10 Seconds of Crit boost on CTF

10 second Crit boost? Good or Bad?

  • Good, this will make strategy more of a focus.

    Points: 61 64.9%
  • Bad, this will allow the capturing team to steamroll over the other team!

    Points: 33 35.1%

  • Total voters
    94

Your Shadow

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Joined
Jul 3, 2009
Messages
86
With the current update it seems that the capturing team will receive a 10 second Crit boost on CTF. Obviously this will create both anger and excitement in the community, but what is your position? Are you for this new addition or against it?
 
uhhhh. that doesn't make much sense cause most the time teams aren't near each other during a capture because both sides are running back to there respective intel rooms.
 
It is 100% crits, made my own server and tried it out, its like the first blood arena crit buff.
 
It's already easy to steamroll another team after a quick first cap. This is unnecessary. It shows that the devs obviously don't play much on pub servers.

In fact, this makes so little sense that it would actually be less harmful on a CP map than a CTF map.

Edit:

After about 10 caps by my team in 2fort, I can officially say that this is a bad feature. We were already dominating the other team (16 v 16 couldn't switch). I got at least 1 kill per 10 seconds, and up to 4 kills during the 10 seconds. Imagine not being able to leave the front of your base AT ALL after an enemy cap. Why not you say? Because there are 6 soldiers spamming 4-8 crits each at you over that 10 second period.
 
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What I gather is that the critboost is the same thing as the random crits you get in just regular gameplay. So I'm pretty sure it's 100%.
 
I'm pretty indifferent to this one, I can't see it having a major effect on either the capturing team or the team that lost their intel. I'm sure that it would be nice to have the extra crit, but I'm not sure it's really worth putting it in if it's only intended to reduce turtle-ing
 
Im going to say bad because 100% crits would just lead to steam rolling and a team afraid to leave their spawn would put the opposing team in a big advantage as they would be free to advance.
Although I can see why they did it, to stop stalemates happening on maps like 2fort by giving the capturing team more of an advantage.
 
I've played on Turbine a bit tonight. When I read the notes, I thought this was a terrible idea. In practice, 10 seconds isn't much time, and if a team is already getting rolled, it doesn't make a difference. In most games, it means the capping team gets a couple extra points.

It didn't make any real impact on the matches.
 
it's pretty relative, it will depend on the map, the classes and off course the people that is playing. i tried it today and it was fun, but i dont think it will be fun in every situation
(it's not fun when you hear the "you fail" announcer message and see an enemy with a crit boost coming xD)
 
I think its fine the capping team needed a small reward atleast thats what i thought. Helps you clear out the point.:chair:
 
They need to stop fixing things that aren't broken, IMHO.

^this.

I personally don't really care if the capping team gets a crit boost. whenever i've seen a team get a cap and get the bonus by the time they could use it on an enemy it was over with.
 
Bad, after playing a bit I found that especially on sawmill you can just spawncamp them with soldiers and heavies. You get a scout taking their intel and a scout waiting for intel respawn, and it is only four or five seconds that you don't have 100% crits in between captures.
 
Bad, after playing a bit I found that especially on sawmill you can just spawncamp them with soldiers and heavies. You get a scout taking their intel and a scout waiting for intel respawn, and it is only four or five seconds that you don't have 100% crits in between captures.

This is exactly the problem. The best cap strategy on 2fort is to camp Spawn A while your people take the intel out. Now once they cap it, it will be impossible for the defending team to push out of spawn to take back their own base. I know because we just did it to a team like 4 times in an hour. I'm averaging at least 1 extra kill per 10 seconds of crit. That is, I'm getting a kill I surely wouldn't have without the crits.
 

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