Difference between revisions of "Overtime"
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During [[King of the Hill]] games, Overtime occurs when one team's counter has reached zero but the other team has partially captured the point. Overtime will continue as long as the point continues to be disputed, and can occur a second time if the second team captures the point and the first team disputes it again, resulting in the possibility of an unending game. | During [[King of the Hill]] games, Overtime occurs when one team's counter has reached zero but the other team has partially captured the point. Overtime will continue as long as the point continues to be disputed, and can occur a second time if the second team captures the point and the first team disputes it again, resulting in the possibility of an unending game. | ||
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+ | The special case of [[Degroot Keep]] is a unique mix of these previous overtimes. Much like control point maps, as long as the points are being captured or reverting, the round will not end. If both points are captured, the gate will still open, but the timer for the gate to close is the BLU Team's window to access the final point. If the BLU Team captures the point, they win. If they don't, most of them will be stuck in the RED Team's base. | ||
Overtime generally is fast and hectic, oftentimes with the entire offensive team rushing the objective in a desperate attempt to salvage their game, and the entire defensive team crowded around the contested objective. [[Rush#Scout rush|Scout rushes]] are a common Overtime tactic on control point and Payload maps, and [[Spy|Spies]] are often sent on suicide runs to keep Intelligence alive until a full team can coordinate an attack to fully capture it. | Overtime generally is fast and hectic, oftentimes with the entire offensive team rushing the objective in a desperate attempt to salvage their game, and the entire defensive team crowded around the contested objective. [[Rush#Scout rush|Scout rushes]] are a common Overtime tactic on control point and Payload maps, and [[Spy|Spies]] are often sent on suicide runs to keep Intelligence alive until a full team can coordinate an attack to fully capture it. |
Revision as of 17:45, 4 July 2011
“ | Overtime!
Click to listen
— The Administrator
|
” |
Overtime occurs when the timer runs out on a map with an objective currently being contested, and gives the attacking team a brief window to win or extend the game with a last-second push.
On control point and territorial control maps when the timer runs out and a point has been partially captured. It ends either when the capture has been completely reverted (in which case the game will end) or the capture is completed (in which case more time is added to the timer and the game continues unless its the last point). The reversion speed of incomplete captures is accelerated during Overtime.
On Payload maps, Overtime will occur if the cart is not moving backwards and the cart timer will automatically change to 5 seconds maximum. It ends when the timer runs out and no BLU players manage to secure it in time (ending the game), or if cart moves to a checkpoint (adding more time). Payload Race maps have no Overtime.
On Capture the Flag maps, Overtime is awarded if either teams Intelligence is anywhere outside of its spawn area, whether it's being carried by an enemy or dropped on the ground. The game will end once both teams Intelligence have returned to their base, either by being captured and returned, or defended until it returned on its own.
During King of the Hill games, Overtime occurs when one team's counter has reached zero but the other team has partially captured the point. Overtime will continue as long as the point continues to be disputed, and can occur a second time if the second team captures the point and the first team disputes it again, resulting in the possibility of an unending game.
The special case of Degroot Keep is a unique mix of these previous overtimes. Much like control point maps, as long as the points are being captured or reverting, the round will not end. If both points are captured, the gate will still open, but the timer for the gate to close is the BLU Team's window to access the final point. If the BLU Team captures the point, they win. If they don't, most of them will be stuck in the RED Team's base.
Overtime generally is fast and hectic, oftentimes with the entire offensive team rushing the objective in a desperate attempt to salvage their game, and the entire defensive team crowded around the contested objective. Scout rushes are a common Overtime tactic on control point and Payload maps, and Spies are often sent on suicide runs to keep Intelligence alive until a full team can coordinate an attack to fully capture it.
Update history
- Fixed Announcer Overtime bug on KOTH servers using mp_timelimit (this bug involves "Overtime" being announced constantly during Overtime instead of once when it begins).
- Due to many requests, added server ConVar
tf_overtime_nag
. When set to 1, it keeps the broken announcer behavior.
- Due to many requests, added server ConVar
Trivia
- In DeGroot Keep, Overtime will only go into effect if the keep's gate is open when the round time expires, regardless of any capture progress made on points A and B.