Quote Originally Posted by NeoCracker View Post
2) Health kits (Or whatever those guns are called) are only intended to be used when you are sure it is going to work. Mid battle, I've had multiple chances to use it without any disadvantage to myself. If you're constantly getting caught doing it and shot, you're doing it wrong. That's like saying the guy who keeps shooting you when you're hiding is unfair. If you get caught with your pants down, that's your bad entirely.
I won't dispute that the med kits aren't supposed to be used mid battle. I am saying that you will take a lot of damage taking an objective. And odds are that when you do take it, there are still quite a few defenders left alive because they were more spread out waiting for the attack and had the benefit of hiding behind cover waiting for the attackers to show up (you're far more visible as an attacker than a defender for the record), whereas the attackers had to focus their effort in one area to break through. By the time you take the objective, there were usually only a handful of attackers left alive to hold it against the inevitable and immediate retaliation on the part of the defenders who are not injured. As a result, you don't have time to heal and you're going to have to defend for not only the 20 seconds until most of your team spawns, but at least another 10-20 while they run to the objective. That's a long damn time when you can't heal.

3) You don't have to take both at the same time. You have to 'have' both at the same time. Meaning you could take one and hold it while you're other team takes the other. You can also enforce that team by sending members of other teams over to assist. Even if the defender technically has an advantage, the position will switch immediately the moment one objective is overtaken. In that spot, the attacker now becomes the defender until both positions are held.
Poor wording on my part doesn't negate my point. It's still nearly impossible in a game of equally skilled teams to hold an objective long enough for the other squads to take the second one. Attackers are typically going to lose more people taking an objective than the defenders do because the defenders have to spread out more. This means that when you do take it you're still at an immediate disadvantage in terms of the size of your living team when attacking more often than not. This means that while the attack and defend role immediately switches when you take it, you're still at a disadvantage. This disadvantage is made worse by the fact that the defenders know where a good chunk of your players are when you take an objective. A couple of well placed grenades will end your capture pretty quick.

4) If the defender couldn't retake the objective, you would pass the advantage entirely to the attacker. Whats to stop them from swarming the objective with all there men while the defender can only guess and hope they know which one is attacking? It might as well turn into a battle over one objective, the defenders, as that is how every fight would turn out in that situation.
You might have a point were it not for the fact that this exact situation exists in some TF2 maps and has never been an issue. Even when the attacking team focuses on one while the defense splits up, the inherent advantage to the defense makes it workable. And even if the attackers do take one objective, that frees the defense to throw everything they have at the second point which makes taking it considerably harder for the attackers. I see your point, but you're wrong by virtue of the fact that locking down a point after capture has been done in other games and it works.

5) In regard to the communication, yes, you can only communicate with your squad, not the whole team. I think we both agree, however, it would be plain silly to try conversing with 128 some odd people on your side. While this normally could create a problem, you are constantly updated on whats going on. It's not like you're going to be in the dark about the rest of the team, and so long as you communicate with others on your own side, there's nothing stopping you from offering assistance to those outside your squad, as I mentioned in the earlier sabotage mode.
Yes it would be absurd to have 128 people talking to each other at once, but there's a simple way around that. Things wouldn't get out of control at all if they simply added the ability for squad leaders to talk to eachother. This would let them help coordinate with the squads they're already working with or coordinate with squads working on another objective. And it would only require that they be able to talk to a handful of other people. Then they could relay the plan to their squad.

And you say there's nothing stopping you from offering assistance to people outside your squad, but it's not like you can just take your squad away from trying to take point A in Sabotage and help secure point B, since you'd leave half as many people to secure your objective. And though you might have some idea of what's going on with the other squads you're working with, the inability to coordinate with them really hurts the ability to strategize. I've played plenty of team based games over the years, and I've seen teams of well coordinated players of an average skill level roll teams of awesome players who didn't coordinate. This is a team game but the scale really works against being able to use teamwork.

6) I don't have any issues at all with the weapon selection. You have your main and off had weapon you toggle between with RI, and you toggle between the Grenade, Health kit/repair kit, and support weapon with L1. Rather simple and smooth if you ask me.
I never said they weren't smooth. I said they were slow. The amount of time it takes to switch weapons is fairly absurd. It's certainly a matter of taste, but I don't think I've seen switching weapons take that long in any FPS I've ever played.

7) Yes, the no joining mid fight is kind of annoying, and honestly is the only thing you mentioned in that blog post that I think had any merit.
At least we agree on something besides the fact that the other person is wrong.