People afk anyways and comeback mechanics are literally the problem in any game. If you need to win using a comeback mechanic then you didn't deserve that win. Overtime is fine, but the way its implemented is complete trash.



god no
CC games already have a huge snowball effect making it incredible hard to comeback



Man says maintain control better when the game doesn't give you crap for options to coordinate effectively nor des it allow you to run with folks you know. Respectfully, gtfo here with that messMaintain control of the payload better and you won't have this issue.
If the enemy team is just going to hard stall by throwing themselves at the payload one at a time, their death timers will eventually scale up to the point where they can't get back to the payload in time and they just lose. If your team is ahead and has full control when time runs out, there's no overtime and you just win. Partial control (players from both teams are on the payload but your team has more) isn't good enough.
Keep in mind that overtime exists specifically to enable come-from-behind victories so the losing team has a reason to keep playing until the time runs out. If one Dancer-LB-into-AoE-LB team wipe was enough to decide the game during overtime, 1) the enemy team should have done that sooner, and 2) your team didn't deserve the win nearly as much as you think they did.


Coordinate? You don't need a war room with a miniature copy of the map and pawns as stand-ins for all of the characters. There's really not a whole lot to the game, what are you going to strategize about that requires anything more than the quick chat options that you have available? More importantly, in a game of randos, why would you think that anyone would listen to some intricate "plan" whenever they can't even attack the same target being called out 80% of the time?
Good idea! I'll just tell my team what strategy we'll- Oh...Maintain control of the payload better and you won't have this issue.
If the enemy team is just going to hard stall by throwing themselves at the payload one at a time, their death timers will eventually scale up to the point where they can't get back to the payload in time and they just lose. If your team is ahead and has full control when time runs out, there's no overtime and you just win. Partial control (players from both teams are on the payload but your team has more) isn't good enough.
Keep in mind that overtime exists specifically to enable come-from-behind victories so the losing team has a reason to keep playing until the time runs out. If one Dancer-LB-into-AoE-LB team wipe was enough to decide the game during overtime, 1) the enemy team should have done that sooner, and 2) your team didn't deserve the win nearly as much as you think they did.
If a teammate isn't listening to the hear piercing noise accompanied by the "Fall Back" message, they are not going to read the essay you want to type about needing to regroup.



And fall back tells them that how? That's a blanket call out that tells them nothing and doesn't even need to be said if they aren't by a Sam.
If that said Sam LB up then sure. So no.
Simple. I put a big, shiny, red "Ignore" marker on an enemy SAM when they have LB up. Because even though it is my teammates personal responsibility to not get themselves killed, I try to help as much as I can. When their LB is gone, I take it off. Simple and effective for most players. Those that still die to it were going to die to it regardless. Can't carry everyone.
Remove this crap. Seriously the more I play the more I wonder how you could mess up this bad.
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