Terrible. I hate being rushed into a meat grinder. I hate team mates not wanting to take the time and group up because they're saying "we dont have time for that crap". I dont get the feel of "team based tactical shooter". I get the feel of "hurry up and cap something" before the match ends. These timers and short duration matches encourage BANZAI style, no brain no pain assaults, while discouraging team work because grouping up, regrouping, moving as a unit takes time, coordination and patience, none of which are encouraged with the current game play system.
It also forces you to play as a team instead of solo roam, encounraging more or less coordinated pushes then just respawn, go to point, die, respawn cycle everyone does on their own. What needs a work is approach ways/side objectives so not all 15-30 defenders are pointing heavy weapons at the two exclusive OPEN approaches.
I like the timers but the rest of the game isn't built around the concept. Vehicle cooldowns, respawn ticket count, map size, etc. All of these are built with long matches that could swing at any moment in mind. I'd like to see something in place to make shit games end faster, but maybe timers aren't the way to go. The first alternative that comes to mind is respawn tickets.
Screw the timers. Seven minutes is not enough time if the team is good enough. It needs to be at least ten minutes for the first point.
Call me crazy, but if there's certain maps that people just want to be done and over with in short order, then the real problem isn't the timer. You could say that. You could also say that the time is so short that doing things like taking cover and generaly approaching the map tactically starts feeling like a liability since you basically need to bum rush the points. Or that maps like Maggon require more time because even a moderately well entrenched defender is a grind to get off each and every point.
Dislike the timer. Stopping the players from using skill, everyone just rushes the point. I think at the moment its good as things are still imbalanced so it stops the slaughter fest and allows Devs to get more data at a quicker rate. However the timer needs to go once things are balanced. Instead of a little clock clicking down (also 40k battles last for weeks and months in lore) why not have stocks/lives for every map, which will force the player to actually protect himself, position well and push his skill limits. Timers are for lobby shooters. I don't know any MMO's or RPG's with timers on everything. (yes somethings have timer such as kill the boss before he becomes eternal etc.. )
Soooo hard as attackers. I just put in a few hours with the boyz and as attackers it is very unforgiving with the current cap rates. Games are either complete steamroll domination as attackers or a drawn out loss, I rarely see a match end in 5 mins or less...so it would seem the intended effect isn't that effective at the moment. Also the best meta would almost be to rush all points to get caps early on to secure the timer then defend whatever you can hold. In which case defenders basically see the attackers strategy as telegraphed.
The timer at the start needs to be at least 10 minutes, I'd prefer 15 tbh, but either way 5 minutes is often to short.
I am going to throw a thought and let you all tear it to pieces. I do like that crap games end fast, but unfortunately even the good ones end fast as well. Queing thankfully has been rather quick for such a small player base, anywhere from 1-8minutes. No tickets, no "health bar", and no timer......how about back to the Morale Bar! (or Waaaaagh if you are orky) There use to be a bar that can be pushed either way by capping points. What if the calculation was more than just capping points? What if it was a total ticker for both teams of points? points for capping (and continues to give points over time) points for individual kills points for squad leader kills points for transport kills points for vehicle kills points for stationary kills (or in later maps important installations) points for executions Ok, I think you get the point of the points. So what do the points mean with regards to the Morale Bar? Well its a fancy ratio system, when one team is ahead by lets say 5% in points. Then the morale bar shifts slowly and progressively in favor of the team with higher points. The larger the difference in points between teams the faster the morale bar shifts. Eventually when it is a full then that team wins! There is the possibility for fairness of play (for attackers) that the point system may need to shift from total points to a rate, like points per minute. So, what does this system do.....well it ends bad games quickly and makes even matches last forever. A very large gap in points will result in a very fast shift of morale to end the game. If the losing team gets their shit together and reverse the point gap, they stand a chance at winning the match! Or just making the game last forever. But isn't that what we want? Bad games to end quick and good games to last forever!
theres already a way to end a bad game ... its called /quit, and once the game launches there should be enough population that you dont get cycled back into the same game when you queue for your next, this timer bullshit needs to end