New PTR Capture System

General Discussion
What do you guys think of the new capture system
I think it helps. Instead of aiming for a draw after being unable to cap the point first you can aim for a win (^_^)/
Not sure how I feel about it yet. I remember stepping on a point and winning the game instantly, it felt good, and was hilarious at the time. It would definitely suck to be on the losing end of that though.
An invisible Sombra winning a match in half a second is amusing once, but after that it becomes something Blizzard needs to take back to the drawing board, because that's not entertaining or fun for players or spectators.
Example 4:
Team A on offense takes point 1 and point 2 with 3:00 left, earning 2 points.
Team B on offense takes both points with 0:00 left, earning 2 points.
Team A now has 3:00 minutes to try to earn just 1% capture progress on the first point. The instant Team A has a player on point 1 without a defender being there, they will win.

While all these examples are on Assault maps, remember that this also affects the first objectives on maps such as Numbani and King's Row.

I really, really don't like this situation. It puts the team that managed to finish the push in overtime at a severe disadvantage (even though they did manage to push it to the end). The better option would be to apply how escort overtime works to assault/hybrid, and give the overtime team 1:00 to attack and add 1:00 to the other team's time.

Think about how bad it would be if payload maps didn't give the overtime team a minute to push, and all the opposing team had to do was touch the payload to win. That's what it's going to be like for assault/hybrid maps.

The rage-factor is going to skyrocket for teams in the bad end of Example 4. Teams will feel like they have no chance to win and probably give up if they are pushing in overtime.
03/20/2017 10:55 AMPosted by mmmmmmmmikey
Not sure how I feel about it yet. I remember stepping on a point and winning the game instantly, it felt good, and was hilarious at the time. It would definitely suck to be on the losing end of that though.


Does that mean the enemy team didn't touch the point at all on their turn?
Absolutely love it, been saying this should have been a thing looooong ago.

It has some flaws, but it's much, much better than having yet another draw.
I've always hated 2CP, and even if this change goes really well, it will still be one of the worst FPS game modes ever created. I don't mean to sound so negative, but 2CP has provided nothing positive to the game.
Should make it that the minimal for the win is 50% of the objective, or at least the first pip if the first team didn't make it to that point.
Otherwise it's almost impossible to contest in time
03/20/2017 10:55 AMPosted by mmmmmmmmikey
Not sure how I feel about it yet. I remember stepping on a point and winning the game instantly, it felt good, and was hilarious at the time. It would definitely suck to be on the losing end of that though.


Ah, so it counts tiny differences? I thought it might just go on the thirds bookmarks. So if the enemy team got the first third, you could win by taking the first two.

So a question; if the enemy team gets 50% and it rolls back to the 33% bookmark, do you then need to get 51% to win or just 34%?
I think it's going to change team comp quite a bit. Maybe not right away but I can see teams going for a very aggressive dive comp to try to maximize time on point.

It'll be interesting.

I think it's a good thing overall though. I have about 15 draws this season which is way too many.
I like that Blizzard is trying to institute a fix, but I'm not in favor of the functionality of this fix option.

I think a better way to limit draws would be to alter the 2CP format a bit.

1) Have standard time limit for the entire match, so say 7 minutes total for capturing Point A and Point B, thus the faster you take the first point the more time you have to take the second point. No additional time will be added after taking point A.

2) Change the mechanics for capturing point B so that the attacking team's Objective Time on point B builds up when they control it. They will be no more capture mechanic, but instead a contest mechanic like KoTH with the point changing hands instantly when no opposing players remain on the site.

What this does is encourages coordinated attacks and sound defense of point A, and a more enjoyable back and forth struggle on point B with decreased chances for a draw.
Awful, the first team to defend have a huge advantage.
03/20/2017 12:44 PMPosted by Sekko
Awful, the first team to defend have a huge advantage.

This has always been the case though for payload maps

The first attacking team's final payload location determines where the 2nd team has to push to, instead of the furthest they might've pushed it to before it rolled back, as well as the 2nd team only needing to reach that point, instead of having to have to keep it there without it rolling back by the end of the round.

Never thought this was fair tbh.

I think a better system should be to compare the *final* positions (payload)/capture amount (2CP) instead of awarding a win the instant the 1st atk teams' final position was reached by the 2nd atk team. Granted this will make rounds longer, but at least it wouldn't put the first attack team at a disadvantage

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