Kitchen Utensil
Guest
I'm well aware of that, and I don't enjoy that type of gameplay in the slightest. I don't think just getting the best first spawn on the map near red armor or mega health should should be able to get you such a massive lead of multiple kills early on if you are able to keep that ball rolling, and I feel that both players starting out on equal footing each death where it's skill vs skill and some degree of map knowledge is more fun to play for me. I can understand people enjoying that type of gameplay but the ring around the rosey of most non-arena modes is not for me, it just feels hopeless to me if another player gets the early lead and makes me want to call GG to just end it.1v1 duel skill mostly comes down to intimate knowledge of map layouts and item respawn times for maximum efficiency. You can be awful at aiming and still beat someone simply by having great control of the map.
Of course, arena modes exclusively get boring after a while and it's among the reasons why I quit Reflex Arena, I enjoy the gameplay of Tribes a lot more when it comes to AFPS.
I think you're way oversimplifying things. Especially the importance of a lucky initial spawn. One player may spawn near Red Armor and Mega Health, but then the other player will probably have two Yellow Armors and the Railgun or something which should allow him to attack at least one of the two items next spawn and ideally hit the opponent when he grabs the other one. You simply have to know what to do with your spawn, know your place in a way. Yes, item timing/map control is extremely important in duel, but it's not just a tool to control a lead or lucky first spawn, it can also be a tool which enables you to come back. When the leading player becomes overconfident and you do have some timing skills and map knowledge, he'll lose control easily. Timing/map control are simply additional skills which are required to be good in modes which include items.
In arena modes, aiming is pretty much everything, whereas duels with items allow you to compensate for bad aiming (and unlucky initial spawns!) with good item timing and smart play to some degree and vice versa. Of course there's a problem with run-away victories, but most of the time these only happen when one player is clearly better in all gameplay aspects. Chances are that player would have defeated his opponent in a duel without items about just as convincingly. Most of the time, aiming, movement skills, item timing and map knowledge come together. Rarely have I seen a player be total shit at one or two and be great at the others.
If you don't enjoy learning a map and timing items, it's a different story of course. But I found it extremely satisfying once I started to get comfortable with it.