Are you confirming that points never count for victory in the new CD mode???, or do you say that you think it should not count for victory? I'm a bit confused.
The only time that matters now is the time to capture the last objective captured by the first attacking team.
Using Apartments as an example:
If Team 1 captures 4 objectives and captured the fourth objective in 2 minutes, Team two has 3 minutes to capture objective 1, 3 minutes to capture objective 2, 3 minutes to capture objective 3, and 1 minutes and 59 seconds to capture objective 4.
I understand but disagree. In many ways the focus for CD is not on time at all, but simply on capping the objectives. 99% of the time matches are won or lost because one team capped more objectives than the other, not because the final cap times were different. I view the timer for the final cap as a tiebreaker sort of thing, if the teams are equal enough to reach the same objective then whoever caps it fastest wins.
So far I'm loving the new CD, as are most of the people I'm playing with.
I understand but disagree. In many ways the focus for CD is not on time at all, but simply on capping the objectives. 99% of the time matches are won or lost because one team capped more objectives than the other, not because the final cap times were different. I view the timer for the final cap as a tiebreaker sort of thing, if the teams are equal enough to reach the same objective then whoever caps it fastest wins.
So far I'm loving the new CD, as are most of the people I'm playing with.
###Both last posts.###
Look into true stopwatch. It provides for what you deem to be the most important aspect while not making the previous caps irrelevant.
For instance, if a team caps the first cap in 40 seconds and the next team caps it in 2:59, I'm sorry, but they should have to account for that defecit for the rest of the match (while still having a chance to win), otherwise, simply-stated, they ARE NOT the better team.
The problem is that the first team would never know when they're not going to manage to capture the next objective. Which essentially makes the first team have to scurry for all objectives (if they comprehend the new winning conditions), and the second team can just take all objectives at their own pace until the last objective the other team capped. Having the last objective's cap time as a tiebreaker doesn't make any sense to me as opposed to counting the total time.A team performing poorly usually wastes more Reenforcement waves. A great team might have some left on the last cap allowing them to rush in and respawn. The "deficit" lies in the reenforcements. Please also note that capping a point in Overtime is undesireable, but if a team pulls it off, they shouldn't be penalized. Even though every second isn't counted in your final score, time still matters. If you don't cap in 3 minutes, you lose.
Please also note that capping the first point in 40 seconds vs. 2:59 MAY actually matter. What if both teams then don't cap the second point? Team one wins thanks to their speed!![]()
Yoshiro, with all due respect this is the most awful thing that could have been conceived... from every standpoint (competitive, public, etc.).
If a team does such good work to cap the 1st point in 1 minute, the 2nd in 1 minute, the 3rd in 1 minute and then the 4th in 2:30, it really should reflect TOTAL time. The other team should then have to complete the 4th cap by 5:29 or lose.
Even if they cap the first in 1:20, the second in 1:20, the third in 1:20 and the 4th in 1:00 (total = 4:20).
AND
Even if they cap the first in 40s, the second in 1:00, the third in 1:00 and the 4th in 2:35 (total = 5:25).
For instance like Abomolith mentions I recall one PUG match last night where we started off attacking and absolutely tore through the caps. We probably capped each of the first three caps in under a minute for each. However, when the teams switched, they had 2 minutes on the timer for each cap.
Now is this a bug? Can we get a pure definition on the new rules of countdown -- because, as it was played last night it was the saddest thing I've ever seen in what once was a wonderfully dynamic and talent-based gametype.
Now, to be honest, with all of the weight on ONE CAP, it's not worth playing. We might as well throw a few quarters in the air and call for heads or tails.
Nothing was wrong with the way countdown was conducted previously. The only thing that could make it better was to make it pure stopwatch mode (total time for total cap). I would be happy to explain the rules for that, but I'm sure you guys already know.
Basically, the attackers should set a time and number of caps. If the first attacking team gets through all of the caps in 5:15 seconds, then the next team needs to cap all of the caps in 5:14 or lose.
If the first team caps 3 caps in 4:00 but cannot capture the 4th point then the next team must only cap the 4th point to win (regardless of total time). The other way they can win is to cap the 3rd point in 3:59 or less.
IT really is THAT simple.
Is anybody could tell me where can i found a player's topic that he ask for changing CD mod ?
I found no topic about this, so why should we participate to the beta if nobody is asking about changements ?
It doesn't make sens, the community did'nt ask this to TWI.
And they put more bugs now...![]()
--SNIP--
Stop saying anything just to defend the new CD. I do not criticize it for fun, just to note what seems to be errors for me.
--SNIP--
Stop saying anything just to defend the new CD. I do not criticize it for fun, just to note what seems to be errors for me.
And for Yoshiro, i would like to know, if it's possible to desactivate the automatic reinforcement ? Because, when we are playing it's not usefull to have to click on F5...
Yours faithfully.