Do people not realize that if there is more than 1 person on the payload it moves faster??? Just played a game where we would’ve won if someone else stayed on the cart with me but instead they just decided to do nothing while the enemy team respawned. The enemies got back when we were .1 meters away and then we lost the game. This is a grandmaster lobby btw.
Age old question, clear the space or make the cart go .33% faster.
spoken like a true plat.
the space controlled is vastly more useful than the diminishing returns of stacking 3 on payload.
they made the right choice, just lost the fight. its unfortunate.
I heard leaving Ana alone on the payload while everyone pushes way too far up then dies is the way to go.
In this case it was obviously the wrong decision if the extra .1m would have won them the game.
yeah I think it moves 16% faster per person up to 3 people - so about 32% faster with 3 on cart.
You gotta ask yourself though - is the cart going to cap the point in the next 5 seconds with 3 of you on it… or should you delay that to 7 seconds and go block their spawn doors/try to slow them down to stall them before they can touch the cart?
you get diminishing returns. it wouldnt be double with the 3rd.
it isn’t consistent though. the payload speed and speed increases changes on a per map basis.
we don’t have a replay. we dont know if the enemy would have touched if the 4 taking space would have won the fight.
we dont even know if it looked like they might have been able to touch.
saying it was obviously the wrong choice when they made the objectively right choice on paper is just false.
Unless something has changed and the devs just never added to patch notes everything you said there is wrong…
The cart DOES move 16.5% faster PER PERSON, and caps at 33% (so 1 person to get it moving +1 person is 16.5% faster… 3+ people it caps at 33%)
Also to address the map dependent claim you’re making, as far as I know that isn’t true. Maybe you’re confusing a pushbot with a payload? (Technically cart is called payload to use proper terminology)
a pushbot travels at one speed only regardless of how many people are with it.
Capture points work slightly different. For 1 person on capture point it takes 8/s per tick, for 2 people its 5/s per tick, and for 3+ it is capped at 4/s per tick - so for all 3 ticks 1 person takes 24 sec, 2 people is 15 sec, and 3 people is 12 seconds to cap.
Source: google/wiki. Search up OW capture point, OW payload speed, OW push mode
You know now that I type all this out I wish OW made this sh*t more obvious. Why should people have to google these facts… why can’t the UI literally just say “+16.5% movement” when some one touches cart? Why can’t these little facts be displayed in game… There’s way too many little details that aren’t common knowledge like how overtime rounds work with the whole 2 minute cap thing, or OT where one team has 60+ seconds and the other has 0 seconds so only one team gets a chance to win…
another little known fact is “attackers advantage” on hybrid, escort, and assault (aka 2cp) maps. As long as you (as the attackers) outnumber the defenders on the payload or capture point it will slowly increase the respawn timer on the defenders as a kind of way to combat defenders trickling out of spawn situation (default respawn timer is 10 sec, but it will tick up an extra 5 seconds with attacker advantage in addition to the +3 seconds for over time penalty)… So actually there is kind of an extra argument to keep people on the payload for that reason as well… MAAAN the more I type the more stupid facts I’m remembering… escorting a payload ALSO gives you a +10hp/sec heal (kinda like a passive lucio heal) while you are on it. So yeah unless it’s a situation where you literally can body block the enemy from touching or you have like a mei wall you can use you should probably just be on the cart when it’s about to cap.
aaaaaany ways gl - if I’m wrong on any of this and you can point out my mistake in detail I’m all ears, i like learning this stuff.
EDIT next day lol: I just learned that on push maps when forward spawn is active (which obviously seems like an advantage) you should know your spawn time is increased 2 seconds to give the defenders an edge in trying to push you back. I don’t actually know if “attackers advantage” applies on this map though. You’d assume it does but I don’t actually know that for a fact. (ie: spawn time increased for more people being on the bot - but the bot does not heal you like a payload does as far as I know so my guess is no attackers advantage applied on push maps)
maybe i misunderstood what was meant by diminishing returns in this aspect. maybe the diminishing returns was the fact that it is only 33% faster. as in, taking another player out of the space control aspect for such minimal returns isnt worth.
im not above being wrong.
i could have worded that one better.
cart speed is different on a per map basis. the speed increase isnt but because the base speed is, the percentage increase doesn’t equate to the same speed increase.