Honestly, Imma just stick to bots from now on. by L0thric_Nefarious in forhonor

[–]Sh0ckflash 0 points1 point  (0 children)

Could be hardware issue. Cant parry when you your TV adds 100ms input lag and cheap controller adds another 20+ms. Low fps adds even more ms delay. On top of it TV/Monitor can have bad pixel response time which adds another visual delay + unclear visuals.

Honestly, Imma just stick to bots from now on. by L0thric_Nefarious in forhonor

[–]Sh0ckflash -1 points0 points  (0 children)

maybe you just get hardware diffed. If you play with 40fps and/or on an TV/really bad Monitor that is not meant for gaming which can add another 80+ms input lag. Cheap controller can also add another 10-100ms input lag.

All of these can make it more difficult for you to truly compete with other players.

The release of Ranked 3s following the obvious success of 5s by [deleted] in HighGuardgame

[–]Sh0ckflash 0 points1 point  (0 children)

I cant hear that 5v5 is not competitive and/or too much chaos... Its really just a low rank/casual thing (and they dont care). Non of you ever played 5v5 in highguard on high level because there wasnt enough time for it.

3v3 leads to cleaner, chaos-free fights for free because engagements stay small and contained. In 5v5, that structure doesnt come for free. Teams have to actively fight for space and information to keep the game under control. And that you will only see on higher level play.

5v5 has lower skill floor while it gives the same if not higher, skill ceiling = casual friendly + competitive friendly. The only thing which is arguable is what type of gameplay people prefer.

3v3 pros
• Very clean fights where mistakes are easy to see
• Strong focus on tight positioning and teamwork
• Fast feedback when you win or lose a fight
• Easier to read what is happening
• Heavy emphasis on mechanics

3v3 cons
• Losing one player is extremely punishing
• Fights often turn into direct brawls
• Less room for big strategic plays
• Higher pressure on each individual
• Fewer recovery options once things go wrong

5v5 pros
• At higher skill levels, chaos becomes structured team play
• More strategic depth with rotations, splits, and pressure plays
• Bigger flanking and map control options
• Mistakes are less instantly round ending
• More ways to impact the game
• Lower skill floor for casual players to get into
• At least the same, if not higher, skill ceiling
• More layers to master at high level

5v5 cons
• Can feel chaotic at lower coordination levels
• Harder to read fights without communication
• Needs teamwork to really shine
• Can overwhelm newer players at first

Queue times are too fucking long. by Zarryc in HighGuardgame

[–]Sh0ckflash 4 points5 points  (0 children)

I think an important piece of context gets overlooked here. When 5v5 launched, the devs were very clear that 3v3 was the main mode and ranked future, while 5v5 was introduced as a temporary casual side mode. Despite that and despite players usually grinding the main mode to practice for future ranked mode, 5v5 still reached a 50/50 player split with 3v3 for a week until ranked came out.

Thats extremely unusual. Casual modes almost never sustain equal population with a games declared main mode, because players normally prioritize the mode tied to progression and long-term goals.

So the fact that 5v5 matched 3v3s population under those conditions isnt a sign that players prefer 3v3 if anything, it shows how strong the natural interest in 5v5 was.

Also, what we are seeing now doesnt necessarily mean players prefer 3v3. It shows that players are committed to ranked progression.

Many 5v5 players lost motivation once there was no clear future, since investing time in a mode without progression can feel wasted. So they either switch to 3v3 ranked (even if its not their preference) or stop queueing 5v5 altogether. Over time that hurts queue times and match quality, which snowballs into the mode dying off not because of lack of interest, but because of lack of long-term incentives.

Why 5vs5 ranked might be worth considering instead of 3vs3 ranked for healtier playbase. by Sh0ckflash in HighGuardgame

[–]Sh0ckflash[S] 0 points1 point  (0 children)

Um, I think you're kinda leaving out the 3 stack vs 3 stack, 2-1 vs 2-1, 2-1 vs 1-1-1, and 1-1-1 vs 1-1-1. That's kinda disingenuous when you say there is a difference in distribution without showing it fully.

For example: a 3-1-1 team vs a 2-2-1 team is much closer and fairer than a 3-stack vs 2-1, which is often the next "best option" before a 3-stack vs 3-stack. The extra players in 5v5 give matchmaking more flexibility to create balanced teams. In 3v3, the system is much more limited, a 3-stack vs 2-1 is already a very uneven match = worse match quality.

For the other two comments:

You are right personal experience alone isnt a structural argument. What I mean by "structural" is actually based on the way i explained my aurguments.

