I would like to see a couple changes for overtime. We know that damaging the money ball without bots in regulation was an oversight and is going to get fixed in the first real patch. So my suggestion is for overtime: A) That the money ball does not drop. B) Players can damage the money ball as it is now in regulation to drop the ball while regulation is patched back to no/little damage on ball. C) You still get all endorsements like the current overtime. D) Players are limited to 1 juice buy for the entire match. This should prevent stashing money for multiple juices and perhaps people spending money on turrets again. E) Extend overtime to 5 minutes with these rules and if no team has won then go to the 2 minute sudden death, but with the 1 juice rule for a match still in effect. So this would mean "regulation", "overtime" and "sudden death". Opinions? Suggestions?
I think the best solution for overtime I've heard so far is to eliminate it except in the instance of a tie. Make each game round a little longer and there will almost never be a need for overtime. Also, this probably could've been added to an existing thread...
So that games end in a whimper instead? Honestly that's just as bad. Sorry couldn't get through that wall of text to even get to what the OP's point was. I'm actually offering my 'wishlist' here as an idea beyond simply the 'whimper' of a tie. Not a complaint thread. Maybe you should leave the moderating to the moderators. Nobody likes a wannabe.
Here's a thought. Why not win the game before overtime? When I'm with my friends we just go for kills until we juice up for overtime so the game actually lasts long. I never have a problem facing another team juiced up. If we start to struggle before overtime, we'll just win before it happens.
Because the current overtime is going to get worse once the dev team patches out being able to shoot down the ball in regulation. Once it's patched the only way to bring the ball down will be with bots...which I doubt you and your friends will do just as easily now. Hence the suggestion of making overtime what regulation is now and keeping the current overtime as a very last ditch effort. Not to mention your whole deathmatch comment points out the fatal flaw of this system. This game isn't about deathmatching. It's about bot pushing and turret defenses etc. Those that focus on deathmatching are the teams that are supposed to get their butts kicked.
Actually we've never exploited the fact that a team can take the ball down without bots. As long as you play with friends that you can communicate with, it should be fairly easy to win.
I do play with 5 or 6 guys regularily, I just can't buy that because the vast majority of the games end this way. Hell most folk believe it's how the game is meant to be played and don't realize it's a slip of the devs to let it through in the first place.
There's already a solution for overtime juicing.... but it requires something that might be unfamiliar to you: team play. Ever play support? Hack your turrets and keep them from being destroyed by overhealing them. If you're worried about not getting much money, have friends upgrade the turrets from levels 1-2 and you buy the third upgrade (that way you get the cash). Put your turret in a position to kill enemy bots to help them drive forward to the ball. If you are willing to play slightly forward of your base you can cause people holding juice to pop it early. You don't have to kill their ball, you just have to get its health lower than yours to win.
Maybe they could just eliminate the health bar for the moneyball, and instead of winning by depleting it's health you would simply score points (money) based on how much damage you did to their moneyball among all the other ways you can make money. By increasing the amount of money you get for shooting the moneyball you could simply judge the winning team by which made more money. Although in theory a team could win without ever shooting the enemy moneyball, doing so would be difficult if damaging the moneyball produced sufficient profit. This would mean several things: 1. Players would be encouraged to protect their bots and destroy enemy bots because doing so would produce money for their team and prevent their opponents from making money (the same would become true for turrets). 2. Games would work more like traditional sports which don't end at a certain score cap, but are decided based on highest score within an allotted time. 3. Overtime would only occur in the instance that both teams have earned equal amounts of money (or maybe amounts within a reasonable margin?). 4. There would be greater reason to attack the enemy money ball with your team, since one juiced pro could not reasonably win the game by himself. 5. The MVP would still be the player who earned the most money on the winning team, therefore making him definitively the most valuable player (unlike the current system which leaves MVP as sort of a gray area). 6. There would be a penalty for death: you are rewarding the enemy team with money each time you die, and also a benefit to scoring kills: you are earning money for your own team. However this would mean that Bullseye would need a rethinking. You could either leave him as is, because now both teams would be much more interested in attacking him for money and he would become a point of contention where ever he appears. Or you could make it so he doesn't reward money (or at least doesn't reward much money) and is simply more likely to reward pros with juice and speed pick ups, which may also lead to the elimination of purchasable juice. The only problem that I see is that this enables a team to win by simply defending their base and eliminating enemy bots and pros as they come in to attack. Although this isn't much different from teams who simply wait until overtime and then juice rush, and it would also make skilled assassins a real commodity for their ability to root out campers. Beyond that, the amount of money you receive for certain actions would need to be adjusted. Things like taunting and scoring ring outs would suddenly be much more important, and the game would need to undergo some balance tests for such things before the system were to be implemented.
I play 85% support (ranked as high as 550 until my latest hellish work stretch..still in the top 650) and play in mostly 4-6 man teams. You obviously must not if you think that works against any decent team. 3.3 rocket turrets, 2 firebases etc only slightly delay the inevitable with any solid team. It surely doesn't stop us from rocking the ball fast in overtime. 6 guys juicing right at the end will overwhelm even the most tenacious defenses. I love teams that set up lvl 3 turrets. With our 2 supports we usually can get them hacked while the defense focuses on the assassin or gunner wailing on their ball. Then it's truly over.