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Team Fortress 2: The Great Debate: 6v6 or 8v8

By: Everett Wells - Published February 10, 2008 at 3:37 PM EST - Writer Archive
"An obvious one would be the case of players per team: 6v6 or 8v8? If the competitive future is to survive, we should probably unite and figure this one out!" - Dr.pangu


6v6 or 8v8? Class restrictions or free for all? Boxers or briefs? The questions swirling around the still nascent TF2 competitive scene has players and community forums raging all across the web, from interviews here (and here) on GotFrag to quite a lengthy debate a few months ago on The Catacombs. Both sides are passionate about their way of play, but the clock is ticking as the premiere league (CEVO) limps its way through the first season with a diminishing number of teams, and CAL seems to be on perpetual stand-by. "Competitive play will definitely die out in the near future - there's a lot of talk amongst current [6v6 clans] that there aren't enough teams competing in the existing leagues." - scoff[REK]

Other games like CoD4, equal in both its infancy and gaming potential, are actively pulling away teams from competitive play and while some are for the moment committed to both games, one can only wonder how much longer that will last.

8 v 8


The 8v8 format has its roots in TF2's predecessors, most notably Team Fortress Classic, who's main form of competitive play was 9v9 (originally based on the 9 classes) for most CTF maps and 8v8 for most Attack-Defend maps. The somewhat-rabid TFC community survived for years under the shadow of the competitively-dominant Counter-Strike, firmly committed to their unique and diverse game and all but hating their CS rivals for hogging the limelight at the major LAN events. It probably didn't help that the average CS-er saw TFC as a joke-game with no real competitive potential, not to mention Valve's own vague promises years past of a "TF2: Brotherhood of Arms" that never materialized. Needless to say, the TFC community is somewhat justifiably jaded.

When TF2 was first announced and subsequently released, with most maps being "push" or "a/d" maps, the notion of playing anything other than 8v8 (aside from the 9v9 Highlander ladders) was absurd - at least to the TF players of the past. Players with a history in other (non-CS/CoD/DoD) games, such as Battlefield or even Tribes, were also used to a larger playing field and therefore saw 8v8 as a perfectly logical format. The ancient TFC leagues (Stronger Than All, United Gaming Clans, and Team Fortress League) immediately spawned TF2 ladders, and the rabid TFers had their niche in the wide new world of TF2.

The sense of tradition is invariably the first point an 8v8-supporter will use in the 6v8 Debate; TF has always been a large-team affair, it's most recent ancestor (TFC) was played 8v8 for these map types, so TF2 will damn well be played 8v8. Yet, it's tough to support that argument when TF2 is such a vastly different game from not only its predecessors, but from any other game on the market today - the class balance of TF2 is leaps and bounds ahead of TFC.

The main advantage 8 players has over 6 is the lack of diversity with only 6. In the short time competitive TF2 has existed, we've already seen a basic class-format come to the forefront in 6v6, especially since the nerfing of snipers: two Soldiers, two Scouts, a Medic, with the 6th (Demo/HW usually, with the occasional Engi) player the only real variation that exists from team to team. This is, of course, with class restrictions in effect - another statute of 6v6.

In the 8v8 format, you may still have the essentials - 2 Sols, 2 Scouts, Medic - but the extra 3 players allow for a much wider variety of class choice and (theoretically) strategies to arise. Weaker classes, such as the Pryo (who is really only strong in short-range combat), may now find some playtime since there are 7 other players to protect such a class until it is in position to be effective. And, with more players overall, the chances of a Spy getting lost in the mix is that much more viable against all but the most coordinated of teams.

The crit-factor is another advantage to the 8v8 format; in 6v6, there's always that unknown potential of one crit rocket halting a full-team push dead in its tracks, forcing them to back off and regroup - that is, if they're not quickly finished off first. While a well-placed crit rocket can still have the same devastating effect on 8 players, the chances of the the attacking team recovering and even pushing somewhat successfully are much higher with more players.
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User Comments


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no game solely based on a "random" game generated critical strike will ever succeed. the release of CoD4 at the same time of TF2 ruined any chance the game ever had
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8v8 is a joke.

