Quite concerned if this will give Jackal a too much chance to flip over the game against CDA,
but it’s quite frustrating when the last push was finally successful and the game ends while we are planting.
What do you guys think?
Quite concerned if this will give Jackal a too much chance to flip over the game against CDA,
but it’s quite frustrating when the last push was finally successful and the game ends while we are planting.
What do you guys think?
Of course the game has to end if planting guy cancels his/her planting, or stopped by CDA.
You can deliver and repair the EV in overtime, I don’t see why not, especially since one defuse ends the game instantly after that.
Good point there actually, no reason the C4 couldn’t work that way since the other objectives do.
I agree, it just seems bad to end the game with everything else that triggers overtime.
It’s annoying af to lose a game like that, so I’d love to see this changed.
Agree, does not make sense to me of how we can’t have overtime on planting the c4 while we can have it one repairing the EV
It makes engineers more important, meaning you can plant at 3 seconds instead of needing 6. (This is a really weak reason and the only one I could think of right now)
I’m indifferent whenever or not c4 planting interaction should trigger the overtime or not, I’m used just fine to the current way and I’ll adjust to new one, would that be put in place. Still makes sense either way.
Because lines have to be drawn somewhere. For example carrying a milk jug doesn’t trigger overtime either (only actually interacting with the delivery-site will), so possibly somewhere some point, whenever due technical convenience or other design choice, it was decided both planting and carrying don’t trigger overtime.
I think a player interacting with the objective area should always trigger overtime. So in the case of the “milk jugs”, traveling with the “milk jugs” to the objective area but not delivering will also fail to trigger overtime. Delivering will still trigger over time. This can also allow an engineer to plant so long as they already started planting on the objective area.
Like bontsa though I can accept it as it is. i also will respect Splash Damages final decision on the matter.
The entire overtime system needs a rework. It’s stupid that if you leave the EV for 1 milisecond when it has full health you still lose
In EV maps, it should last until the EV is disabled
If the EV is still on first point (hasn’t been repaired at all), OT will last while someone is repairing it (like it already does it) and if that person stops in the middle, there will be 5 more seconds to start repairing it again
In objective delivery parts, it should last until the objective is returned/reset (returning will take only 3 seconds and it will automatically reset after 20 seconds during OT, values can change but the point is to make it faster)
In C4 maps, OT should last while a person is planting a bomb or if it’s already active
In Terminal, there should be OT while there’s still at least one bomb planted/being planted and for 5 seconds if 1 C4 blows up
In Stopwatch, there should be overtime in both halves of the match. Even if the team that attacks second has no chance of winning, they still don’t get the xp they could’ve gotten for blowing the objective (or doing the objective) and it’s also unfair if the first team didn’t complete all objectives in time (unless it was fixed already) because last time I played (Underground), the enemy team blew only the first objective and then when my team was attacking we lost because time ran out even though C4 was active on the 2nd objective
[quote=“FrostyVampire;211281”]In EV maps, it should last until the EV is disabled
In objective delivery parts, it should last until the objective is returned/reset (returning will take only 3 seconds and it will automatically reset after 20 seconds during OT, values can change but the point is to make it faster)
[/quote]
No, both could be used for grieving. Bad idea.
[quote=“FrostyVampire;211281”]The entire overtime system needs a rework. It’s stupid that if you leave the EV for 1 milisecond when it has full health you still lose
In EV maps, it should last until the EV is disabled
If the EV is still on first point (hasn’t been repaired at all), OT will last while someone is repairing it (like it already does it) and if that person stops in the middle, there will be 5 more seconds to start repairing it again
In objective delivery parts, it should last until the objective is returned/reset (returning will take only 3 seconds and it will automatically reset after 20 seconds during OT, values can change but the point is to make it faster)
In C4 maps, OT should last while a person is planting a bomb or if it’s already active
In Terminal, there should be OT while there’s still at least one bomb planted/being planted and for 5 seconds if 1 C4 blows up
In Stopwatch, there should be overtime in both halves of the match. Even if the team that attacks second has no chance of winning, they still don’t get the xp they could’ve gotten for blowing the objective (or doing the objective) and it’s also unfair if the first team didn’t complete all objectives in time (unless it was fixed already) because last time I played (Underground), the enemy team blew only the first objective and then when my team was attacking we lost because time ran out even though C4 was active on the 2nd objective[/quote]
so basically i can hold the DNA sample in my hands and stay in my spawn until my friends break through so i can deliver?
the point of stopwatch is beating the map withing 15 minutes, and then stop the other team from beating your time. if the enemy team failed to blow up the 2nd obj within 15 minutes (not counting overtime), your team has 15 minutes to blow up the 2nd obj else you both failed to finish the map within 15 minutes. giving any overtime in the 2nd half of a stopwatch match ignores the whole point of stopwatch.
