Replies: 4 comments 14 replies
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It's hard to see any downsides imo, players see the round taking a bit longer and see a target to kill immediately sounds like more of a positive than a negative. "Overtime activated" and everyone spins around chase the funny red dot like a cat. |
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Agiel posted some interesting commentary, paraphrasing: I worry that shortening round times further would be bad for comp, where positioning and strategy shouldn't take a backseat to a "we need ghost control right now for the round to not be over" mentality where everything becomes a rush for the ghost (I'm exagreggating a bit here, bear with me) But, I think shortening pub rounds without ghost play is an interesting idea. |
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So the idea of overtime was twofold. The problem I saw in comp at the time was that at the end of a round, when one team was behind they'd often fall back and camp to let the timer run out and get a tie rather than a loss. By adding overtime I wanted to solidify ghost play as the counter to that by giving the other team enough time to hunt the last opponents down and close out the round. Now, with the extra overtime as a variable to play around with I got the idea of speeding up the game. Basically it lets us get the "boring" rounds over with faster, while having "exciting" rounds stay the same. (Purely subjectively assigning exciting = ghost in play). The standard comp round time then was 2:30, so my idea was to take 45 seconds of that (bomb timer in CS) and assign it to ghost play, leaving 1:45 as the regular round time. Somehow we ended up with 2:00 + 45, which I think is too much, but that's another story... |
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No. Tie mechanic existed. |
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Since ghost overtime has been a thing for a bit and it sees quite a bit of use, should we add it into the rebuild as a base mechanic? Either as a default in both pub/comp or hide it behind a cvar.
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