I posted a suggestion a while back on how we should address stall tactics on 2CP (or even the final checkpoint for the payload) and I originally suggested that once it reaches overtime, the players should stop respawning so the last one standing wins. However, after further evaluation, I can see how that would be a bit dull actually because let’s say you go into overtime while pushing the payload to the second point, but you’re only 20% of the way there.
Well, then you would have to wait until they pushed it ALLLLLLLLLLLLLLLLLLLL the way to the next checkpoint before being allowed to respawn again since that’s when overtime would reset (unless, of course, they were completely out of time that is). So, here’s my new proposition. How about once overtime begins, the respawn timer increases with each death?
First death during overtime could increase the respawn by 5 seconds, then the second death would be 10, third would be 20, and so on. That way people would still be allowed to respawn, but it would cut back on the stall tactics we often see teams using to drag out matches for far longer than they should. There’s nothing worse than reaching the second point at Hanamura, only to reach overtime and suddenly see Tracer, Mei, and D.Va come out of spawn just to stall the point.
Meanwhile, your spawn is all the way behind you, so you don’t have the same kind of freedom they do when it comes to swapping during this time. I think the increased timer would also prevent people from trickling in as much and actually try to group for one last push. I understand you need to try and get one person to keep contesting during overtime, but it just sucks when you see someone randomly run in, die, then another person follows soon after, and so on, without letting the tanks go in first.
I know sometimes it can’t be helped, but trickling is very common in Overwatch and overtime is partly to blame for that since there’s no good way of handling it as defenders. You’re basically trying to buy as much time as you possibly can and hope you get enough time to build an ult and clear them off the point/payload. Anyway, I think you get the gist of it though.
tl;dr: Let’s add time to the respawn timer for each death you receive in order to deal with the stall tactics used during overtime on 2CP maps as well as contesting the payload.