Getting 27 killstreak while attacking the last point in Clash is UNACCEPTABLE!
I never go out of my way to go and complain about game modes, but this is just absurd. I played Winston in competitive on Hanaoka. I felt like we were a much better team, but the handicap on the last point feels just as awful if not worse than 2CP stalls in OW1.
I had a 27 killstreak before I told my team to just give up and go to the previous point instead. Our team was so much better at securing kills and it felt like a never ending and frustrating loop. I was getting kills and we managed to wipe them multiple times, but they just come back and it repeats itself.
To see how frustrating it was, watch yourself a replay from my perspective, I was the Winston player.
REPLAY CODE: AT0B5N
Watch this and tell me with a straight face that this is acceptable.
That protection from steamrolls is artificial and even more frustrating. They just deserved to lose there in that moment, period.
5 Likes
Props to OP for including replay code
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On my last team deathmatch, I had 26 kills. The round allows 30 kills. Sometimes games just get weird.
The trick with clash is to let the enemy team capture the first point and then its a lot easier to steam roll them going forward for some reason. Ive been told this by many people but I am still not sure as to why its true. I will say tho that it definately helped in every match i guess its something to do with the respawn timer or something
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The trick isn’t even that. Cap the first two, let them have 3, recap the 2nd, let them have 3, and then final cap the 2nd one again.
It’s such a simple and dumb formula.
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I still hate Clash for how much it endorses the losers for literally losing. But it’s not the fault of the losing side, it’s the fault of the map. It’s the same problem 2CP had: The spawn of the last point is always too close to the point. Except in 2CP, the last point still was capturable. Clash is just an Endless Mode of zombie hords.
2CP actually didn’t require 5 stupid points to capture and if people were meant to win, they’d win.
5CP actually says to the winning team to not win and abuse the game mechanics by giving up A/E in profit of B/D recapturing. This is why I’m never gonna enjoy Clash in its current form.
Clash stalls are actually worst than 2CP stalls in OW1, because in the last patch (Sept. 17), Blizzard reduced defenders respawn times by 2 seconds for each tick:
- Regular = 10 sec spawn
- 1st tick = 8 sec spawn
- 2nd tick = 6 sec spawn
Fighting a team with 6 second spawns, while your team has 10 seconds is a losing battle, especially when the defenders already have closer spawn advantage.
Blizzard’s resoning is that they wanted to artificially increase the match time. It’s frustrating as the attacker, but even as a defender I’d rather just lose quickly instead of dragging out the match. 
2 Likes
When I saw the title, I was gonna say “It´s fun, right?”, but reading your post, I guess you didn´t mean it that way xcD
Have we lived to regret the removal of 2CP, or are we still a few months away from a full 180 on the subject?
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I have actually never been for the removal of the mode, nor did I enjoy the 5CP rules.
Throne of Anubis is the better design of Clash on the other hand out of the 2 maps.
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It’s like how bad lootboxes looked until we got ow2 monetization and saw how bad things could actually be.
For me, 2cp, flashpoint, clash and push are about the same level of apathy. But A LOT of people seem to prfer 2cp over the new modes
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2CP was a lot more fun for me because it just was what it was. Sometimes you win, sometimes you make it to the second point, sometimes you don’t even cap first. I’m perfectly fine with that because I barely play competitively, and even when I lose I have fun.
I was never ignorant of 2CPs flaws, I just didn’t think they were that bad, and losing a whole mode was worse than having a mode that’s mildly flawed. Except for Hanamura, that wall should be destructible or something.
It sucks because people still complain about every mode that isn’t payload, and I’m just sitting here thinking “Wow, 2CP died for nothing?” For the record, I like Push and KOTH too. Flashpoint is whatever, and I haven’t played enough of Clash.
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Final point of clash is worse than 6 DVas stalling strat in OW1. You just need to hope enemies are demoralized enough to stop playing.
Hey, the defense makes or breaks a good game. I, for one, welcome our new Stallverwatch overlords!
This is what happens when you copy a mode from TF2 but fail to properly balance it. On attack/defend maps, the last point will always be at the enemies spawn, but RED always has a longer spawn timer than BLU. The idea is to kill enough of RED so they can’t respond in time before the last capture.
On 5cp maps it’s more nuanced as both teams have equal spawn times, and the 4 point is always at the entrance of each respective base with the final being deeper into it; again, right in front of the spawn room. TF2 doesn’t change the spawn timers unless you’re in a server where the admin got rid of it and you just respawn instantly, so stalemates are a bit frequent.
They also change the spawn room depending on what point is captured, so the team that got pushed all the way into their base has less time to mount a defense. Not sure if clash does this, but if they don’t, that’s a huge oversight.