

Return Domination Timer To Two Minutes!
#1
Posted 30 June 2025 - 12:33 PM
#2
Posted 30 June 2025 - 02:08 PM
2-min Domination timer feels better for me as well!
#3
Posted 30 June 2025 - 04:38 PM
#4
Posted 30 June 2025 - 06:05 PM
#5
Posted 30 June 2025 - 09:24 PM
So 2 minutes if one team is all Lights and the other is all Assaults, down to 45 seconds if the weight difference between red and blue is zero.
The better option would be a shifting domination circle with a variable radius, but you can't have everything.
#6
Posted 30 June 2025 - 09:40 PM
Mark Yore, on 30 June 2025 - 09:24 PM, said:
So 2 minutes if one team is all Lights and the other is all Assaults, down to 45 seconds if the weight difference between red and blue is zero.
The better option would be a shifting domination circle with a variable radius, but you can't have everything.
#7
Posted 30 June 2025 - 11:51 PM
KursedVixen, on 30 June 2025 - 09:40 PM, said:
Once apon a time, it was 3 per weight class. Now a days, it's whateve is in que. Ever drop in a light drop and the heaviest mech is 65 tons! It was actually fun, and we won the round to boot.
#8
Posted 01 July 2025 - 12:13 AM
Meep Meep, on 30 June 2025 - 12:33 PM, said:
Personally, I have not noticed a difference:
- Before: Everybody running straight to the centre of the map. All peripheral parts of the map ignored.
- After: Everybody running straight to the centre of the map. All peripheral parts of the map ignored.
#9
Posted 01 July 2025 - 11:36 AM
martian, on 01 July 2025 - 12:13 AM, said:
- Before: Everybody running straight to the centre of the map. All peripheral parts of the map ignored.
- After: Everybody running straight to the centre of the map. All peripheral parts of the map ignored.
Not my experience. With the longer timer there was much more flanking.
#10
Posted 01 July 2025 - 08:19 PM
Blown Head Gasket, on 30 June 2025 - 11:51 PM, said:
I hate it when our entire team is assaults and heavies, while the other side is loaded up on fast lights on a murder spree...
#11
Posted 02 July 2025 - 03:46 PM
Good hunting,
CFC Conky
#12
Posted 02 July 2025 - 07:13 PM
CFC Conky, on 02 July 2025 - 03:46 PM, said:
Good hunting,
CFC Conky
What it seemed to help with was one team having a very fast light and the other team slower mechs. I've won and lost games off capping out right at the start because if there are only a few seconds left then a quick force out of the circle ends the match. Also allows for more maneuvering when its down to the last few mechs.
#13
Posted 02 July 2025 - 08:58 PM
CFC Conky, on 02 July 2025 - 03:46 PM, said:
Good hunting,
CFC Conky
Pretty much. The longer the countdown is, the less reasons both teams have to care about it in particular or about the game mode in general. So they play it as Skirmish.
#14
Posted Today, 02:24 AM
#15
Posted Today, 11:25 AM
Blown Head Gasket, on 04 July 2025 - 02:24 AM, said:
On the other hand, it gives that last mech more time to reposition before striking and eventually clutching that victory.
I'm often the last mech standing as a squishy light mech, no way I face my opponents front on, and the 2 minutes gave me more time and options than the current timer.
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