Game size general

sotanahtsotanaht Join Date: 2013-01-12 Member: 179215Members
<div class="IPBDescription">General discussion on various server/game sizes from 6v6 to 12v12</div>Wanted to open up a general discussion about the pros and cons about the various popular game sizes at all levels of play. I have heard many times that this game is balanced for 6v6, and yet 10v10 seems to be by far the most popular mode for casual level play.

I play pubs and personally find 10v10 to be somewhat ideal. That's 10 actual players actually playing on both teams, which seems more likely to happen in a 12v12 server due to players coming always and going and afking or just generally being totally useless. with 9 active players on a team (discounting the comm), you an split into 3 groups of 3 or two groups of 4 and 5 or two 3s with a few people harrassing outside the main action. It allows for a great deal of strategy and map control without relying on every individual player to be good, while not simply flooding the map with players like in some absurd 30v30 situation where there's just no where to go.

In a smaller game like 6v6 it is impossible to defend. You pretty much need to have the entire team in one place save one guy and the commander in order to accomplish anything (fewer than 4 marines together=bad, no way to take an onos or even a fade or lerk at lower tech) This game size seems wildly in favor of the aliens due to the massive amount of undefended territory the marines are going to have, while the marines have to stick together in a single mass to survive even small attacks. Additionally the marine team is going to struggle to build bases at any reasonable rate given their entire team has to be moving in one direction instead of two or three.

Comments

  • ResRes Join Date: 2003-08-27 Member: 20245Members
    edited January 2013
    6v6 is a mostly competitive number. The reason for 6v6 stems back from when Counterstrike started to become popular and the leagues made it 6v6 there... and that has pretty much carried to every other game... even when other games would benefit more from having more players. I remember playing Team Fortress Classic, before Counterstrike, where the matches were 9v9 and it was a lot of fun.

    You are right in that with so few players on such large maps, it makes it very difficult for any sort of defense. In 6v6, the longer the game drags on, the less likely the marines have to win. You have to try and get a quick victory to win as marines.
  • LofungLofung Join Date: 2004-08-21 Member: 30757Members
    6vs6 is standard for competitive.

    for pubs its just a subjective choice.

    in before 24/32 players bull######s.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2013
    24/32 players is bull... Wait, Dammit Lofung!!!


    6v6 is indeed mostly the amount for competive play not just because it is much easier to setup in terms of getting that amount of players to play in clan matches, any higher and some smaller clans will have trouble mustering up the manpower. But it is also more awesome where a player has a much bigger influence and can potentially stand out from the crowd during a round, instead of being absorbed into a team.

    So yeah, the game is balanced around 6v6 and arguably up to 9v9. The thing is, the more players the more spammy the game gets and usually the aliens suffer with their egg spawn queue due to their increased deaths, harvester maturation and the current general map sizes... Also the marine's construction capabilities goes up as well with each extra marine out in the field, where the alien expansion stays quite static even with a potential extra Gorge out there. Not to mention their cyst chains become more vulnerable, as well as the marine power nodes, so that part might balance out to some extent. I think that about sums it up in favour of smaller player amounts...
  • ResRes Join Date: 2003-08-27 Member: 20245Members
    edited January 2013
    <!--quoteo(post=2060271:date=Jan 13 2013, 09:14 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 13 2013, 09:14 PM) <a href="index.php?act=findpost&pid=2060271"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->24/32 players is bull... Wait, Dammit Lofung!!!


    6v6 is indeed mostly the amount for competive play not just because it is much easier to setup in terms of getting that amount of player to play in clan matches. But it is also more awesome where a player has a much bigger influence and can potentially stand out from the crowd during a round, instead of being absorbed into a team.<!--QuoteEnd--></div><!--QuoteEEnd-->


    From my personal experience playing 9v9 in top clans in another game, even in a 9v9 setting, the good players will still stand out really well. The size of NS2's maps are perfect for 9v9.

    Also, one problem with 6v6 is that it is really 5v5 out on the battlefield. The action overall is much less intense with so few players spread on such large maps.

