SirBarnick, on May 16 2011 - 19:33, said:
I recommend changing this system. If 2 wins are achieved then then that team advances. If a match goes to 5 games, then the team with 1 win advances. If both teams have 1 win, then choose some other requirement (most damage dealt, most tanks killed, etc) and advance that team. Somebody has to advance.
I don't think that teams without sufficient wins should move forward. Force teams to play aggressive. I will say, however, that a lower quality team that's camping can hold off a slightly better team that's on the attack. This game favors the camper. That's fine.
I never want to see a scenario where the slightly worse team gets any opportunity to move forward because they camped it up.
If you cannot get 2 wins in 5 matches, you should not advance. If that means that 2 teams do not advance, then so be it.
Our tournament team focused VERY hard on breaking the "turtle". We expected to see it a lot in the tournament. We have run months of drills on small unit tactics of breaking tough defenses with teamwork at all levels. We went very heavy on arty and picked beefy scouts (Leopards) so that we could punish campers with "fire from sky". It worked. Those teams that camped against us died. For some, their last act was to witness 3 KVs coming over the hill at the same time with arty trails darkening the sky above them.
Camping teams should be punished until they realize that they will never become tournament champions without playing aggressively and playing well. This will be a hard lesson for some to learn. I can live with that. I would rather see some teams be unfairly punished than a camping team to ever get the chance to move on to the next round. Period.
Everything in my above post applies to Ural Steel, The Drill, and any future tournament.
Schperling, on May 13 2011 - 10:38, said:
5/60 division is an experimental division. As the chanpionship is approaching the finishing line I would ask all teams to post here impression about 5/60 regulations, your feedback will help us in organizing following events.
As for my own opinions on the 5/60? A great division. I think it was fantastic. Tier 5 is my favorite in the game. I like having a diverse garage where the emphasis isn't entirely on which tank weighs the most.
The map? Westfield is great. Fun, open areas. Nearly equal sides of the map with little advantage to one side or the next. A map that rewards players who are more familiar with it (spawn locations, which buildings are destructible, etc). A map that requires a lot of tactical terrain considerations with all of the hills. One whose sheer size forces artillery to be creative. Lots of cover and elevated terrain that naturally shields an aggressive team and forces a team to use scouts effectively to survive. Seriously, this was one of the best tournament maps for scouts ever.
Things to do better? Pick a time and stick with it. Determine and announce the match times BEFORE teams have to be organized, so that we can organized teams based on who can play and when.
Nothing worse than putting a great player on a team with the hope that the times will work out, only to find that the schedule is an hour earlier than predicted and now he can't play due to his normal work schedule.
Communication. Traditionally not a Wargaming.net strong point when it comes to tournaments. This applies to the above point, too. Decide things earlier, then let everyone know as soon as the decision is made, then don't change your mind!
The times of tournament matches were not announced well-enough in advance, and then they kept changing. Also, communication of prizes was late and quite poor once decided. You had to seriously dig to find it.
Overall, the choices Wargaming.net made with this tournament were fantastic (tiers, map, etc.), but the execution could have been better (communication, planning, etc.).