DavidTheWinThe idea is similar to how CS:GO does coaching. At DHS the intention was to have kaidus stood behind the team using mumble on his phone but it was scrapped due to not having really discussed it with the teams before the event. This is what is more commonly seen at CS:GO events but what we want to do is have a plugin that only allows the coach to spectate their own team, similar to the spectator mode you get when you're waiting to spawn. This requires a 7th PC so the coach requires a BYOC ticket and a PC but won't be done in the finals because we can't fit 7 PCs on a stage.
Have people yet brought up how different calling in an arena FPS like TF2 is, compared to a tactical FPS like CS:GO?
When you have someone over shoulder, calling in CS, they are calling in an almost purely strategic manner; NOT in a way that hugely affects team coordination. The timings in CS are literally down to milliseconds: situations like your entry fragger peeking exactly with the support's flash out cache A main, all a breadth after another player opens squeaky and mollies forklift. Having someone behind the team calling strats isn't going to fix that timing if it were otherwise wrong.
Meanwhile, TF2 (and other arena shooters) have team coordination at a much more macroscopic level than a few milliseconds... I.e. time enough for a coach to correct a mistiming. Even something as simple as the timing between the flank and the combo during a push becomes an unnecessary skill for the player, when a coach standing behind the players can see what all six are doing, and tell the flank exactly when they should come in. That window for you to come in at the correct time is not an eighth of a second in TF2, unlike in CS.
Coordination in TF2 is still extremely difficult, don't get me wrong. However, it's not difficult because it's about the most minute synchronizations and timings. It's difficult because: there are a lot more options, it's a lot more reactive (unlike the preset plays so much more prevalent in CS), and the coordination is necessary for a huge, huge portion of the time in game, as opposed to the once-every-two-minutes-or-so in CS.
I personally thing that, because a coach can't affect the coordination and timings in CS:GO, the coach remains much more strategical in function. I believe in TF2 the coach can very easily fix many problems with team coordination and timing, and because of this they end up being able to go way beyond tactics and strats for the team, and begin to eliminate the need for important player skills and experience.
I'm sure there are very experienced CS players here who could correct any of the (likely present) ways in which I've misinterpreted CS (and the presence of experience TF2 players goes without saying)