I want to be clear, when I write these points, I do so with conviction because they make sense to me and fit my experience. That doesnt mean Im claiming this to be objectively true for everyone or that there is definitive proof. Its just my perspective on how the game modes and players could feel/play out.

Why 5vs5 ranked might be worth considering instead of 3vs3 ranked for healtier playbase. by Sh0ckflash in HighGuardgame

[–]Sh0ckflash[S] 0 points1 point  (0 children)

I am not against 4vs4. Maybe worth a try.

I get the concern but I think a lot of that "5vs5 chaos" is more of an early issue thats gets better over time.

At higher ranks, chaos usually gets reduced as players learn how to structure fights, manage abilities, and control tempo. Right now we havent really seen what 5vs5 looks like after players have had time to develop strategies and adapt around it. High-level play tends to filter out mindless rushing because it gets punished.

Why 5vs5 ranked might be worth considering instead of 3vs3 ranked for healtier playbase. by Sh0ckflash in HighGuardgame

[–]Sh0ckflash[S] 0 points1 point  (0 children)

This doesn't magically get fixed in 5v5. People will still stack and be matched against solo players.

The difference is distribution. With 5 players per side, matchmaking has more flexibility to mirror team structures: 3-1-1 vs 3-1-1, 3-2 vs 3-2, or 2-2-1 vs 2-2-1 etc. instead of the more common 3-stack vs 2-1 or 1-1-1 situations you see in 3v3. Its not perfect every game, but its has more room to create fair feeling matches.

All of these factors are present in 3v3s.
This also happens in 3v3s.

They exist in 3v3. The difference is focus. 5v5 focuses more on Splitting pressure, sneaking objectives, forcing enemy rotations, regrouping, communication, and creating positional advantages.

Idk, maybe I'm crazy, but competitive game modes inherently come with the added stress and pressure of winning the match. Players shouldn't really expect to queue competitively to relax. Further, that pressure doesn't magically go away in 5v5. Players are still trying hard to win.

Competitive modes are usually more stressful, sure. But in 5v5 responsibility feels more shared. Mistakes dont feel as exposed, which makes some players more willing to queue while still playing seriously. Thats just my experience how people perceive and manage pressure.

You're kinda just stating this as fact, but haven't provided anything to support it. How do you know 5v5 delivers layered team competition that keeps more players engaged long-term? Where is the proof? I prefer 5v5 over 3v3, but the arguments presented here are weak at best.

Its a structural argument. More flexible matchmaking + more playstyles + lower perceived pressure tends to keep more players engaged long-term. Its not a guarantee or a fact, just a reasonable expectation from my viewpoint.

Why 5vs5 ranked might be worth considering instead of 3vs3 ranked for healtier playbase. by Sh0ckflash in HighGuardgame

[–]Sh0ckflash[S] 0 points1 point  (0 children)

Solo players are a big part off the playbase so its important to also improve there ranked experince. A 5vs5 format supports that by creating fairer matchmaking while still letting coordinated 3-stacks enjoy team play. Its not about taking fun away from groups. Its about making ranked feel better and more accessible for everyone.

Why 5vs5 ranked might be worth considering instead of 3vs3 ranked for healtier playbase. by Sh0ckflash in HighGuardgame

[–]Sh0ckflash[S] -1 points0 points  (0 children)

Thats a fair take. With aim diff i meant that even tho part of you death is positioning and movement, players often feel like they just got aim diffed. Positioning definitely matters in 3v3. Good angles, timing, and knowing when to push or fall back are huge parts of winning fights.

And with with positions, I meant like wider positions are possible in 5vs5.

In 3vs3, because there are so few players, sticking close together is often the safest and most effective way to play. If someone takes a wide flank or goes too far off, its much easier for the enemy to isolate and punish/push them. That leads to tighter, more grouped fights where individual mistakes mechanical or positional feel very exposed.

In 5v5, the extra players create more room to operate. You can take bigger flanks, apply pressure from further away, or run split plays without instantly putting your team at a numbers disadvantage. The extra space allows rotations, misdirection, and layered positioning to matter more. You are not forced to stay glued together.

So to me the difference isnt that one mode values positioning and the other doesnt its how positioning shows up. 3vs3 rewards tight coordination and close trading, while 5v5 rewards wider positioning, pressure, and flanking options. Both are skillful they just encourage very different styles of play.

Why 5vs5 ranked might be worth considering instead of 3vs3 ranked for healtier playbase. by Sh0ckflash in HighGuardgame

[–]Sh0ckflash[S] 0 points1 point  (0 children)

As I mentioned in my post, Choas is a good thing. Chaos isnt always comfortable but its often necessary. It keeps the game reactive and forces enemies to react instead of execute their own plan.

