.  You enable them by giving them a warm undeserved welcome on arrival, and relying on them for every last penny they may or may not bring in.  You - the competitive community - are the problem.

Early in competitive gaming's formative years, it became normal that the league was an entity entirely separate from teams and players, and became acceptable that they could exist for their own exclusive profit.  This situation, where the interests of leagues were quite often at odds with the interests of teams and players, could very well be the single greatest factor in the list of things holding gaming back today.

Last Updated ( Friday, 02 July 2010 23:06 )
 
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