I don’t think that would entirely be true. At the beginning, the OT was a neat concept. It was something that you could use to get one up on your opponents. Something you could use to rally your team together and take the point as everyone goes berserker mode. Now that the game has been out for as long as it has been, its definitely gotten to the point where everyone has played it, and I’m sure everyone has gotten tired of now that we have had this long with something so entirely unfair in the game.
Personally, I absolutely hate it. Sure, I’ve used it myself to eek out a win at the last second in Overtime. But usually its the other way around. You sit there, and you hold the point for 6 minutes, and then they have one person jump on the point at the last second to push it into overtime, then they come by and do something they couldn’t do in 6 and a half minutes and take over the point and win. Or you’re attacking, and they hold you off for a couple minutes, but you have the whole team on the point and you kill them when they come out of spawn, but they send out stallers like Mei or a bouncing Lucio and then push it into OT and no one can do anything though you’ve clearly held it this long in overtime where they keep sending one person at a time to stall it out longer until they all get a bunch of defensive ults and pull them out and you lose.
Sure, there will be one or two matches I might lose if OT gets reworked, but in exchange of the matches that we now have more of a chance of winning, I’ll take it. Really, what could be done is how they do it in sports. Football, for example. They don’t have unlimited overtime. At the end of the clock, if the score is tied, they had another minute. Thats IT. That’s all the time you get. Once that extra time is done, it’s over. It doesn’t keep extending because someone is holding the ball and running it.
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But removing Overtime means that in the last minute all a team has to do is go Mei, Hammond, Lucio, Tracer, Dva/Winston, and some other healer and just stall for time. To successfully defend a point there shouldn’t be a single enemy there. That’s what defending means. If there is still a threat, the objective is not secure and the defenders need to nuetralize the attackers remaining. Plus you act like Overtime favors the offense. If one person jumps on to trigger it, they’ll likely die leaving you with a man advantage. Plus, in OT the defense gets positional superiority since they don’t need to have as many on the objective, coupled with closer spawns. The entire game is stacked against the offense in Overtime, with the defense having far more options provided you didn’t lose the fight prior. If you can’t keep an enemy off an objective, that is your fault. The game has a clock, yes, but the objective is the core mechanic that the rest of the mechanics, including the clock, play around.
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Maybe, but another way they could fix it, is to favor whichever side has more people once it gets to overtime. To slowly cap the point if they only have one person defending like a Lucio bouncing and riding the walls while you have 4 or 5 people trying to cap it and all shooting this Lucio that just won’t sit still and is slowly losing health but the rest of the team gets back anyways and now you’ve got 4 or more people and you end up losing when the only person on the enemy team you didn’t kill was a single Lucio. My biggest point for overtime is that one person should not be able to contest.
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But that is basically a massive buff to the GOAT’s comp and a massive nerf to dive, since GOATS will have 6 people on point almost all the time. Dive usually has a flanker or sniper off point along with a tracer or sombra. And the same logic of “The objective isn’t defended if there is an attacker remaining” applies to attackers. Until you clear an area, the objective is not yours. Plus, if your team can’t kill a single straggler in the 5-6 seconds you have and then push towards the enemy spawn doors to trap them, then that is your fault. Just as there are ways to get maximum stall value, there are also ways to minimize stall by controlling space; the most important skill in Overwatch. Plus Defender spawn timers are actually longer when you contest and during Overtime, up to a max of around 15 seconds.
Overtime. Is. Balanced. The only thing I’ve learned from this thread is that people don’t know how to push up after a fight and stagger respawns while leaving people on point, and that people don’t know how to use ults effecintly.
if good is subjective and you dont care about good in a video game why dont you just play another game and never play overwatch again?? obviously since good is subjective you should be just fine playing something you would rather not play.
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basically these people’s arguments boils down to not knowing how to control space.
It takes one team fight won to end OT. If you’re playing better, how is OT going on for 2 minutes?
Removing OT rewards circumstance.
That’s a resounding “no”, from me.
