#Overtime

10 messages · Page 1 of 1 (latest)

stiff oracle
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In many instances lately I've noticed a problem with certain games involving objectives that requires a timed event to proc (E.G the explosives on the final point of Lionspire). These time-based objectives can sometimes take longer than the allotted time left in the match, and if that happens, the defending team automatically wins - even if the objective is literal miliseconds away from completing.

This gives a pretty big disadvantage to the attacking team on these objective modes, as if the timer gets past a certain point, the game is automatically lost.

I propose an "overtime" mode, where if there's a timed objective waiting to proc, the timer will hang on 0 seconds until the objective either completes or is disabled, allowing the attacking team a few extra seconds to get final objectives done.

misty harness
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yea I do agreed because there is that one time everyone had that moment.

hollow smelt
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Lionspire is already difficult enough to defend imo

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On the contrary, I think an overtime feature is too huge of an advantage for attackers

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Plus, many people seem to like attacking in chiv. This would make people dislike defending even more

stiff oracle
hollow smelt
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A cutoff point seems feasible

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Typically a bomb takes 40 seconds to blow. So I use that as a measure

stiff oracle
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yeah, something along those lines, because you're right that rn the balance tends to be pretty heavily weighed in favor of attackers, esp if the team has more than two braincells and a couple players who know how to play engie

willow spear
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no, offense does not need any more advantages to make the game easier. if you dont plant with > 30 seconds on the clock you lost, yes. so the game remains for 30 more seconds.

theres zero legitimate gameplay reason with the current setup to make the team people already switch to because its easier, even more attractive