It's still a buff. More incentive to stack means more opportunities for whm drg smn etc to land a huge limit.
It's still a buff. More incentive to stack means more opportunities for whm drg smn etc to land a huge limit.
It takes one to stop the push, though. And stacking to increase its speed is a risk leaving your team more vulnerable to AOEs. If anything, it makes things more dynamic instead of trying to wipe the enemy or have them "dripfeed" into you.


Note that this doesnt have to be a linear speed. In tf2 the payloads normaly are set to have 3 diffirent speeds based on player count. 1 player is 50%, 2 players is 75% and 3 is 100% (or easier towards players: 100%,150%,200%), anything more doesnt do anything.
Even if we look at normal capture zone speeds. The speed of progress is always the square root of the capture number (it even works beyond 15 capturers, but the hud breaks on it - which is achievable by mass scouts, or in mvm). This would then translate to 100% at 1, 144% at 2, 173% at 3, and 200% at 4.
The result is simply that stacking benefits, but not in a linear way. This can often negate class issues. The scout in tf2 for example with its double capture rate at best only has 144%, never 200%.
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