    I argue that with 5v5 players on the battlefield, it makes cyst chains and power nodes more vulnerable, not less. Less people to defend.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Current NS2 maps are tiny though compared to NS, with the exception of Mineshaft and perhaps Veil...
  • FrothybeverageFrothybeverage Join Date: 2003-02-15 Member: 13593Members
    Veil was a small map by NS1 standards.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    My most enjoyable experiences were on the chaotic 32 player servers. The more players you have, the less individual skill tends to matter. Which throws the stress of commander to player reliance out the window unlike low player servers and competitive games.

    Unfortunately, I'd say ns2 is even less favorable to higher playercounts than ns1 actually. For reasons such 'fixing' the p.res system and limiting p.res to lifeforms and weapons. The strained alien resource pool was kept in check by the commander reliance by the marines.
  • hushus Join Date: 2012-11-25 Member: 173206Members
    8v8 seems to be a nice balance and its the limit on the AU official servers.
    9v9 is tolerable.
    Anything above that is called call of duty.
  • DavilDavil Florida, USA Join Date: 2012-08-14 Member: 155602Members, Constellation
    I've been preferring the 12v12 servers lately, see more action when more people are on the map.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    prefer 18 plus, main reason is that it ensures a higher player floor.
    Hate hoping on a 16 player server as more often than not after five minutes people have left and its 3 v 4 on the field.
  • Samus1111111Samus1111111 Join Date: 2012-08-07 Member: 154930Members, Reinforced - Shadow
    I prefer 8v8. This is because with fewer players, skulks are able to be sneakier. Also, I enjoy actually contributing significantly to the team instead of being just a dot on the minimap...

    The few times that I've been on a 24 man server, anywhere I look there are marines and the noobiest skulks you ever did see...
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Best playercount in my experience is 6v6 to 8v8, depending on the map. Anything lower starts to favor aliens too much and higher favors marines too much.
  • OnosFactoryOnosFactory New Zealand Join Date: 2008-07-16 Member: 64637Members
    "But it is also more awesome where a player has a much bigger influence and can potentially stand out from the crowd during a round"

    So comp NS2 isn't a team game? I wonder if playing 8v8 would help that :) then again, you'd just get a 'team' of the 8 best individuals forming instead of the 6 best.
  • sotanahtsotanaht Join Date: 2013-01-12 Member: 179215Members
    edited January 2013
    <!--quoteo(post=2060271:date=Jan 13 2013, 06:14 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 13 2013, 06:14 PM) <a href="index.php?act=findpost&pid=2060271"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->24/32 players is bull... Wait, Dammit Lofung!!!


    6v6 is indeed mostly the amount for competive play not just because it is much easier to setup in terms of getting that amount of players to play in clan matches, any higher and some smaller clans will have trouble mustering up the manpower. But it is also more awesome where a player has a much bigger influence and can potentially stand out from the crowd during a round, instead of being absorbed into a team.

    So yeah, the game is balanced around 6v6 and arguably up to 9v9. The thing is, the more players the more spammy the game gets and usually the aliens suffer with their egg spawn queue due to their increased deaths, harvester maturation and the current general map sizes... Also the marine's construction capabilities goes up as well with each extra marine out in the field, where the alien expansion stays quite static even with a potential extra Gorge out there. Not to mention their cyst chains become more vulnerable, as well as the marine power nodes, so that part might balance out to some extent. I think that about sums it up in favour of smaller player amounts...<!--QuoteEnd--></div><!--QuoteEEnd-->


    Frankly the game isn't all that balanced at the moment, from what I've heard the win ratio is largely in favor of aliens at all skill levels. If having larger teams skews things a bit towards marines, that's probably a GOOD thing and shows that in spite of any intentions, the balance is actually better at a higher playercount.

    The egg lock is a real problem though. Hive egg spawns should scale to player count, more players = faster spawn, it's only logical.
  • slayer20slayer20 Killed a man once. Join Date: 2007-12-13 Member: 63157Members, Reinforced - Shadow
    I really like 8vs8

    12vs12 just seems like way too much, and I usually only play on these servers when I'm looking to just have some all-around fun. I mean, I like to have fun on 8vs8, but I would probably take an 8vs8 server a little more seriously than a 12vs12.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    <!--quoteo(post=2060220:date=Jan 13 2013, 08:16 PM:name=sotanaht)--><div class='quotetop'>QUOTE (sotanaht @ Jan 13 2013, 08:16 PM) <a href="index.php?act=findpost&pid=2060220"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wanted to open up a general discussion about the pros and cons about the various popular game sizes at all levels of play. I have heard many times that this game is balanced for 6v6, and yet 10v10 seems to be by far the most popular mode for casual level play.<!--QuoteEnd--></div><!--QuoteEEnd-->Actually UWE has said a couple times in the live-streams that they balanced NS2 primarily for 8v8 - not 6v6. (hint, every single official UWE server is 8v8)

