I havent slept, its early i cant really think.
So i dont know how maps work ATM, but i want C9 removed.
Does that mean the match wont finish until the Payload gets to end of the map, maybe if the entire team dies.
I havent slept, its early i cant really think.
So i dont know how maps work ATM, but i want C9 removed.
Does that mean the match wont finish until the Payload gets to end of the map, maybe if the entire team dies.
For a second I thought you are referring to the team Cloud 9.
So are you saying that the payload should only move when the whole team is pushing it?
Since C9ās usually involve only one person on point.
well thats actually kind of interesting, and i suppose its the only way for this to work.
the only other way i can think of it working is if time doesnt run out, or runs out anyway without overtime.
If you donāt want C9 then you better stick to that point/cart like glue
Can you really remove C9 though? Itās not really a gameplay mechanic, itās just someone capping point when enemy team is distracted. Itās usually you and your teams fault if a C9 takes place. I may be wrong though, C9ās donāt really happen during many if my games.
Is back capping really a form of C9 though?
I thought he meant that he doesnāt want to lose when he is the last person leaving the payload while being in overtime, but only if the entire team gets killed.
Anyways - I donāt see any way to āfixā this without making in somehow worse in other situations.
The only real solution to this is, to always remember the objective and not to tunnel-vision.
Actually a C9 is when you win the team fight but then leave the objective/Payload without capping it first, letting Overtime run out, losing you the match/round.
Huh, yeah I guess your right.
Ohh yeah. Havenāt had a C9 happen in a long time, whoopsie.
Funnily enough my very first push map ended in a C9 by the enemy team.
They could have won but all pushed forward and left the robot, though I guess that this is way more likely to happen to returning and new players.
I personally see back capping far more often than the good old C9, but I donāt think that either of them are a problem that would need to be addressed.
Iāve posted a feedback in the Push mode section of the beta forums and Iāve also pointed out that the payload / robot pushing is counterintuitive on a PVP 2.0 update that is all about being faster paced.
The robot should either move by himself right after a āteam killā or the OW team should increase the range that is needed for a player to push it.
In a 5 V 5 setup, it is conflicting to have any player afk on a moving objective while the others play the game. I know that if the payload / robot move by itself it can also lead to a team camping a spawn area but I think devs can find a proper solution that would remove those breaks in-between fights that come in the way of the game feeling smoother (in terms of gameplay).
I also think 5 V 5 needs its proper game modes that are more about Deathmatch. For instance, Capture the flag should be added in the standard game modes since it fits the new game direction (I mean look at how KOTH is doing well in a 5 V 5 setup).
What would suit a faster paced game best would be immobile objective instead of moving payloads or robots. I donāt know if anyone would agree with this but the Escort mode was designed for a 6 V 6 game. Not sure itās sustainable in a 5 V 5 setup in current state. It feels a bit off.
Back capping is not c9.
Removing c9 would⦠remove overtime I guess?
Oh wow i never even thought of that, its such a elephant in the room im surprised i havent seen it talked about.
though while watching the owl at the moment, i dont see 1 people doing that, it seems they think the whole team pushes the payload when enemy team is respawning.
Wow that is a hot take, i dont think ive ever even played capture the flag in ow.
thank you for your service.
This would be easily abusable by having Offense keep 1 person in spawn each fight lol. Impossible for Defense to get a team kill.
I agree that some maps have end points that are significantly more difficult than the rest of the map for offense but this is by design, since you have to āearnā that time bank for second round and to keep match lengths down. It does make it feel kinda bad in QP though.
https://us.forums.blizzard.com/en/overwatch/t/push-has-the-same-issues-as-2cp/667326
If itās not too boring to you ⦠Iām talkativeā¦
Ah yes make it maybe even more attacker centric or make games last for infinite amounts, sound idea.
Oh yeah a C9 wont occur if you pay attention, enjoy!
Why do you want C9 removed? And what is your definition of C9 in the first place?
I would argue that outside the big fights around the payload, pushing a payload / robot is usually done by one player only while the rest of the team is positioning, flanking, hiding somewhere and waiting for enemies to respawn.
Itās usually tanks and supports that would do that in a 6 V 6 setup and it was okay-ish. However, in a 5 V 5 setup, itās conflicting with the faster paced game. No one wants to push a payload when no enemy is around. Everyone wants some action so thatās why C9 should have some tweaks depending on the situation.
Iām sure devs will find out something to remove the boring afk-ing on the payload in-between fights. After winning a fight, no one wants a break, weāre usually eager for more action right away, filled with adrenaline. Going from something fast to afk-ing on a payload within a second kind of breaks the pace.