Overtime (vote and discuss)


(Scrupus) #1

While playing the other day Toomic suggested to create a thread for discussion of the overtime system, which was introduced recently. I’m also including a small poll with some options, so we can get some idea on what people feels about the overtime system.

Intro:

Overtime is the system that keeps the match clock ticking beyond the normal map time, if the attackers are in the process of completing it. Not to be mixed with Extended time, which is related but slightly different purpose and system. Brink was the first SD game where I’ve seen this system, and I think it work pretty okay there in most cases. It’s only used in objective mode.

About the voting

I will use a multiple choice vote for this one, where you can specify which objective types that should use overtime in DB, or none. I include one extra “don’t really care” option - use this even if you vote for overtime on some objectives, to give an indications on how important player think this would be. Also ignore the specific implementations of overtime for now - vote for it even if you don’t like the current implementation, but specify in comment how you think it should be tweaked.

Current system

I haven’t seen overtime enabled on all of the objectives quite yet, but this is how I think it’s currently working:

[ul]
[li]Explosive: overtime kicks in if c4 is armed, and expires if defused.
[/li][li]Escort/EV: overtime kicks in if the EV is alive when reaching end time, and expires when the EV is damaged.
[/li][li]Delivery: overtime kicks in if attackers still carry the objective, and expires when it’s returned (I haven’t seen this in action).
[/li][li]Hacking/construct: overtime kicks in if attackers are hacking, expires if it stops (no idea if this is implemented as we don’t have any of those end obj yet).
[/li][/ul]

My personal opinions:

[ul]
[li]Explosive overtime, is great.
[/li][li]EV overtime might be ok, but not with current system. I think it should keep ticking as long as the EV is moving, but expire and end map the moment it stops moving.
[/li][li]Delivery, should keep ticking until the object is returned. Might be some kind of max time though, so no one just ran away and hides just to be nasty.
[/li][li]Hacking/construct: hard to say, maybe expire if all live attackers within a certain range is dead.
[/li][/ul]


(tokamak) #2

All of them, all of them. A player should at no point in the game feel like there´s no point in doing the objective any longer.


(murka) #3

I was surprised to see overtime on EV and that certainly must go. Killing the EV is quite difficult, especially on London Bridge and this pretty much gives the attackers infinite time to do the last phase.


(Evil-Doer) #4

Would love to run into the scenario some more, before I base a decision on it.


(Ecano) #5

Agree with all of them less Delivery. I think that must be avoid use it as tactic advantage. For instance hide the carrier until all enemy is dead.


(tokamak) #6

Agreed, the exploit-sensitive cases should be looked at of course. Still I don’t mind if this is happens for delivery. If there’s only a few seconds on the clock then the defenders can bank in on the fact that this is the attacker’s last chance and then simply start spamming a couple of nades. Giving the attackers no time restriction provided that they are carrying the payload allows them to attack at their leisure rather than making a forced move.

You can change when the overtime ends. The EV could end on standstill rather than destruction for example.


(INF3RN0) #7

At the moment I only consider plant objectives to deserve OT. If the EV was easier to disable, then maybe that too.


(Mustang) #8

GIve it to all of them, then slightly balance anything that needs tweaking to make it work (INF3RN0’s example for instance).


(maxxxxlol) #9

Objective mode I think they are all fine really. If you make it end when the EV stops what happens when you hit the lift on Whitechapel? Or the last stage to transmit the docs?


(Mustang) #10

Pretty sure the EV can still be disabled whilst on the lift.

When the docs get dropped (player dies).

Am I just failing to see the problems?


(maxxxxlol) #11

I know you can disable it but I’m commenting on people wanting the game to end when the EV stops moving. The EV stops when it hits the elevator.

Can you make it so it doesn’t end the game at those certain points? If so I like the idea.

Or just use the current way and make the EV easier to destroy. 1 airstrike or couple of grenades.


(INF3RN0) #12

Keep OT strictly in OBJ mode

Explosive- when disarmed
Escort- when disabled
Delivery- when the docs are dropped and returned
Hack/Construct- when progress resets (this would be the trickiest one)


(Mustang) #13

Yea that would be my preference, easier to destroy and game ends on EV being disabled.

I’d also like to see Hacking tweaked to retain progress for say 30s then slowly reset to 0 at a set decay rate. Resuming hacking resets the 30s timer.

And as mentioned previously dynamite to be weaponbankable and armable by multiple engineers.


(Apples) #14

Am I the only one not thinking that the EV is hard to destroy? Just spam nades and one airstrike and boom… Its not really more tough than the etqw mcp I think, except qw airstrikes dealt more damage, but with nades only it took ages to disable mcp compared to EV.

I dont know… I think that EV isnt destroyed mostly because people still tends to go all pew pew at this point, and almost no one seems to care about stopping it as they are working on their KDR… An 8 men team spamming nades at each respawn at the EV can disable it pretty quickly.


(INF3RN0) #15

I don’t know exactly how hard it is to kill the EV with nades/guns. I always toss my nade at it, but it only seems that 2-3 airstrikes that happen to hit directly on it will disable it. I like to play the objective as my main focus, but I do agree that a lot of people only play for kdr and that has a big impact on games where the battle is won but the war is lost.


(Mustang) #16

The problem is that airstrikes half the time don’t go off, and they also have far too small splash damage, additionally there is no way to replenish nades.

So even after a disable it’s repaired within 10 seconds and the airstrike that missed its target is on a stupidly long cooldown and the nade you just threw has no way to replenish…


(tokamak) #17

[QUOTE=INF3RN0;425179]Keep OT strictly in OBJ mode
[/QUOTE]
Why? Wouldn’t it even be a better thing for stopwatch to not have the match end at arbitrary times?


(Anti) #18

[QUOTE=INF3RN0;425179]Keep OT strictly in OBJ mode

Explosive- when disarmed
Escort- when disabled
Delivery- when the docs are dropped and returned
Hack/Construct- when progress resets (this would be the trickiest one)[/QUOTE]

OT will only be for Obj. as it’d break the mechanics of SW


(Maca) #19

Because the shape of the air strike is so precise, it takes a lot of luck and consideration to throw it so that the beacon explosion does damage, and the air strike comes just in the right angle. At most the beacon-air strike combo takes almost about 3/4 of the EV, after which it goes down in two nades. But it is sometimes very hard to get that max damage down.
And I think they actually made the EV much more vulnerable to hand gun bullets in some recent patch, it is much more viable technique now to chip the last of its health like that. So I’m not ENTIRELY sure if it needs to be weaker. Maybe make the repair slower?


(tokamak) #20

Does it though? I’m struggling at finding how it breaks the stopwatch mode. Obviously the overtime should only be applied to the first round but by doing that you only create a stronger connection between the team’s time and the team’s performance.