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I play pubs and personally find 10v10 to be somewhat ideal. That's 10 actual players actually playing on both teams, which seems more likely to happen in a 12v12 server due to players coming always and going and afking or just generally being totally useless. with 9 active players on a team (discounting the comm), you an split into 3 groups of 3 or two groups of 4 and 5 or two 3s with a few people harrassing outside the main action. <b><i> It allows for a great deal of strategy and map control without relying on every individual player to be good</i></b><!--QuoteEnd--></div><!--QuoteEEnd-->I highlighted your last sentence since it is a very significant one.

    This is what makes these larger games more fun. There is more forgiveness in larger games, since each person's individual contribution isn't as significant as it is in smaller games. Have a few newbies on your team? No worries in a 12v12 game since there are enough people to pick up the slack. Frankly these larger games are way more fun if enough people know how to play.

    10v10 seems to be the sweet spot, although 8v8 are OK if you have people who know how to play. Too many newbies on 8v8 for either side and it will get ugly very fast.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->In a smaller game like 6v6 it is impossible to defend.<!--QuoteEnd--></div><!--QuoteEEnd-->Yeah I've played some 6v6 in NS2 and I wasn't happy with it at all. It felt like whack-a-mole more than anything else.

    The 'problem' is that the game is designed as such so that the aliens win by 'default' unless the marines prevent it. Marines spend all their time trying to keep a handful of extractors up while skulks go from one to the next. Meanwhile skulks have nothing much else to do since there isn't much activity because of the lower player count. Since the aliens have the khamm grabbing the bulk of the map and sucking it dry of resources, the aliens don't have to do to kill that many extractors before the marines have lost. Usually 5 minutes is sufficient. From that point on it's just bide their time as the resources pour in and then they can take a couple Onos into marine base and clean house. Aliens can just roam as a group of three and two and you can pretty much own the marines unless they are running in one big group. If they are they lose anyway since they won't be able to cover enough of the map. It's quite boring to be honest - on both sides.

    Since the alien khamm does the building for the aliens, the marines are at a big disadvantage since their small team has to both build and try and defend what they build, all with 5 guys. Even if you have one marine who is so good that people think he has an aimbot, the other two teams of two marines each are still no match for roaming gank squads of 3 skulks that can roll in and take on any group of two marines. (especially since armor one likely isn't up yet) Even if they don't do that, they can just roam around and take out extractors almost as fast as the marines can build them.

    Marines could probably manage in a 6v6 if they had electrified res nodes, but even then the power nodes would likely go down just as fast. So you would still be running around responding to power node attacks, which means you are not out there building. If you are not out there building then your res flow is gimped, and if your res flow is gimped you'll be swimming in Onos no later than 12 minutes in. So yeah, that's why 6v6 is a poor choice for NS2, and it's why you'll rarely see any full servers with it.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    edited January 2013
    Off. servers are most likely 8v8 because of performance issues, not balance issues. Game has an alien bias atm, so increasing playercounts would actually help to alleviate that issue. Overall NS2 is not directly intended to be balanced for any playercount - hence personal resources and team resources. However the issue with that is how many other things which do not scale for playercounts, and, IMO, making more things scale makes balance across all playercounts more difficult, as you will always have things which do not scale (ie building HP). Personally I think that NS1 did better in terms of player scalability on a resource basis, however both NS1 and NS2 suffer from the inherent non-scalability of ranged vs melee, which further adds to the complicated player count balance of NS2.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    9v9/10v10 is probably my personal preference.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited January 2013
    6v6 is the most enjoyable game size for me.

