I don't get overtime

Not a fan of “overtime” mechanics in general- And overwatch for me is no exception.

Either you did what you needed to in the time you were given, or you didnt.

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Which is valid of course… but the developers don’t seem to consider the game over until the time has run out AND the objective hasn’t been touched for so many seconds OR the push bot is still in motion OR someone is still contesting whatever.

I’m not saying your POV is wrong, just that what I said seems to be the intention behind the OT.

If you have a scoring system with actual points and the time runs out and someone has more points then it’s fine to stop it there and done, but if you have nebulous concepts like progression and mechanics that are not binary then having OT is kind of necessary unless you want situations like football games where the team simply see’s there is not enough time to COMPLETE an objective and gives up 30 seconds before the match actually resolves.

Personally I know it SEEMS like people win or lose because of what feels like luck during OT… but really it just gives a lot of people that extra push to try harder because failure at that point is so immediately present. OT is earned by actually engaging the objective, not by some arbitrary condition. If you’re not actively pursuing it once that clock runs out, you don’t get it.

But what I don’t understand yet is that if overtime turned the tides, it means the other team was very close to winning as well (otherwise the team that needed the overtime only won 1 team fight which is not too bad, as it means they still have ton of time to change it back) but the team that lost the objective would still have time to claim it back…

So for overtime to make a big difference both need to be very close in score. And then after both are super close to each other in score, why does it matter if what won the fight was ultimate ability or normal abilities…? All the point of ultimates is to be a useful a stronger ability that can help your team get the edge. They still require skill, they still require timing and still require some luck…

Besides, I see more ups then downs for overtime.

  • It gives the losing team a chance for a comeback (giving hope and action)
  • it allows for “slow” teams a chance to improve even if it’s a bit late, (sometimes it takes time to find the perfect combination and synergies with a team)
  • it creates a very interesting one final fight (all or noting is always good)
  • It gives more chance for skill rather than finishing with a clock.

Might just be me but I don’t see too many situations that overtime is determined by luck or just better ults win.
Most of the times it either does noting, or make for an interesting twist

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Overtime is skill check. If you lose overtime you weren’t that good holding against the enemy to begin with.

Also without overtime the matches would be very boring and even more one sided due to the team who takes the lead early being guaranteed to win.

It exists only for the losing team to get ults. Fair matchmaking lmao

I don’t like when it pops up with no enemy around.

If the entire enemy team is dead and time runs out 2 meters before the payload reaches the end, Imma be pissed.

If you’ve lost due to overtime you’ve been outplayed, no ifs ands or buts about it. Coming back during overtime is a fantastic feeling.

If the game got to overtime you’ve made mistakes during the match too. Not only that but the enemy played well to make the score close enough to where they can win during overtime. If you 99 an objective while they had 0 and overtime lets them grab it and then you hold it the full 100% to win the match then again, you’ve not just made mistakes in overtime, you’ve made substantial mistakes along the way.

Yes, but with Overtime spawn time are increased. Stalling in OT is extremely more difficult than normally. Every death matters in OT, if attackers can fairly quickly eliminate stalling team, they win. But normally you can stall for so damn long with Ball, Tracer, Kiriko teleporting out of spawn, Valk Mercy, Transcendence, Mei etc. Chaining those unkillable targets one by one is pretty much 1 minute of the clock. Eventually someone gets killed and you start getting advantage thanks to closer spawns.

Overtime makes period between coming back from spawn longer, so every staller you kill will come back later than usual. It’s very important mechanic to actually finish maps and not be held hostage in endless cycle of stall. Long stall still happens, but it would be 100x worse without OT.

OT also serves as a way to come back. Push maps would be so boring without OT, literally match over once one team gains decent advantage, because when you start capping back the match just ends? No OT hope?

push is a garbage game mode anyway… overtime is a garbage feature…

end of story

Nor am I saying that your pov is wrong :slight_smile: I respect your opinion, and was only describing how this system makes me feel.
I don’t think that the “progression” of a payload or robot is a nebulous concept. You either push the robot further than the enemy team, or you don’t. You either push the payload all the way, or you don’t. It seems pretty straightforward to me.

I agree that OT gives people an incentive to push and try harder (which they should have done from the beginning, but anyway). But it also gives more pressure, which in turn causes some people to commit more mistakes. It also increases the respawn time, putting you at a disadvantage if you’re the 1st team to lose a member. Usually, it seems to me that it gives an advantage to the attacking team, and puts the defenders at a disadvantage.

Usually, yes, OT happens when the score is “close-ish”. It obviously doesn’t happen when a team stomps the other one. But there’s close and close. 99-99% on KOTH is close. To take an example from yesterday, on Numbani. At the end of the alloted time, the enemy team (attacking) was between halfway and 2/3 of the way with the payload. It’s close, but it’s not 2 meters away either… In the OT (1 min), they were able to use shatter and kitsune rush (which they didn’t have prior to OT) and run us over, while we had no more ult available because we used them to block their advance previously. I don’t think it’s fair, but again, that’s just my opinion. To be a fair thing, OT should be… well, limited in the amount of time it grants. Say, 30 sec. That allows you to cover a short distance with a robot or payload, if you were really really close.

“Improving” after 10 min (like in my example yesterday) is not improving. The comeback was only possible because they gained 2 ults after OT started. I wouldn’t put that victory on skill either. As for being interesting… it’s always less interesting when it doesn’t seem fair.

See my comment above on being “good holding against the enemy”.
And no, getting rid of OT does not mean that the 1st team to take the lead wins. It means the one who has the lead after 8-10 min. I’ve had plenty of games that started with the enemy team having the lead but losing in the end, without OT.

Coming back is a “fantastic feeling” for you because you won, probably in a scenario similar to the one I described : 2 ults being usable when they shouldn’t have if it weren’t for OT…

That’s not the scenario I’m talking about. See above.

Which they can do if they gain ults that they didn’t have available before OT…

Anyway. That’s just my feeling. OT is “great” mostly when you attack, and it sucks mostly when you defend. Without it, I think the games would be fairer. But that’s just my opinion :slight_smile:

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I don’t ether, i was just in a game and my team was at 99% and the enemy team got a 2 minute overtime and won (they where at 78% straight to 100%) next round goes around and the enemy destroys us this time and we are at 20% they get to 99% and we get a 10 second overtime! sometimes i don’t understand this game.

It can be frustrating, but it serves as a ‘this is your last chance, make it count’. For when a match ends up tilted in the enemy’s favor only to be turned around. Lots of times it results in unending fights that drag on for 3+ minutes, but sometimes it’s that last bit of time needed to really turn it around.

Its to make the end of the game feel more tense and to make the end of the game have more build up and payoff.

Did you hate freeze tag because of the rez mechanics?
Just asking.