Needs to be removed.
Printable View
Needs to be removed.
Removed not so much but at least a time limit like every other overtime in every other thing that has overtime ever. xD
I still find it sometimes unfair, what i mean is... I'll make a real example:
My party pushes the crystal to 49/50% (so almost till enemy base). There we keep killing enemies, really, we are teoretically dominating but unable to push the crystal more than that (i mean, we do not die, but enemies keep coming and stalling)..
We stay there till time finishes.. then we all die (!edit: cause we exausted all our resources and cause near their base enemies have position advantage, cause they are close to spawn).
The game goes in overtime while we are all dead and by the time we respawn enemies comes all the way till 50% and win.
This happened to me more than once, maybe 6-7 times out of 200 matches...
Disclaimer: i know we could and probably should have done better, in fact this not happens often but still.. isn't it stupid when it happens?
It almost makes me want to do it ON POURPOSE cause it seems a very silly but nice strategy to pull out..
Still in the game.
Remove it.
OT is definitely the low point of the mode. It needs to be changed somehow for sure.
Overtime activates when at least one player from the team with less progress stands on the point with time running out.
If you remove overtime completely then matches at some point are lost beyond saving when a team that can make a comeback doesn't have enough time to do so - it becomes needlessly intense.
Round ending as soon as all attacking players left the circle would just indirectly buff AOE displacement through the roof (Reaper LB, MCH shotgun, etc.). You can already win like this with a well-timed Reaper Hysteria, so thia wouldnt be fun either.
I wouldn't exactly add an artificial Overtime limit either for reasons like #1. Would make defensive stalling a bit obnoxious (Guard cycling) to deal with depending on your tools.
If anything, double or triple the respawn increases on death so it goes up by +3 per subsequent deaths. The trickle stall is what is actually annoying by it, so aim for that.
It's an issue because the regulation period is short enough for most matches to be stalled into overtime, even though overtime generally isn't supposed to be common.
This is already the case, the overtime timer is timed to server ticks (or an actor tick tied to the standard timer when it ends that starts ticking right at 0s, but same, it seems tied to ticks either way). Sometimes it immediately ends when you push everybody out, sometimes it doesn't. I don't count the amount of games I have ended immediately with scattergun. It's badly designed.
( please note that i'm not advocating for or against the removal of overtime )
I understand the complaint behind but pushing LB generation behind performance (what performance? damage? damage eaten? heals?) would inflate dramatically snowballing in the mode, which is already pretty dire. If the defending team loses the LB advantage, the comebacks are even harder and better throw the towel without even finishing the match when all the enemies have their full LBs all the time while your team gets nothing. The seconds lost on respawn are already pretty hefty on their own.
Then I guess it can also be a design concept, just make the games that are lost end faster? bleh