    Its the sweet spot.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    I prefer the intensity and dynamism of 6v6 servers, but am happy with anything up to 9v9 (at a stretch). 10+ I find I don't like to much, though I've played a fair bit in 20-24p servers.
    You find on good 6v6 games in pubs that plenty of buildings end up getting destroyed (yes, it's harder to defend!) - but the good games are those where teams retaliate for these attacks: to force the opposing team onto the defensive or to accept loss of that area of the map. This can lead to really tense games, balanced on a knife edge, where you really can't call the game for the first 20-30minutes. That for me is the best game (when people are communicating, of course!).

    The main problem with 6v6 is how quickly a server can empty: one player down makes a BIG difference, and once you're on the slippery slope, it's very difficult to recover as more people disconnect or F4. This can empty pub servers annoyingly quickly. :(

    In Europe, there are both 12p and 16p servers (not sure about larger player count official servers?) - but my main gripe is that only a few of those offer all maps, many are set to one or two maps only, which is really boring!!

    Roo
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    edited January 2013
    Double post - sorry

    Roo
  • VittuLimaVittuLima Join Date: 2012-12-25 Member: 176227Members
    24 players is the best, till tech gets better and bigger servers start to emerge. 28p would probably be the ideal. 20p is the absolute minimum. Less than 20p are only meant for clan battles. Most of the last <20p servers will probably upragede to 20+ servers when performance goes up thankfully. It's so pain in the ass atm to join 24p servers because they are full 24/7.
  • ma$$a$$terma$$a$$ter Join Date: 2012-11-01 Member: 165651Members
    Played a few rounds on the beta servers of 5v5 (mainly because no one seems to play the beta). The game play is really lacking to me, for those of you saying the gorge is over powered, this is where it happens. He was able to get behind their team and ninja the power out, leaving them still fighting the main war oblivious to the fact that they were not going to respawn.
    Next was the cyst war. with not enough players to advance and defend,it was a constant war with my cyst chain. I HATE THAT... really, I can't stand putting the same cyst down 20 times till someone can work their way over and defend it.
  • SeahuntsSeahunts Join Date: 2012-05-13 Member: 151973Members
    My favourite server size is the 8v8 servers. Some of the maps just feel a little too big for 6v6 marines teams, exception being summit and maybe veil?
    9v9 is usually ok too.

    12v12 is any thing from fairly bad to a steaming turd. I tried to play as an alien on 24 player summit once. If the aliens start to get egg locked, that's the end. You will spend more of your time waiting to respawn rather than playing. I have no idea who can find that fun, expect for perhaps noob marines that normally get a K:D of 3:20 in normal games.

    As posted in the other thread, more than 8v8 should be classed as a modded server, so new players don't think that the ensuing mess of that many players is what NS2 is all about.
  • ShinoShino Join Date: 2012-11-26 Member: 173316Members
    Part of the problem is- with more players, marines get exponentially better.

    Do you remember all of the complaining about Edakulous? Just imagine having a 6 player team with all edak-level shooters on it. Or honestly even better than edak.

    A good marine team can win every single engagement with 4 players until you get lerks and fades out. The reason why marines don't do this is because in a 6v6, this leaves 1 person on the other side of the map who gets wrecked. As a result, 3-2 or 2-1-2 (with the 1 backcapping/reinforcing as necessary) is the most common setup in 6v6.

    A 4 man marine squad could probably win a 4v7 engagement, and probably with minimal casualties with nanoshield.

    If you increase it to 8v8 as the scrim standard, fades will still die in three hits. Lerks will still die in two hits. Sure you'll have one more lerk/one more fade, but that's nothing compared to having one more shotgun in a push, while still maintaining a good sense of map control.
  • sharnrocksharnrock Join Date: 2012-11-02 Member: 166084Members
    I've played everything from 4v4 to 12v12. I think 6v6 and up is for me. The larger servers seem more combat oriented, where the smaller ones allow you to do more by yourself and feel like you're contributing. I enjoy it all.
  • semihandysemihandy Florida Join Date: 2012-05-24 Member: 152537Members, NS2 Playtester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, WC 2013 - Silver
    I have to admit that sometimes, 12v12 games can be some fun, but no more than that. There are many balance issues that come up when there are so many players, that have already been brought up in this thread. I do agree with the fact that a 12 player pub is hard to maintain. Players leave when the game is not in their favor, and go find a different server. Two or three players leaving would be the end of a server with only 12 players. That's the only reason I prefer to run a 16 player pub, rather than a 12. Other than that, I tend to favor the 6v6 matches.
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