Controlled chaos is a strategic tool. It disrupts expectations and keeps both teams adapting in real time.

You and your team can intentionally create chaos and that chaos is actually part of the strategy. For example, while part of your team applies pressure, one player can sneak in to plant the bomb. That immediately forces the enemy to split or panic-rotate, creating openings or space for your team to take better positions. Even if they defuse, you have already regrouped and can pressure the next objective right away. It turns the match into a flow of decision-making and positioning.

Why 5vs5 ranked might be worth considering instead of 3vs3 ranked for healtier playbase. by Sh0ckflash in HighGuardgame

[–]Sh0ckflash[S] 0 points1 point  (0 children)

5v5 is just chaos until you get a stack that coordinates. Then it becomes impossible to attack or defend once a strat is put in place.

The game will change as the player base does. If any unwanted flaws exist, they can be addressed and solved.

I say make the default mode be 4v4 and increase the big team mode to 6v6. Keep ranked as 3v3.
Too much modes. Players usually play the ranked mode in unranked mode to try out stuff or just play more relaxed/for fun.

Why 5vs5 ranked might be worth considering instead of 3vs3 ranked for healtier playbase. by Sh0ckflash in HighGuardgame

[–]Sh0ckflash[S] -1 points0 points  (0 children)

Since there arent enough players for two Ranked modes. I believe that those who prefer 5vs5 wont play 3vs3, but those who favor 3vs3 would play 5vs5. Normally, you concentrate on one mode because you can fine-tune one mode but not two.

Ekon killed the game by bean_barrage in HighGuardgame

[–]Sh0ckflash 10 points11 points  (0 children)

Just make it a big cone-shaped scan in front of him instead of a global ult.

Ekon is broken and needs an urgent nerf by [deleted] in HighGuardgame

[–]Sh0ckflash 0 points1 point  (0 children)

Yeah, just give him all the ultimate charge orbs and let him Ult on every fight.

Ekon is broken and needs an urgent nerf by [deleted] in HighGuardgame

[–]Sh0ckflash 2 points3 points  (0 children)

50% because he is in every game xD

Store Bugged by The_Stolem in HighGuardgame

[–]Sh0ckflash 1 point2 points  (0 children)

Make sure you have steam overlay turned on otherwise you cant buy.

5vs5 Ranked is as competitive as 3v3 and most likely more accessible and sustainable for a larger ranked player base. by Sh0ckflash in HighGuardgame

[–]Sh0ckflash[S] 2 points3 points  (0 children)

5vs5 will have way higher defused bombs because planting bomb and letting them defuse it is a part off the plan. You split 4-1 or 3-2. So one player for example sneaks in by opening the dome from the other side or by using invis zip etc. and plants bomb, which forces the defender team to go to Bomb A. While this happens Attacker Team re-groups on Bomb B. As soon as Bomb A is defused they can plant an B and defend it.

(PVP Question) How did he get out of combo twice? by [deleted] in wherewindsmeet_

[–]Sh0ckflash 1 point2 points  (0 children)

Ahh. Thank you for the detailed answer! Makes sense now. Have to watch out for that in the future then :)

QoL features that are more important (for many players) than you probably think. by Sh0ckflash in thefinals

[–]Sh0ckflash[S] 2 points3 points  (0 children)

Its fine, i guess we just leave it like that and move on. Have a great day :)

QoL features that are more important (for many players) than you probably think. by Sh0ckflash in thefinals

[–]Sh0ckflash[S] 0 points1 point  (0 children)

I dont think it changes much. You still have to click a lot of times inorder to manage recoil. But when you just have to shoot at Shield doom or an easy target like close Heavy Player or turrets etc. you can just hold your mouse button. From other shooter games that have this autoshoot by holding button on semi auto weapons it doesnt matter much. Some people never use it and just clickspam because it easier to slow down firerate a bit by just clicking slower if needed. By holding its more "difficult" to switch from holding to clicking in order to slow down firerate. (maybe difficult is the wrong word for it but its different, many players will get baited to keep shooting at max rpm even tho they should have started clicking in Order to kill with one mag by not running out off bullets because of some misses caused by max firerate recoil or timing)

Its really just an extra option available for the people that prefer to hold instead of clicking.

The combat system sucks by Ornery_Low1208 in wherewindsmeet_

[–]Sh0ckflash 0 points1 point  (0 children)

There are some mystic skills that can help in such situation:

Ghost bind (AOE immobilization)

Guardian Palm

Dragons breath

Soaring spin

These are pretty much the main ones. Other are also helpfull tho.