Between the push we have now, or a 2 way payload without barricades? Would it be better or worse?
Payload moves faster with up to 3 people on it, so it will remain a main objective, unlike push where 1 person pushes and the rest of the team goes off to fight (Well it happens in payload too but push maps are so big your team feels like theyre farther away). Or at least more likely to encourage staying on the payload.
Payload has small healing too so if you won a teamfight but your supports are dead, at least you get a bit of heals.
Robot moves alot faster in areas where the barricade has already been pushed so matches end quicker. Thought this could be fixed easily for payload by reducing map size.
Robot is cool and nice man so removing him would stink.
This is actually way worse. The losing team will have no chance to catch on if he always moves with the same speed and have to walk double the distance.
The biggest difference would be in how you determine the victor and how easy it would be to have a comeback.
The barriers act as a visual bookmark to which team has pushed the farthest. Without the barriers it sounds like your mode would be whichever team has the payload pushed into enemy territory when the timer hits zero. That would be a very frustrating mode because if a team is able to push far into enemy territory, then at the end losses a fight or two for the other team to just edge over the center and win.
The having a payload that moves at normal speeds instead of the fast walk would make the mode even more snowbally than it is. Right now, to catch up you need to escort the push bot for the same amount of time as the lead team plus the time it takes for the return trip. Without the faster robot, this return trip will eat up a lot more time without granting objective progress.
I love that they advertised push like the robot would actually push while the team was ahead, but it really is just a tug-of-war payload that you need to stay on.
Realistically, though, assuming I understand what exactly youāre going for, two separate payloads on one map would be asinine. Have you ever played Hightower in Team Fortress 2? Imagine doing that, but with teams of five instead of six where you canāt dedicate three to one payload and three more to the other on each time.
I want to make elo a factor in that, but I really canāt. That would just be painful.
Not what Iām picturing. You would still have to push more than the enemy did to win. Just that the payload speed isnt capped by the barricade in front of it but by the number of people on the payload.
Thats why I was suggesting smaller map size to compensate. Slower payload also means that the team that died could get back to the front faster without losing as much progress. With the payload speed being linked to number of players it means a majority of the team would have to stick with the payload for max efficiency, resulting in less people just going forward to engage the enemy while 1 person pushes. This would help the team that lost regroup without as much staggering.
No. This is not what Iām suggesting. Its just one payload, like the one we already have in the payload/hybrid mode, but it can be pushed by either team.
The smaller map with a slower payload will at most help with teams that trickle, but having the standard payload speed will make the mode more snowbally.
Assuming both teams keep 3 on payload, under your changes if team A wins the first fight, they get 10m of push before B contests and fights back. If B wins, they get 10m push, putting it back to neutral and need to win anorher fight to even begin progressing.
Under the current system A gets their first 10m of push, then if B wins the second fight they will get maybe 5m of progress since the quicker return will let them start making progress sooner.
It is unlikely that allowing multiple people near the bot to push faster would do much to get people to group on the objective. Taking map control and forcing the enemy to fight their way back towards the objective would still be better than allowing the enemy free high ground and making the next fight that much more difficult.
The big difference is that in current push, the robot sprints in the space between the two fronts. Which IMO is a good thing because otherwise most matches would end in the payload barely moving.
That said it can be frustrating due to just how fast the robot moves, so maybe it might be good to split the difference and still have the robot sprint, but sprint slower/faster based on how many people are there.
He already moves at player speed, though. Adding any further speed reliant on teammates surrounding it would make no difference unless everyone held onto a system of spreading super thin and essentially passing the robot to the next player.
The only other way to give function to multiple-player stacking for a speed increase would to make the initial speed insufferably slow.
I donāt disagree that push needs something, but I donāt think adding wonkiness that ultimately reduces team efforts or increases travel time is going to improve anything.
The biggest issue with the mode IMO is that in a competitive (not necessarily āCompetitiveā) game you end up with a lot of progress on both sides, so if you die in a winning team fight you basically canāt reach the robot before the next team fight.
Having the robot move at half-player-speed with one person up to full speed with 3 would stabilize things a bit such that you can actually regroup without having to do awkward stuff like avoid the bot to keep it from moving, which will literally never happen in low-ranked games or QP.
That would help a bit with player regrouping, so I wonāt say thatās a bad idea, either, but to that end, the best thing that can happen with regards to the way the mode works would be exactly what we already have, just with more frequent grouping.
Looking at it again, I think OP is suggesting the elimination of the barricades entirely and letting the robot (whether or not itās replaced with a payload) just not slow down when it reaches its last point of progress.
All in all, that would make push matches more brief, but wouldnāt change much else.
For those not famiular⦠its payload, where you race the otherside to deliver the payload first. So your trying to deliver your and preventing the other side from Delivering theirs at the same time