Might as well play in a pub.
Part-time GotFrag Writer - Fulltime Dr Pepper Enthusiast
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:( :( :(
coL is afraid
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I like 6 v 6 a bit more. I think getting rid of crits would help balance it out. Being down two men because of a lucky rocket crit kinda takes the wind out of your playing.
Its a piece of cake to bake a pretty cake.
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7v7 and call it even? ;0
;o
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agree'd #5 6v6 is the best way to go. and if the game were to have a LAN future of any sort 8-9 plane tickets and lodging is a lot more expensive than 6. I believe ESL is europes top TF2 league and they remove crits for their league. why CEVO and NA leagues haven't yet is a mystery
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#2

TF2 and COD4 are at the same level when it comes to competitive community "spotlight". They are both in their infancy and imo TF2 has more of a future than CoD4 does. I've played both in a competitive format and now I only play TF2 because CoD4 just got stale for me =/
Beware the JUDDERMANG....
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#8 tf2 has more of a future? LAWL sorry that made my day.
Creator of [= ]=
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#8 must've hit his head.

6v6 ftw
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TF2 >>>> COD4 by far !!
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join cod4scrim and then join tf2scrim and say what you just said again without laughing. the proof is right there

This comment was edited at 02/10/2008 5:13 PM
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I prefer 6v6 due to the reason, as stated, that it has more focus on individuals skill. In regards to the CoD4 vs TF2 debate, I've played both and enjoyed both. I only took to TF2 as it has a very unique stance on the fps team game format.
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TF2 is for kids.

"Cartoon Game" c'mon...
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either 6v6 or 8v8 would be fine, the only problem is that there's no real definitive way to decide - or there is and people just don't want to make the decision. a lot of people think that team fortress 2 has the potential to take off - it has the gameplay and the graphics. if it does, that'll help people who are still hung up on a game that's the better part of a decade old to move on. but first, the community has to become united first.

#14 graphics don't determine the game. look at cstrike (not source) right now. it's still popular, overwhelmingly so some might argue, and the game looks terrible. why? gameplay trumps graphics.
"only a fool looks for logic in the chambers of the human heart." - ulysses everett mcgill
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unfortunately tf2 doesnt have gameplay or graphics going for it
#Parabellum #DontEvenTrip
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6v6...easier to get enough players, way easier to LAN, maps are narrow enough as it is...
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#16 um tf2 graphics are amazing. Much more polished and detailed then some games out there. Anyways I'm not for the whole "tf2 vs cod4 vs random_other_game" cuz it all comes down to preference in the end but I do with most of the major leagues would just have a unified ruleset or AT LEAST a unified team size. I'd much rather play 6v6 personally and I think 8v8 is a failure but hey, whatever that's my opinion. I bet tf2 might even be better as 5v5 with single class limits and no crits heh.
#exSports
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6v6 class restrictions, nuff said

if you want to do 8v8 go pub

This comment was edited at 02/10/2008 7:43 PM
Matt "renaissance_man" schieren
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I didnt realize that TF2 and cod4 players were suppose to hate each other. Man I what side should I be on? I CAN'T CHOOSE I LIKE THEM BOTH!

Next time I see someone drinking a Pepsi I am going to knock it out of their hand and explain why I like Dr. Pepper better. How dare they think different.
Its a piece of cake to bake a pretty cake.
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#2

if you played cod2 crits wouldn't bother you

in that game if you shot at peoples feet you got headshots, crits don't ruin the game, I think they make it a little bit more interesting
Matt "renaissance_man" schieren
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"Lack of diversity" as an advantage of the 8v8 format is laughable.

With the size of many maps, increasing the number of players to 8 makes much more cramped and means classes like Scouts are useless at best since they can't avoid going toe-to-toe with Heavies or Soldiers.

Right now, in 6v6, every class is viable depending on the map (with perhaps, the exception of the Pyro, but even in 8v8 play that class is underpowered). You can't use every class at once in 6v6, but no one would in 8v8, either, unless they were forced to.

Bigger player limits are archaic formats from a time where online play was the primary mode of competition. 6v6 is infinitely more viable for LAN play.
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Simple solution: 6v6 and design maps as such for competitive play.

TF2 is a popular, attractive, well designed game that organizers and sponsors WANT to use for their events, tournaments, etc. 8 player teams are expensive and hard to keep organized and until more money is injected into esports, 6 is the way to go. That's one big reason why Quake CTF, CS, CoD, BF2, and numerous others were cut to 5 or fewer players.

