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
I think it's a good idea that will make sure strategy is of focus, but maybe 10 seconds is too long..
 
Depends on the teams. If a team is doing horribly, then it doesn't matter. But sometimes I've seen teams sacrifice their entire defence to cap the flag once, only to be rolled over by scouts after capping it. It makes sense to give them something, but not this. Maybe 5 seconds, or a shield over their intel for 10 seconds instead.
 
good for u if u get it but too bad if it pissed off someone i kinda like it though
 
It doesn't really make sense to have the crit buff, think about it, after at eam caps the intel once, it's like giving EVERYONE on the team a critzer buff, without the downside of have a vulnerabile medic to defend.

All one side has to do is place a soldier medic in the intelroom after the first cap, and it turns what was a minor advantage into a complete steamroll.

Basically, I'm in favor of retaining the crit buff, but for five seconds instead of 10.
 
This is probably necessary to get things moving, 95% of the CTF games I play are complete boring stalemates, while the other 5% are steamrolls due to unbalanced teams.
 
It doesn't really make sense to have the crit buff, think about it, after at eam caps the intel once, it's like giving EVERYONE on the team a critzer buff, without the downside of have a vulnerabile medic to defend.

All one side has to do is place a soldier medic in the intelroom after the first cap, and it turns what was a minor advantage into a complete steamroll.

Basically, I'm in favor of retaining the crit buff, but for five seconds instead of 10.

i rethought my post i think only the ones who helped cap should get crits.
 
I love it. For lazy pubbers, it's a good incentive to get them to cap because they will be rewarded with a killing spree.
 
Should be the other way around. If you cap, the other team gets crits. Chances are if your team is able to cap the flag, the other team needs a helping hand to get back in the game.
 
Should be the other way around. If you cap, the other team gets crits. Chances are if your team is able to cap the flag, the other team needs a helping hand to get back in the game.

TF2 doesn't really work that way; it's always been meant to be based more on "momentum".
 
my concern isn't steam rolling, but think of the medic that works hard to stay alive and build up his uber, but then he dies as everyone on the opposing team gets the equivalent of a kritzcrieg uber.
 
Well, after playing enough CTF maps, I personally like this update. It seems to make CTF matches go quicker, which is sometimes a good thing if it takes too long. I have no problem with it so far.
 

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