DubThinkmarmadukeGRYLLSi think halftime is crucial, have definitely won/lost games because of a momentum swing/adjustment made during half time.sometimes you just get fucking rolled 3-0 in 10 minutes and gotta wake up at half time and try to claw back into it, and removing that would be pretty lame. i think there needs to be a time limit to ready up at half though, have had like 20 minute half times which is a majorrrrrr cooler and really lame.
On the flip side of this, playing ozf I've had a couple matches where we've lost the first map, but are able to readjust and turn around to win the second (or vice-versa). It's not quite the same thing, as it ends up a 'tie', each having won one map, but you don't miss out on the half-time thing completely with 2 maps/match.
Though this is totally true, I also think there's something to be said about analyzing your and the other team's play and readjusting in the second half and adapt on that specific map. If a team is able to come back from being rolled 3-0 on the first half it definitely shows that they were able to properly adapt their playstyle and showed themselves to be the better team. Losing one map and winning the next is one thing but bringing it back on an even playing field simply due to halftime adjustments is so much harder and I think the esea two halves system rightfully rewards teams like froyo who are able to do this.
On another note I feel like in a competitive game it's kind of lame to have the possibility of ties with one team winning map one and another winning map. I guess maybe it would be nice to be able to say "yeah we took one map off them" versus the sad "we were up on them on halftime and then choked and lost", but at the end of the day I definitely think it's worth it to have a definitive winner.