When the world of esports grows up, teams sizes can grow too. For now, smaller is better.
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oh and #24

the euro #cod4wars on the quakenet irc has 2-3 times that of the gamesurge

euro has so much more support for cod4 than NA does
/ggrhino
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6vs6 is the future, let it be :)
crafted from the souls of gods.
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#12 all that proves is people like regenerating health and ridiculous hit blips over a random generated number (crits). To be quite honest both games are ridiculous but its boils down to which style of game play do you like more. Hit scan (close your eyes and wiggle [cod4]) or projectile prediction (tf2). TF2 obviously feels more like a deathmatch / Team deathmatch game where as COD4 is more of a CS style game. Given cod and CS have a bigger community than the deathmatch scene coming into it, its obvious the following would be there anyway.
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#8, you're high... wow, CoD4 is already 4x to 5x the size of TF2.

As for everything else, Hostile nailed it. If you want the game to have a future worth talking about then it can't be online only. But more importantly, if you want the game to be taken even a little seriously, remove the WoW from it.
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QUOTE:
CoD4 is already 4x to 5x the size of TF2


Do you have any evidence to support this claim?

I like both games, I just like TF2 more, I have nothing against CoD4 players, but it always becomes a competition when there are a couple of games that can take the spotlight and it gets nasty =/

This comment was edited at 02/11/2008 7:52 PM
Beware the JUDDERMANG....
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Judd:
Simply, look up the total active IPs for each game. TF2 sits around 10k to 12k daily. CoD4 sits between 44k and 67k daily. This puts it near CSS but not beating CS 1.6.

TF2 was much higher, but the fact is, the game isn't suitable for comp play and eventually gets boring when everything is decided by WoW random number generators.
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For 6v6 to survive and actually be taken seriously...crits need to be removed. The euros have it right at the moment, too bad no one here has caught on yet. Cevo P has lost 5 teams already...that should be an indicator of how things are going...but no one wants to wake up and see whats going on.

For 8v8 to survive class limits need to be implemented. Crits aren't nearly as crippling...however i still think for "competative" gaming, you and your team should be out-skilling your opponent, not out-critting them.

Personally after playing both, i think 8v8 is way more fun...and right now i could care less about competition until crits are removed from league play. I'd rather have more fun in a match anyways.

As for the mention of TFC, i agree and disagree with some stuff. TFC did have it's problems, but i never thought it was unbalanced as far as class goes. They only class i can even think of that had issues was the pyro. In tf2, you have a much different change to the classes as far as roles go so i don't know how far a comparison between the 2 games should go. Sniper is now useless in 6v6, pyro is only good in close (and when in close he is way too powerful), and a scout which at times can 1-2 shot everything except hw. Being apart of the TFC competative community for 7+ years...i never really saw any resentment towards CS. I think some players wish it would have been at more LANS, but there were never any huge outbreaks of disappointment. Our community was really tight knit, even in it's prime when the competition was at it's best. Everyone knew who everyone else was...and there was just a unspoken unity in TFC...which sadly TF2 lacks. TFC has/had the catacombs, which was our big community site, TF2 really has nothing at the moment as far as a big gathering. It just doesn't look like anyone is taking the game serious for now...

I really enjoy TF2 for the most part, and i hope something happens that makes the community come back or at least stick with it. Chagnes need to be made in leagues, and hopefully Valve does it's part by making the game better overall with it's new changes.


-[TDA]Phaser
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The BEST option is 9v9 Highlander, that way you do not have some dumb setup of 6 demoman and 2 medics or the typical soldier, demo, medic, scout used in 6v6.

Highlander gives you the best of both worlds, fast gameplay because you do not have a bunch of heavy classes causing bottlenecks, the necessity for teamwork, it takes away the MUST have uber to win sure it helps but since both teams have ONE medic you can still win without every damn time needed an uber.

The chance of tie games are almost nil.

It simply is the best format and the one that works... plus TF is supposed to be all about the classes.

IMO, Valve should have released the game with locked in class limits of 1 per team of 9 or less and 2 per team of 10-18 and 3 for 19-24.

And remember, when you look at TF2 and how it is made... NO WAY this game is catering in ANY way to competitive play. Its a pub game.
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game is out for almost a half year, stop discussing ant start playing already :)

This comment was edited at 02/13/2008 4:40 AM
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4kings scrimmed us using the european format and i enjoyed it, no crits is awesome. They also just play 30 min rounds on well/granary instead of the first to 4, which is much better in my opinion.

only thing euros should change is the way they score dustbowl/gravelpit. apparently they dont use stopwatch for those maps?
:))))))))
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i like that 30 min round rule dummy
nemenik #paragon / #wreck
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lol@ 8

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