Why don't we count C4 planting moment as Overtime?


(GatoCommodore) #21

fail to plant for whole 4-6 minutes
still want to get chance and succeed to plant at the last second

why cant we appreciate good defenders who played really hard defending hordes of suicide proxies…


(Press E) #22

[quote=“sweetColumn;212008”]

fail to plant for whole 4-6 minutes
still want to get chance and succeed to plant at the last second

why cant we appreciate good defenders who played really hard defending hordes of suicide proxies…[/quote]

It’s only like, 10 extra seconds at most. I’ve had a lot of really unbalanced matches, where at the end a few players finally leave or join to balance things out, and the team begins to push the other back. I for one definitely wouldn’t mind it, even as a defender.

If you were really that good, you can defuse it in overtime anyways.


(GatoCommodore) #23

[quote=“STARRYSOCK;212024”][quote=“sweetColumn;212008”]

fail to plant for whole 4-6 minutes
still want to get chance and succeed to plant at the last second

why cant we appreciate good defenders who played really hard defending hordes of suicide proxies…[/quote]

It’s only like, 10 extra seconds at most. I’ve had a lot of really unbalanced matches, where at the end a few players finally leave or join to balance things out, and the team begins to push the other back. I for one definitely wouldn’t mind it, even as a defender.

If you were really that good, you can defuse it in overtime anyways.[/quote]

well if the attackers were really that good they dont need overtime at all.


(Szakalot) #24

@sweetColumn the main argument is that we should avoid dead time in game. if we cant win with less than 3sec on the clock due to plant time, shouldnt the game end 3 earlier? overtime makes the game winnable till the very last moment


(SaulWolfden) #25

By the same token, if defenders are that good, they would just kill the person who planted and defuse it immediately if overtime had been initiated by this change if it became a thing.


(tangibleHope) #26

[quote=“Watsyurdeal;211297”]Well, for one, what happens when multiple people are planting C4?

Does it stay in overtime indefinitely?[/quote]

Well, think of it like this. 2 players left alive on the attacking team, 1 on the defending team. If attacking team wanted to troll and try to make a permanent overtime, that would mean that the defender would have to just let them do that. If he attacks and kills them both or makes them both leave the point, he wins. If he attacks and one leaves and kills him, they win. Permanent overtime is literally impossible unless at least 1 person on each team was working together to try and make it happen, and you can be damn sure the defending team would kick that guy real quick if he was trying to do that.


(TheGreatHoundini) #27

[quote=“sweetColumn;212028”][quote=“STARRYSOCK;212024”][quote=“sweetColumn;212008”]

fail to plant for whole 4-6 minutes
still want to get chance and succeed to plant at the last second

why cant we appreciate good defenders who played really hard defending hordes of suicide proxies…[/quote]

It’s only like, 10 extra seconds at most. I’ve had a lot of really unbalanced matches, where at the end a few players finally leave or join to balance things out, and the team begins to push the other back. I for one definitely wouldn’t mind it, even as a defender.

If you were really that good, you can defuse it in overtime anyways.[/quote]

well if the attackers were really that good they dont need overtime at all.[/quote]

Think of it as “Injury Time”! :slight_smile:


(The_N00Ba) #28

[quote=“Watsyurdeal;211297”]Well, for one, what happens when multiple people are planting C4?

Does it stay in overtime indefinitely?[/quote]

Honestly when I was thinking about it, Over time triggers if at least 1 player is planting c4 or if c4 has already been planted. Over time stops once the objective area is no longer active. The objective area is no longer active when either there is no C4 and no one is currently planting… or the C4 planted is defused.

The thing is once C4 has been placed and overtime activates I imagined the game itself would be coded to deny additional planting.

The thing is this idea does seem more complicated than it needs to be which may be why it was not done originally. :slight_smile:


(Tanker_Ray) #29

[quote=“The_N00B;212299”][quote=“Watsyurdeal;211297”]Well, for one, what happens when multiple people are planting C4?

Does it stay in overtime indefinitely?[/quote]

Honestly when I was thinking about it, Over time triggers if at least 1 player is planting c4 or if c4 has already been planted. Over time stops once the objective area is no longer active. The objective area is no longer active when either there is no C4 and no one is currently planting… or the C4 planted is defused.

The thing is once C4 has been placed and overtime activates I imagined the game itself would be coded to deny additional planting.

The thing is this idea does seem more complicated than it needs to be which may be why it was not done originally. :)[/quote]

But wouldn’t same thing happen with EV?

I know it doesn’t, because only one can repair it + even you just stand there to prevent previous repairing guy dying, Overtime doesn’t work.

But if bunch of people could repair it at the same time, man there comes the same concern.

How about we apply the same thing to planting site? Showing message like : Your team mate is already planting.

Just like repairing EV.


(The_N00Ba) #30

It could work. I think this all could work over all, given time. The question is how much time would it take to code due to added complexity and if Splash Damage wants to make it more complicated. More complicated things can lead to more bugs from what I have noticed.