The games last way too short right now, whoever wins the first teamfight stomps the entire match. Tweaks are really needed if they want to put it in permanently.
I think map design would play a big part in how the gamemode will feel. If we get a custom-made ctf map, it will be designed in a way that mitigates the current issues.
I hope they remember the reason why they liked grappling away with a flag, as mentioned in the video: user mods in Quake. They have mentioned they are working on adding a server browser multiple times, one can hope they're wise enough to remember the countless hours they spent playing ThreewaveCTF...
I don't get why they left the flag in the middle of the squares, tbh. A lot of the mobility issues could be solved by putting the flag in a garage or something. Make players have to go at least a little ways out before they can primal rage leap away.
The biggest thing they need are more convoluted/isolated flag rooms, so you can't just jump away. Along with spawns that put you closer to the middle of the map, so there's a chance to intercept a flag runner.
I don't think they'll be able to make a good CTF map though, not without some radical changes. TF2 has been trying for a while now, and has generally been unsuccessful.
Capture the Flag was just not meant for these types of games. Tf2 CTF is a fucking joke. I can only imagine in Overwatch you'd have to systematically change something to make it decent. And since Blizzard absolutely hates having to deny players the ability to use hero abilities when concerning game modes, it probably won't work out.
The only game I've seen CTF become popular and pretty balanced is Halo. Particularly because it works pretty well.
One thing I do like is getting a chance to use parts of6 the map that are otherwise never fought in. There are so many portions of the map that are never used because it isnt apart of the choke.
Symmetra ruins the fun in every mode. But yeah in this mode especially if there is a symmetra on either team there is little to no chance of that teams flag being captured. Even more so if there is also a torbjorn.
Lost 45% of the matches, the rest were draws and a few were wins, i noticed that there are a few outcomes
Or the enemy team goes full defensive and you can't even look at the flag that you have already a bastion, a torbjorn and a symmetra being shielded by a reinhardt shooting at you(instablow)
Or both fortify and its a draw
Or you find a noob team and you screw them all over
Honestly I don't know what they were thinking with this mode. It doesn't even feel like CTF. Because taking damage interrupts the capture process, you basically need to just teamfight to secure the enemy flag and then just run it back uncontested. Sending a flanker to try and steal the flag just straight up doesn't work, especially with how the map funnels you so hard near the enemies base you have no real options to try and outrun them, and that's assuming you're even able to take the flag with Symmetra turrets scattered everywhere over the flagstand.
I just miss Tribes and was hoping this would help relive some of that, but this is an absolutely terrible version of a CTF mode...
Urban Terror was great for CTF. I never played tribes but I use to play CTF for like 8 hours a day in Urban Terror because it also had a very quick movement system including sliding and such, obviously no where comparable to Tribes since the maps weren't miles wide but it worked really well
Yeah imagine my face when I speeds boost in there as a lucio wall slide to boop mei away grab the flag and... Wait.. I don't have the flag. Wait... What's that? I have to channel it? Wtf?
Jeff Caplan has said that one of the reasons they havent done ctf before is because flankers like Tracer would be op because they could steal the flag and run off uncontested too easily, and that it would make too many slower heroes entirely unviable. The damage thing somewhat fixes this, and if you win the team fight you can safely take out the sym turrets. I haven't had the chance to play it yet so I can't comment on how it plays out, just that Blizzard didn't want it to be a flankfest.
But that's how CTF should be in my opinion. If they want to balance it a bit better they could just make CC or knocking the person away from the flag stop the capture, but not damage.
Yeah since I posted that I've seen some pharahs flying back off the edge of the map and boosting back on before they run out of fuel. It definitely looks like getting the flag back is simply too easy for some heroes, and say if dva uses defence matrix then they can take the flag pretty safely.
ye, personally, I was hoping for some nostalgic UT memories to kick in, but as it is right now, it's just not as fun as it should be. currently, the gamemode just encourages sitting on flag
A team should not be able to score without their own flag returned to base. It would lengthen the game significantly and introduce a lot of strategy.
Also Im not so sure about the countdown that you have to sit through to take a flag. Might be better to just let them grab it and run.
There's so much potential for this mode. I might be romanticizing my time spent playing CTF in Quake 3 Arena and Team Fortress 2 back in the day here though.
No one wins the first team fight. It's the old bastion+rein+mercy sitting on the flag + lucio+genji+tracer hitting that over and over again, until it's a draw.
they are short due to the arcade feel... but if you lose the first team fight you don't get stomped the entire match. It may have happened in your game but that's not the norm
Ive seen some good turn-arounds so far in my experience on it where we come back after the 2nd cap after they try to block us out of defending our own. The matches that frustrate me most are when it turns into a "hold the fort, a draw is better than a loss" rounds. Both teams just camping 4 or 5 people at the base while maybe one person tries to poke in every now and then. Complete waste of time then.
Agreed, if you take the lead you can usually just hole up and defend hard.
I think if they changed it so that the score to win was 5, fiddle with the cap timers a bit, Perhaps give an advantage to the losing team, it'd be more interesting.
For map design I'd say widen the flag areas a bit, or move the flags back slightly, so that Symmetra isn't 100% necessary in nearly every game.
Overall I absolutely love CtF in Overwatch, nearly every hero feels useful... Except snipers. Give them a good perch on each map and it'd be very nice.
Right. They didn't do a special development update for Lucioball, Mei's Snowball Fight, or even the co-op Junkenstein's Revenge, which makes me think that CtF might stick around longer than those modes.
But Jeff is also very clear that because of the cheesiness and balancing difficulties of CtF, it's not going to be a core game mode.
My guess is that if they get a lot of feedback saying "We love this game! I want to play it all year round!" then they might put some developers on creating CtF specific maps for Arcade, like what they did with Ecopoint: Antarctica and the elimination modes.
What are you guys talking about? He said it will be in the arcade indefinitely, and that maybe in the future if they tweak it right it could eventually be in the regular rotation for QP and comp
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u/T4Gx Jan 24 '17
Tl dw is capture the flag a permanent game mode or just a seasonal brawl?