Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
But with convoy, there are some maps where you do want to push ahead, like Yggrasil where second checkpoint has this very tiny choke and respawn with only 2 doors coming from same side - awful place to spawn. But on a counter side - pushing the area with stairs and balcony is rough and you want to get through as fast as possible.
I see your point and yeah, i guess i agree, since point moves on it's own and it's not like enemy team will spawn out of a thin air. But you are still on a timer and success will depend on how well you can defend your possition and further you are from respawn, the worse each death is and you only get so many attempts if you are running low on time.
So i guess it's a question of theoretical "close" match and reality of "one team is just better".
In regards to topic - nah, people will just flame each other because of that. People already do that with eliminations, when it's never tells a full story. People complain for healers having "too much damage" because they think it's lessen their impact, when they probably dying like an ♥♥♥♥♥ and no healing in the world would save them, but extra damage keeping tanks and divers in check.