Difference between revisions of "Community competitive play/zh-hans"

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[[Image:Badlands yard fight.png|right|thumb|400px|一场在 [[Badlands (competitive)|Badlands]] 的标准竞技游戏 ]]
 
[[Image:Badlands yard fight.png|right|thumb|400px|一场在 [[Badlands (competitive)|Badlands]] 的标准竞技游戏 ]]

Revision as of 14:34, 4 December 2017


一场在 Badlands 的标准竞技游戏
主力联盟!
侦察兵

社区竞技模式 在 Team Fortress 2 里是指有组织的特定游戏,是为了追求技术上的较量,有默契的团队合作,以及自我技术的提升,特别是配合定位设定。在TF2中有两种主要竞技形式, 6v6 (通常简称为 '6s') 与 Highlander(高塔竞赛) (通常简称为 'HL').。其他的竞技游戏形式包括 4v4, Ultiduo 2v2Bball模式,这些模式通常比更严格的比赛在非正式的比赛中出现得更多。

游戏形式

参见: 标准竞技游戏形式

所有的竞技游戏都遵循以下原则:

  • 游戏成员在游戏开始前已经确定。
  • 玩家会用语音聊天来更快速地进行沟通。
  • 双方队伍都只能用相同的对战人数,比如在6v6为6人,在Highlander为9人。
  • 双方队伍都在同样的限制条件下,包括武器白名单与兵种限制。

除了这些,在不同的赛盟,赛季和社区也会有各自的一些不同。不过,大部分TF2的竞技游戏都会依照有为了维护平衡并减少运气成分的兵种限制与特别游戏设定。所有主要的TF2赛盟与 PUG 社区都使用标准竞技形式,尽管各自会有不同的规则。许多赛盟都有举行 6s 与 Highlander。

在 6v6,地图主要是5CP地图(即5个控制点地图),比如 Badlands, ProcessGullywash,也有 山丘之王 地图,比如 Product.。 Highlander 模式则更偏向与 进攻/防御 地图比如 Steel 和推车地图,比如 Upward。当然也有很多其他的,甚至是自定义地图,比如 (pl_swiftwater_ugc) 或者是普通地图的竞赛版,比如 Viaduct 和 Granary。其他的游戏模式,像是 夺旗速递,在竞技游戏中都很少见。

游戏模式

参见: Category:Competitive
  • 6v6 是最受欢迎的模式,包含2个侦察兵,2个士兵,1个爆破手与1个医生。 6v6
  • Highlander 是让每一个兵种都参与的游戏模式 Highlander
  • 4v4 is quite a new type of gamemode which has a Scout, Soldier, Demoman and a Medic on a team. 4v4
  • Ultiduo is one of the less competitive gamemodes which only have a Soldier and a Medic on a team. ultiduo
  • Basketball or BBall is really just for fun, it is played in a 2v2 format with 2 soldiers on a team where they compete to take the intelligence and rocketjump into the enemy's hoop. Basketball

Dynamics

主条目: Competitive dynamics
See also: Category:Competitive

Patterns and protocols have emerged from competitive play's unique format and setting, leading to a set of gameplay dynamics distinct from non-competitive play.

  • Certain dynamics have become a standard in competitive play. One of the most noticeable is that ÜberCharges are what competitive Team Fortress 2 revolves around. Medics on both teams have to track both their ÜberCharge and the enemy Medics as best as they can. This is because in a organized format, a player attempting to take ground can be focused and dealt with. ÜberCharge allows for a team to force their way into an area, and gives them the ability to kill other players while invulnerable at little risk of being killed themselves.
  • Roll-outs, which are not generally used in public games due to their advanced nature, are also often seen in competitive games. The basic idea of a roll-out is to get to the center point (commonly referred to as "mid") quicker by rocket and sticky jumping. By exchanging health, you can travel much faster than you would by walking, allowing you to reach the initial fight faster.
  • The team is split into two smaller forces, known as the combo and the flank. The combo generally consists of the Medic, Soldier, and Demoman, while the flank consists of a roaming Soldier and two Scouts, one of which hovers between the flank and the combo. In Highlander, the combo consists of the Medic, Demoman, Heavy, and Pyro, the latter of which sometimes can be found on the flank. The flank consists of the remaining classes, but the Sniper, Engineer, and Spy have shifting roles, with the former two sometimes playing in the combo, and the latter utilizing a more lone-wolf style of play.

Configurations

Competitive games do not use the standard server configuration, instead opting to use their own values for various settings in order to provide a more organized or competitive experience. While there are no universal specifics, and different leagues and groups use their own settings, there are a few general guidelines that many leagues and groups use for their matches.

