Noooooooooooooo...
Hooray, MGE player gives rebuttal! As expected, since the limitations I put in are VSH/FF2-style.
Sure, it is possible to adjust them with map/gamemode changes but that requires typing in all those long cvars....
Demoman is definitely something that should be limited, as it's a very powerful spam and blockade class. 2 would be a good number in my opinion.
...in a way I would agree with this (8+ Demoknights are hilarious but no). I say 3 is an acceptable limit for both vanilla and FF2.
I'd say swap the limits on medic and scout, as 3 medics is a bit excessive with 12v12, whereas 3 scouts are not.
I consider both excessive on 12v12, but Medics are much less so than Scouts.
In VSH/FF2 Scouts can really hold up a round, so limiting those was a priority.
Soldiers don't really need a limit, at least not a low one. I haven't seen too many Soldiers really ruining a game to date. As for sniper, I'd say 2-3 is a reasonable limit.
I don't see a point to limiting Soldiers myself, since the major issue we have with them (crockets) is adjusted by another cvar.
Now, as for Snipers, 2-3 seems fine for vanilla (mostly to curb the Huntsman Snipers on Degroot), and possibly in FF2 as well (to encourage the existing Snipers to hit more accurately). But I've rarely seen a pub-style situation on the server where we had disproportionate amounts of snipers.
Side note, I haven't really seen any FaN scouts in the server. Mostly just the Scattergun, thankfully.
Haven't seen many either but the possibility is always there. And they are
painfully annoying to deal with as Hale....
Delicious.
The only complaint I have about this is Seeman. Fuck his taunt.
Haha, yeah, Seeman is a bitch. :V