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.