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Time extensions, Overtime and Recapture Issues

Discussion in 'General Discussion' started by Drakonite, Sep 11, 2016.

  1. Kyros Drakonite Preacher

    Before I start, I just want to point out that I'm not complaining and that I understand that these things may be simple oversights or already on their to-do list. I'm just voicing this out to make sure that these issues are known and hopefully will be dealt with before launch.

    Issue 1:

    Most maps have time extensions upon capturing a point, but they provide no overtime. AFAIK, only the last point on Harkus, Maggon and Zedek have overtime enabled.

    The problem is that, with a 1 minute capture time on points, it basically means that capturing a point after the 01:00 minutes mark is pointless, and anything you do after this threshold is irrelevant. The game basically ends a minute earlier, but it's still allowing you to "Play" until the timer runs out.

    So you are left with an entire minute where nothing your team does matters, and this is terrible. I've seen one too many players that are happy because they "Finally" pulled through and started capturing that one insurmountable defense... only to find out it didn't matter because they started the capture during this period.

    Possible solutions I see are:
    • Add overtime to all points. Maybe have it eat time from the time extension for fairness.
    • Straight-up end the game a minute earlier when it becomes impossible for attackers to win.
    • Stop all captures, Lock all points and basically announce that the match is now a deathmatch for one minute. Not a fan of this one :p



    Issue 2:

    There is no indication on which points provide time extensions. Currently the only way to know is by memory, and players joining a match mid-game have no way of telling which points to prioritize due to this. Some form of visual indicator would be of help.



    Issue 3:

    Currently on Maggon, A point's caps in 30 seconds while B caps in 60 seconds. While this is helpful for the initial push, it creates an awkward scenario where if both teams start to capture the points, the defense team is twice as likely to "Capture" first, even if they started the capture later. I've had this happen twice since the patch and it is pretty much a guaranteed doom to the attacking team (Since almost all will be trying to hold B).

    Which brings us to:

    Issue 4:

    Maggon and Zedek are both very difficult maps for Attackers. However, there is a huge balance issue in regards to defenders being able to recapture points.

    Typically, after capturing A or B, the next step is to move on to the next point. The problem is that this adds another objective to attackers (Defend A/B) on top of the already insurmountable task of breaching their defense. Should the defenders somehow manage to get back to your already-captured point and to recapture it, it is basically a game over for attackers. It doesn't matter if they hold it, the recapture time alone (1 minute) plus the redeployment of all troops, remounting the offense afterwards, and then capturing the next time extension (Which, due to Issue #1 means you have one less minute to pull this off) means that attackers almost always lose the moment a point is recaptured. Hell, even just starting to recapture is enough to break all momentum as people try to get back to the point.

    In simpler terms: Attackers have to capture 3 points in succession to win, but Defenders only have to capture 1 point to win. This is extremely unfair towards attackers. Also, it is a bit weird that Defenders get "Rewarded" with an extra win condition by failing to hold the first point.

    Possible solutions I see:

    • Lock a point after capturing on these maps. Attacking is already a very difficult task on these maps and teams are already struggling by employing an all-out offense.
    • Make Recapture take much longer. 3x seems about fair, considering the point distribution. Also, probably make recapturing an automatic win for defenders, because it is that in the current iteration, but this at least stops us from wasting our time :p
    Thank you all for your time :)
    Simferius, Valrak, Trenchwar and 8 others like this.
  2. DJPenguin DJPenguin Cardinal

    omg Eevee. Please group with me sometime.
    Drakonite likes this.
  3. Havoc ComradeHavoc Well-Known Member

    Thank you for this post. This needs to be addressed.
    Njord-Halfhand likes this.
  4. RuntKikka RuntKikka Well-Known Member

    Why aren't you a fan? Reminds me of Team Fortress 2 after one team wins you get to finish off whoever is alive while they are running around like ninnies.

    Basically, at that last minute where it's impossible to capture, they could just have a message pop up saying:

    THE DEFENDERS HAVE WON! FINISH THEM OFF!

    Then the defenders go around killing off the last attackers still alive. Attackers don't get to respawn anymore so it's a last stand. Bonus EXP if you live to fight another day! :p
    ComradeHavoc and bossaroo like this.
  5. Sceviour Sceviour Arkhona Vanguard

    This is a quality post but I have nothing to add other than my support :D
  6. YES...TO...ALL!!!
  7. Havoc ComradeHavoc Well-Known Member

    THIS, THHHHIIIISSSSS
    CabalTrainee and Njord-Halfhand like this.
  8. Overtime should definitely be a thing. But only while the cap is not interupted.
    KharnVarus likes this.
  9. Lerdoc Katitof Well-Known Member

    1) I don't really see the point of overtime in maps that aren't tug of war type, it makes no sense really.
    You either got enough domination points or don't, no overtime needed.

    2) I believe that is planned already?

    3&4) Yeah, the timers should be short, but equal on all points. Biggest issue with defenders having it easy is, they respawn on the very point they have to defend, had they respawned in the place where you respawn when point is contested would go a LONG way for the tug of war maps as it would allow attackers to have a window of opportunity and make defenders not throw away their lifes in an endless zerg.

    Clearing a room should be rewarded and not with fresh respawn right on top of you.
    Galen likes this.
  10. Cabal Trainee CabalTrainee Arkhona Vanguard

    Yes to all.

    To point 3) I´m surprised how the devs handle this. 30 sec cap time and the Quadguns is in no way a fix to the issue. The main problem is the respawn points of the defenders. They are directly on the point even if you as attacker stadn next to them. They only move away once you start capping. If they would move them out simply by enemies nearby nearly all issues with the tug of war maps would be fixed instantly.
    mikk34 likes this.

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