Assault Objective Tiebreaking Changed in Overwatch’s PTR Competitive Play

Overwatch PTR Competitive Play

Many of those who dabble in the experience that is competitive play in Blizzard’s Overwatch may have been frustrated before. Well, there’s a chance that everyone who has played this mode has been a little angry at one point or another. One of the reasons for this could be the way Overwatch handles tiebreaking on assault objective maps. However, it may not be the case for long because principal designer Scott Mercer recently wrote about some testing they’ve been doing on the PTR competitive play.

In a recent post on the Battle.net forums, Mercer went through the specifics of the testing that is currently happening in the PTR competitive play. They are looking to make some changes so that there aren’t as many ties as before. When looking at maps such as Hanamura, Volskaya, and the first parts of Eichenwalde and King’s Row, they noticed a “result in a tie score more often then we would like.” To combat this, Scott said:

A team no longer has to completely capture one more objective than their opponent to gain a win. If both teams have the same score and run out of time, we now compare the maximum capture% of each team on the last objective they were both trying to complete. The team with the highest capture% on that objective wins.”

Mercer’s post also had a few examples of how this will help reduce ties on assault maps. If the first team secures both points, but the second team only captures one, the first team will win. This, of course, is unchanged from what is currently live. However, it is the next few examples that really show where the changes come into play. Here are a couple:

Example 2:

  • Team A on offense takes point 1, doesn’t take point 2, but in one hard push was able to reach 73% captured before the defenders wiped the offense and the capture progress returns back to the second tick mark at 67%.
  • Team B is now on offense, and they take point 1.
  • To win the game, team B now has to reach 74% captured on point 2 to win 2-1.

Example 4:

  • Team A on offense takes point 1 and point 2 with 3:00 left, earning 2 points.
  • Team B on offense takes both points with 0:00 left, earning 2 points.
  • Team A now has 3:00 minutes to try to earn just 1% capture progress on the first point.
  • The instant Team A has a player on point 1 without a defender being there, they will win.

They also detailed another example that shows how a match could still result in a tie. In order for this to happen, both teams have to achieve 0% capture progress. That means not a single offensive player has been able to stand on the first point without a defender being present. Mercer says that they “expect this to happen WAY WAY less often than live.” No word as to when or if these changes will make their way out of PTR competitive play and into the live game, but we hope it’s soon because draws kind of suck.

What say you, heroes? Have any of you noticed the testing going on in the PTR competitive play? Are you excited for the potential of less ties in the live game? Let us know in the comments section below or start a conversation over on our Disqus channel. As always, if you are in the market for live gaming and entertainment news 24/7, be sure to follow Don’t Feed the Gamers on Twitter. For more Overwatch reading, check out the following:

Eric Garrett2269 Posts

Eric is an editor and writer for Don't Feed the Gamers. When he is not staring at a computer screen filled with text, he is usually staring at a computer screen filled with controllable animations. Today's youth call this gaming. He also likes to shoot things. With a camera, of course.

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