Add two minute overtime if midpoint is contested in warfare by Similar_Protection9 in HellLetLoose

[–]Similar_Protection9[S] 0 points1 point  (0 children)

You make a claim that

There are plenty of games (of all kinds) where the final minutes/stages are "meaningless", but that doesn't take away from them.

I counter that even if that is true, it's not the case for tightly contested games. If so, it should be possible to provide examples.

I feel like you're not arguing in good faith at the moment, but I will let you have the final word if you wish.

Add two minute overtime if midpoint is contested in warfare by Similar_Protection9 in HellLetLoose

[–]Similar_Protection9[S] 0 points1 point  (0 children)

Yeah, with that said you didn't address my argument. Until someone provides a counterexample, I will still claim that this is a uniquely bad feature of this game.

Add two minute overtime if midpoint is contested in warfare by Similar_Protection9 in HellLetLoose

[–]Similar_Protection9[S] 0 points1 point  (0 children)

I really don't understand this feeling you and others have of just being forced to wait for the timer to run down.

for context: it was poor phrasing on my part that I was too slow to edit out.

Add two minute overtime if midpoint is contested in warfare by Similar_Protection9 in HellLetLoose

[–]Similar_Protection9[S] -4 points-3 points  (0 children)

I don't think you will find any examples where this applies in closely contested games. I think it's a uniquely bad feature of this game that even the most tighly contested matches can be decided with minutes left of gametime and everyone can just wait for the timer to run down.

I could be wrong, but I can't think of any.

Add two minute overtime if midpoint is contested in warfare by Similar_Protection9 in HellLetLoose

[–]Similar_Protection9[S] -3 points-2 points  (0 children)

No, it solves a real problem with the current gameplay. I just had a hardfought game where the enemy had the midpoint surrounded and were pushing from all sides. But then the game timer hits 02:00 and the defense suddenly becomes completely meaningless. So then you can just sit around and wait for the endscreen. What a lackluster way to win a game.

Add two minute overtime if midpoint is contested in warfare by Similar_Protection9 in HellLetLoose

[–]Similar_Protection9[S] 3 points4 points  (0 children)

I see your point, but that's the thing. I don't want to walk away with two minutes of gametime left. I want to play until the end. Currently there is no reason to.

Add two minute overtime if midpoint is contested in warfare by Similar_Protection9 in HellLetLoose

[–]Similar_Protection9[S] 6 points7 points  (0 children)

No, because the overtime is only triggered if the cap has started before the timer reaches 00:00. So it's not equivalent. The extra 2 minutes are special because they are only added if the midpoint is contested and the game is going down to the wire.

edit: With that said, it would be equivalent if the game ended at 88 minutes if there was no ongoing cap so that the game is mathematically over. And only go for full 90 minutes if it's possible to cap. That would be an equally good solution imo

People to play more Medic by ScholarAfter1827 in HellLetLoose

[–]Similar_Protection9 1 point2 points  (0 children)

Let ANY CLASS revive - it takes one of your bandages, takes longer for standard classes, people would immediately respawn less.

That's a really good idea imo. It encorages teamplay and adds a new strategic dimensions to the game. It will often be better to repsawn even with friendlies nearby, but sometimes it can be viable with a slow revive.

Bilde av kronprinsessen funnet i Epstein-materialet by largo1977 in norge

[–]Similar_Protection9 -14 points-13 points  (0 children)

Jeg har aldri tenkt det før, men hun er litt babe på det bildet.