…when 1. You’re the second team to attack, and 2. When neither team did a full push.
For example. Say you’re on Rialto. Your team caps first point, and gets the payload roughly halfway to second (we’ll arbitrarily say 41.08 meters).
Then the other team attacks and caps first point. They now have to push it 41.08 meters to win. That’s not right. It’s the same amount you pushed it. That should be a draw. We only win in those situations, because we happen to be the second team to attack.
In situations like this, there should be an arbitrary draw zone. In this case, 41.08 meters is the start of the draw zone, and the second team should have to push it some extra amount passed 41.08 to make it a win instead of a draw. I say it should be an entire payload length in meters (or however big that glowing rectangle on the ground is. The second attacking team should have to push it one extra rectangle length to get out of the draw zone).
If the next full cap is less than a payload/rectangle length away, then that obviously takes precedence over it.
I think draws are only possible on payload maps with full caps, or if neither team pushes the payload at all (I’ve seen forced draws happen this way in the event of a cheater being on either team).
The goal isn’t to push x meters. The goal is to make it all the way to the last checkpoint. If you fail and the other team beats your distance then they should win. It makes for fast and exciting games.
I thought the way it worked was that the game instantly ends the moment it passes whatever the other team reached and because the distances are so accurate, it appears that you only get to what the other team did but in actual fact you’ve gone past it by a tiny amount
I’m just saying maybe they do push it that extra .000001 meters but the game doesn’t show it because the change is too small to display so it looks like the same distance even though it is farther.
Not true. The enemy has to push it 41.09m. Thats when they’ve gotten further than you and done better. That’s why the game ends.
Why? They got further than you did already, therefore better than you. They won. I for one would not like to see more draws since draws are the least satisfying outcome.
This has got to be a troll topic, right? Nobody would post something that is basically quibbling over 0.000…1 of a metre right? That would be tragic.
I thought, when I saw the title, it was going to at least be a bit more intelligent. Perhaps something about the fact the payload moves backwards when nobody is on it for a time.
The first attackers should have their distance set to where the payload ends up, not the furthest they pushed it (I honestly don’t know which distance is used). Then an argument could be made that the 2nd team has to push such a distance past it that the time remaining on the clock is not enough to allow the payload to backtrack to that position. Now that would seem a more intelligent argument than the one the OP has gone with.
When the payload passes the 1st attacker team finish position a 2nd clock would appear showing how much time it would take for the payload to go back far enough. Once the 2nd clock is larger than the countdown clock then the game is won. It would be highly confusing though, even if more fair.
If true, the game should make it more obvious at least. You never actually see the number 41.09. You see the same number as theirs before seeing the victory screen. That makes me think it’s actually the same distance.
I suppose this could be tested. E.g. enemy team contests right at 41.08 to see if the game ends or not.
Well I’m assuming 41.09 because it’s definitely higher or else they wouldn’t win I don’t think. I think a rare payload draw happens when both teams are at the same point.
Right, the most likely place for a draw (well, really the only likely place) is when the payload reaches a point and is stationary for some time before it can be moved again (including at the start before it moves at all). The chances of it being a draw at some place between points must be miniscule.