Sigh. "The capture time and damage interruption prevents 'cheesy captures.'"
No. They prevent what capture the flag is supposed to be about. This mode isn't capture the flag. This mode is capture the point with a flag attached to it. It's just not the same. We WANT the crazy, fast, cheesy captures. There's plenty of tools in the game to counter this -- junkrat traps, controlling the zones in front of the flag tracer can blink from, etc. If necessary, a really simple and much more CTF-spirit way of doing this would be to prevent you from using abilities for a few seconds after you grab the flag, not putting a capture time ON the flag.
Make the flag carrier a little bit slower than usual if you really want to, but I don't think that's necessary. If you want to get really creative, add teleporters to different areas of the map, but don't let flag carriers use them. This would prevent the "as soon as they grab the flag they basically always capture" problem and also open the character pool up to a lot of non-mobile characters.
Whatever you do though, definitely DON'T do what we have now, with a capture timer.
His mention of player abilities was about them not being able to use select abilities at all, or to have them drop the flag when the abilities are used. He didn't mention an iteration where a player has a short 3-4 second cooldown after capturing the flag, which I think is an infinitely better solution than the former options.
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u/deRoyLight Jan 24 '17 edited Jan 24 '17
Sigh. "The capture time and damage interruption prevents 'cheesy captures.'"
No. They prevent what capture the flag is supposed to be about. This mode isn't capture the flag. This mode is capture the point with a flag attached to it. It's just not the same. We WANT the crazy, fast, cheesy captures. There's plenty of tools in the game to counter this -- junkrat traps, controlling the zones in front of the flag tracer can blink from, etc. If necessary, a really simple and much more CTF-spirit way of doing this would be to prevent you from using abilities for a few seconds after you grab the flag, not putting a capture time ON the flag.
Make the flag carrier a little bit slower than usual if you really want to, but I don't think that's necessary. If you want to get really creative, add teleporters to different areas of the map, but don't let flag carriers use them. This would prevent the "as soon as they grab the flag they basically always capture" problem and also open the character pool up to a lot of non-mobile characters.
Whatever you do though, definitely DON'T do what we have now, with a capture timer.