  • Autobalance is almost universally turned off, preventing players from accidentally being forced onto the opposing team. While this rarely makes a difference during an actual game, in the pre-game when teams are joining the server, it allows players to join the correct team regardless of how many players are in each team.
  • Luck factors, otherwise known as RNG (Random Number Generation), such as bullet spread and random crits, are also almost universally disabled, as it allows the victory to go to the team that performed better, instead of matches potentially being decided by a factor out of the player's control.
  • While leagues and groups rarely agree on what to ban, almost all of them have some weapons banned. Oftentimes, it's due to the weapon being considered overpowered, or having some bug attached to it that makes it undesirable to have in play. Sometimes, weapons are banned since they're almost completely useless, and using them would be unsportsmanlike conduct in the interest of fair play. For a list of banned weapons per league, see competitive item restrictions.
  • While no league or group uses the default map configs, due to a lack of clear-cut end, there's very little standardization about how maps are played. With something like 5CP, the win condition is almost always some form of round victories, but the inclusion of half-times or what number of victories produces a win is often debated.
  • While some leagues do not include class limits, especially in Highlander, many do. This is to prevent team makeups from being uncompetitive groups, either through stalling the game down unacceptably, or using too many classes of a specific type in an attempt to jeer the opponent.

Classes

See also: Category:Classes (competitive)

Classes in standard competitive play are utilized differently than in pubs, due to the smaller team sizes and increased structure/coordination. The standard lineup, known as "cookie cutter" or "textbook", is two Soldiers, two Scouts, one Demoman, and one Medic. This lineup provides the highest ability to get kills or complete objectives, while also allowing for fast-paced gameplay and movement.

As such, any other class is deemed utility, used to perform a specific role or objective and not for permanent use. This is known as "offclassing". Some of them, like Heavy and Engineer, are utilized to defend a point, usually the final one, in order to take advantage of their benefits in a situation where their weaknesses, primarily movement, are diminished. In occasions of a stalemate where neither team is in enough of an advantageous position to push, a player may change to a pick class, such as Sniper or Spy, in order to kill an important player on the other team, usually the Medic, and prompt the push. Some maps, like Product, the map design of which potentially encourages permanent use of a utility class, may see teams break from the standard lineup completely to take advantage of that.

In Highlander, due to the fact that one of each class is always present, there is no offclassing. However, the class strategies do vary from their public server variant, just like in 6v6. As such there are individual pages on the competitive strategies for each class.

Scout
Leaderboard class scout.png
Soldier
Leaderboard class soldier.png
Pyro
Leaderboard class pyro.png
Demoman
Leaderboard class demoman.png
Heavy
Leaderboard class heavy.png
Engineer
Leaderboard class engineer.png
Medic
Leaderboard class medic.png
Sniper
Leaderboard class sniper.png
Spy
Leaderboard class spy.png

Maps

See also: Category:Competitive maps

The majority of competitive 6v6 play is done on 5CP maps, and in Highlander on Payload. The most common maps in 6v6 play are Badlands and Process. In Highlander, Upward is the most popular. In 6v6, the only non 5CP map actively played is Product, but Highlander has a larger spread of different gamemodes, from 5CP with Process and Gullywash (competitive) to Attack/Defense maps such as Steel, and King Of The Hill maps like Product and Lakeside.

Maps like Coalplant and Viaduct used to be featured more prominently in competitive, either being phased out of league play, like Coalplant, or updated by community members to a "Pro" version of the map, with Viaduct becoming Product. Between all of the leagues and gamemodes, many maps have been tested in official matches, with only a handful being popular enough to see any level of active play. Similarly, in the first few seasons of competitive, maps like 2Fort and Dustbowl received play, but have not been considered competitive maps for a long time, due to the lack of skilled mapmakers in the competitive community willing to make maps to be tested.

Organizations and Leagues

Global

North American

European

  • ETF2L (6v6 and Highlander leagues and cups)

Asian

Oceania

Country specific

Recently Inactive

Each of these leagues mainly run the standard competitive format, however some host Highlander, and 4v4 competitions.

Streaming/Casting Organizations

  • teamfortress.tv, BlackOut TV & EVL TV are the active organizations that provide casts for the competitive TF2 scenes in North America and Europe. With the first primarily covering ETF2L and ESEA 6v6 while BlackOut TV and EVL TV cover EU and NA Highlander, respectively.

Resources

  • Comp.tf is a community driven wiki which focuses entirely on competitive TF2.
  • Playcomp.tf is a beginner friendly website which addresses the most common questions about starting competitive TF2.