The only defence for removing OT is “We choked a fight and it costs us the game”
I agree, that would be awful, but teams already do this on 2cp for the very reason of playing the time game.
Secondly, OT absolutely favors attackers. Defenders don’t get an OT before someone hits a checkpoint. Attackers also get longer respawn and reset respawns, meaning the second OT hits your respawn completely refreshes to another 10 seconds. That is huge, with 10 seconds you can take the cart to the finish much more often than normal respawns/from much further away fights.
I mean how on earth could you say ot doesn’t favor attackers? If you win a fight in OT you’re insanely more likely to get the objective than a non-ot fight win, simply because of the massively long respawns, which shouldn’t even be happening outside of 2cp maps.
I can easily turn it back around on you.
If you can’t escort a FREAKING BOMB to it’s destination in time, then you’ve lost the game. If the enemy stalls you long enough well so be it. All you’re doing is appealing to the nature of the system already in place, this isn’t an actual argument about what the system should be.
people keep saying “learn to control space”. i win alot og games in overtime myself and i still hate overtime. you say get good and learn the game but if your team wants to tilt and give up its awful. some teams just give up even though they still have a chance and even if you try to get people to push one more time against the atakers and atually end it and stop wasting your ultimates over and over you will lsoe. you cant usually win alone.
personally it can suck if you are with a team that just loses faith because of overtime or feel rushed even though we held them at bay for so long then suddenly you lose a fight and nobody can respawn.
Overtime doesnt give anyone a boost of damage or healing etc, its … just there.
You have to clear the zone/payload from enemies and thats it. If you are not able to do it even till the last second, thats on you.
Overtime also increases spawn time so the distance to the payload/point is key. If you are equally skilled but your team is closer to the point/payload and you died less, you should win. If you dont win, you didnt deserve it. Plain and simple.
PS: Overtime exists for both teams, theres no favoritism.
win or lose i still dont want it in the game but its never going away so im gona find another post lol.
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It just needs an upper time limit, so you can’t stall into eternity.
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true but they would need to rework some maps as the spawn is right next to the objective in most cases.
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In MOVIES its called SUSPENSE in video games its called GAMEPLAY REWARD MECHANISM … (more important than graphics )
BASICALLY it increases your DOPAMINE levels on your brain
Thats why we the dumb as…e’s play this repetitive game AGAIN and again and again chasing the DRAGON (SR)
There is a system connected to this premise.
The attacking team will respawn slower in Overtime if there are more defenders on the objective than attackers. The time increases linearly from 10 seconds to 13 and pauses if there are equal numbers of attackers or reduces if there are more attackers.
The timer for the end of Overtime also speeds up the longer it is active. It begins at 5 seconds and is lowest a 1 second.
This does actually make it harder for attackers to take the objective all the way in Overtime.
Perhaps your hatred for this system would be appeased slightly if attackers got reduced time if the Payload passes a Checkpoint in Overtime?
These are two things people hate about OT. One is on the payload. There needs to be a distance border. So people can see how far they can go away from the payload, during overtime. Why is it on points, but not payloads. Second, the whole burn out thing. If someone is on the objective/payload. OT is active. The moment no one of the team is, end the match.
That’s usually the cause of rage. That stupid cheap nonsense. Yeah, it goes faster, the longer OT is on. How about just end it. I think a few changes here would make OT more acceptable. It’s also rage inducing when OT allows teams to cap. When the defenders hold the point the entire match. But than one mistake, boom, OT ult spam, they win.
You are completely missing the point of what it feeling “good” being subjective means. And don’t put words in my mouth, I never said I didn’t care about it feeling “good” nor did I say I believe Overtime doesn’t feel “good”.
OT spawns should only effect the attackers. That would make it so you still have overtime but you are not puished for having more time left. Having 1 minute in the time bank is often better then having a minute extra.
But now the enemy has a tiny time bank to work with… Going into OT on 2CP or Hybrid is basically a death sentence if the enemy finishes the map with a minute left