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That's actually a good idea too. Didn't think about that
Currently there's a deadzone just before Cashout where attempting to steal will fail due to lack of time, and this isn't very fun.
Then again, organised players can use this time to move onto the next objective (if they can guess where it is) while other players keep fighting over it needlessly. Perhaps this time is intentionally left in, it would be interesting to know why.
the only times i had issues with tiime is when teammates arent doing the games goal but trying to get kills for some unknown reason.
But it makes the game pretty quick in a way. I think people will exploit that mechanic by spam-stealing the cashout to stall the timer and it will go on forever.
Perhaps stealing gets much quicker when the timer is past the 3rd quarter? Not significantly fast but it's enough to minimize the deadzone.
Edit: OR maybe, just maybe instead of all this, why not make stealing quicker if all 3 contestants in a team steal it together? It can create a different teamwork scenario where they need to either prioritize speed or defending their teammates while stealing.
Cashout takes 60 Seconds.
Stealing takes 5 Seconds.
Currently, if you attempt to steal within the last 5 seconds, you will fail because the Cashout will complete before you steal.
My idea is that, if you attempt to steal in those last 5 seconds, the Cashout will not complete until the Steal either succeeds or fails.
The moment the stealing player is killed or otherwise interrupted, the Cashout completes for the previously owning team. If they are not interrupted then they can steal it.
There are other suggestions here to extend the timer on a contested Cashout, I don't think this is necessary, but it is an option to consider.
I don't think any of this is a problem, I think the only thing that needs a change is the respawn distances. You're already punished with a long respawn timer if you get wiped. Adding an exceptionally long travel time to that when you were the original defending team is just BS.
Eh. It might work in Quick Cash, but it's not generally a thing for several reasons.
In Quick Cash, if both attacking teams do it, then they cancel each other and the defending team always wins. If just you waited and the other attacking team didn't successfully disable the traps surrounding the cashout before you moved in, then those can probably delay you long enough for you to fail the steal because you didn't give yourself enough time (the defending team only has to delay you, they don't have to win the firefight).
In Tournament, there's 2 cashouts, so this strategy gets weird. If all 3 teams are at 1 cashout, the other cashout goes completely uncontested. If you attack afterwards and don't steal in time, you lost the game. Since you usually spawn near the opposite cashout after a wipe anyway, it would have been a better idea to just fight for one of them immediately, and if you lose, you get another try at the other cashout probably near the end of their timer, anyway.
The only swmi related thing that can be annoying is Ranked last round with the last "team life" where if your team wiped at bad moment then its just a needless 20sec wait to revive and if desire 20sec of running across map when from sec 1 of team death both teams knew it was over and now its just a waist of time.
->
I think a last team revive should happen or just auto win at very least as it is just a waist of both teams time.
Granted if team smart they will intentionally wipe themselves out if they know they need to asap to help avoid such things and get that 1 last team chance.
(Though they of course never are especially if not in a party group and in fact if only 1 person alive they will waist a ton of time, acting like they can 1v3 solo if they careful instead of tossing themselves off the nearest building or waving hi to the enemy who 100% will kill them, even if its in their best interest not to)
My team should not be punished for clearing out 2 teams and taking the point.
Right now its set up so that way if everything runs perfect the 4th cashout will end when the timer reaches 0, but you can have the server end before that cash out is close to being done.
The game is fun, that doesn't mean it's balanced. It needs changes, 100% of competitive team based games need balance.
Usually we leave the cash box, when the time is just about up, either to get out of the hell-hole that often follows as the other teams are coming in for scraps, or to get an edge on the next vault that spawns.
It's a fine balance between frustration and epic moments, IMO.