EV overtime should stop if somebody stopped pushing the EV. because thats the point. Pushing the EV or stopping people from pushing the EV. i suggest a 5 grace period for somebody else to take over pushing the EV. but if the EV hasnt been pushed for 5 seconds in overtime the overtime stops.
EDIT: if you want second overtime what we need is an edited time for the second half. if the second half ended at 14:50, your team must defend until 14:00, with overtime only counting if the c4 is planted before 14:00, and not AT 14:00.
we can make that more extensive by saying that you need to destroy the first obj before 13:10, this cuts of 2 minutes from the 2nd half that are basically useless since the enemy team cant explode the 1st and 2nd obj with c4 in 1:40.
Well, for one, what happens when multiple people are planting C4?
Does it stay in overtime indefinitely?
[quote=“Watsyurdeal;211297”]Well, for one, what happens when multiple people are planting C4?
Does it stay in overtime indefinitely?[/quote]
According to OP, I think so, but that will bring the disadvantage of fewer people involving in covering. Which might cause the team death
Because the objective is not in play. You have 15 mins which is plenty of time to complete the map, and you are granted overtime if you can manage to keep the objective going whether it be escort, bomb or delivery.
This next map update is supposed to make it easier for attackers anyway on all existing maps, so overtime should be less of a concern, as they want to make Stopwatch more about who can complete the maps the fastest not who is better at giving the enemy full hold syndrome.
Although I think it would be a cool scenario if after the time has run out the game carries on until all the attacking team are dead, like no respawns after 15 mins. I think it would be interesting to see how that plays out and if it would add another element or twist to the mode. Probably not suited for dirty bomb due to spawn trapping being considered “skill” or part of the meta or whatever but it would add a nice “clutch” element to the game, I dont know…just a thought.
@Herr_Hanz this discussion is primarily about overtime in obj, overtime in sw is almost never a factor.
i think a small (1-2sec) window to step away from the ev makes more sense, as you basicallyhave to hug it to avoid losing overtime, which is not a fun mechanic.
delivery is fine as is, used to be until jug is returned making attackers basically defend their spawnand hogging obj
planting overtime - why not
[quote=“Watsyurdeal;211297”]Well, for one, what happens when multiple people are planting C4?
Does it stay in overtime indefinitely?[/quote]
Then how about counting overtime for each of them.
It barely happens in DB, but I also hate to see where everyone just rubs and clings to obj like OW without thinking but just to win, delaying time to wait the next spawn wave of allies, just like @FrostyVampire 's idea.
[quote=“bontsa;211226”]I’m indifferent whenever or not c4 planting interaction should trigger the overtime or not, I’m used just fine to the current way and I’ll adjust to new one, would that be put in place. Still makes sense either way.
Because lines have to be drawn somewhere. For example carrying a milk jug doesn’t trigger overtime either (only actually interacting with the delivery-site will), so possibly somewhere some point, whenever due technical convenience or other design choice, it was decided both planting and carrying don’t trigger overtime.[/quote]
Planting the C4 is like interacting with the delivery site. 
[quote=“TheGreatHoundini;211998”][quote=“bontsa;211226”]I’m indifferent whenever or not c4 planting interaction should trigger the overtime or not, I’m used just fine to the current way and I’ll adjust to new one, would that be put in place. Still makes sense either way.
Because lines have to be drawn somewhere. For example carrying a milk jug doesn’t trigger overtime either (only actually interacting with the delivery-site will), so possibly somewhere some point, whenever due technical convenience or other design choice, it was decided both planting and carrying don’t trigger overtime.[/quote]
Planting the C4 is like interacting with the delivery site. :)[/quote]
Which is why I said I’m indifferent about it. If it’s there I learn it and act accordingly, if it stays as now I’m just fine. In my opinion C4 planting is different enough action from actively delivering a data core, that it can explain why first does not and second does grant overtime. Your way of seeing it isn’t off either.
It just doesn’t feel like a required change. I think it brings a nice spice in those 5v5 matches to know you have to take into account the 3 or 5 (or 6? crap) second plant time.