[quote=“Herr_Hanz;189855”]It’s as bad as the “set nades” in Call of Duty 1.
Somebody that remembers CoD 1! shiny on you unicorn! good old days.
i didnt know the timers between stopwatch and objective are different. how are they different?
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Not sure if you competed in CAL but I was CAL|MikeMo and I ran smf>> I am also, sadly, the person responsible for pitching/pushing CoD 1 as a CPL game to Angel which was successful. So, despite my dislike for that game/series, I am partially responsible for some of it’s esports history. I’ve been trying to make up for it ever since 
[quote=“Dawnrazor;189829”][quote=“Amerika;189809”]looking at a timer and hedging your bet on routes taken and using abilities in hopes that you get people with little risk to yourself isn’t playing instinctual or a well laid out plan. It’s easily one of the least skillful things in this game. It’s as bad as the “set nades” in Call of Duty 1.
I don’t see how anybody could enjoy this at all when playing.[/quote]
Timing the movement of your opponents around the map in general is important knowledge, so how is timing it from spawn a “lesser” aspect of it? The way I see it Objective throws too much control in the hands of the spawn timer gods; for instance, in that last part of Bridge, putting opponents on longspawn before the building opens up has a huge importance, so much that you might want to delay killing them for a slim amount of time (and thus risk not killing them at all), but in Objective servers it always feels like it depends on which teams gets the spawn timer blessing as to whether the attackers or the defenders can get inside first. I’m not even saying that the spawn timer necessarily has to stay as it is currently in SW, some people have made arguments for offset timers and whatnot, but I’ll take it anytime over OBJ’s randomness, in my opinion there should be a way to time when you expect enemies to arrive from their spawn or when it’s a good time to push because you might put them in a longspawn.[/quote]
I’m not sure I was very clear. I don’t want the spawns to be random. I just want them to be plus or minus a couple of seconds randomly. So the spawn times would still be predictable and near your own but not predictable enough to time an exact grenade reliably without extra information. So when your team’s spawn timer is up it means theirs will be up within a second or two or it already happened a second or two ago or they matched. This would be enough small randomness to keep people from easily cheesing while not making the match flow be random based on the luck of spawn times.