Currently, this is how I believe Domination decides its results upon timeout:
Whichever team has destroyed the most bases wins; if tied, then
Whichever team is carrying the most EMP bombs wins (there’s a line of text up on the top center of the screen that corroborates this); if tied, then
Whichever team has the most kills.
Whenever I’ve come to a timed-out match with tied bases, I’ve noticed the EMP bomb count win us or the opponent the match, though I honestly have not paid attention to the kill count. Would be nice for a second confirmation.
They want you to play the objective, not just treat the match like a Free-For-all round. If it was most kills it would reward getting 2 stations down and turtling up on the last one and racking up defense kills.
Makes sense. This would need confirmation, but this is a valid theory. And since you did noticed this on several occasions I guess you right about it
Maybe there should be a visible counter to rise the awareness of the importance of picking up the bomb?
Anyways, im not quite happy with that, because it does not seem to reward defenders that well…
the problem is (from my p.o.v.): This way, only the quantity of bomb possession counts and not the quality.
Flying the bomb near the enemy base in one ship should be worth more points than get it a few meters, but used 10 different ships (which were all destroyed in the Progress)…
What I understood is, the when timer reach zero, if teams are even, the team with the most EMP bomb carriers at that time, wins. It doesn’t matter how many times your team carried the EMP bomb. What does matter is when the game ends, how many actual carriers your team has at that exact moment.
I maybe wrong.
I agree on the fact that in any case, something should say how it works ingame…
I’d say that this win condition should be moved to the bottom or removed completely. It’s just silly and has nothing to do with the objective. Let’s say both teams are down to a single point. I see two things that can go completely wrong here. Either:
1. One team is pushing hard and get both bombs near enemy last beacon. Carriers got killed, enemy picks bombs, time runs out, they win. No sense.
2. Same number of stations down on both sides. One team gets both bombs and simply sits back. They got bombs, it’s really hard to get them from them. Time runs out, they win. Again - no sense.
Having condition that takes into account a random factor of who got the bombs at a specific moment (and that often changes within seconds) is just silly.
What the system should take into account however is on which side of the map bombs were the most time. Camping with bombs will doom you. Actually pressing the objective will benefit. Win - win situation.
I support change of win conditions for detonation. Bomb carried at endgame not good win condition. Result being that at end of match timer if bases killed equal team holding bombs not motivated to attempt to plant bomb on enemy base because likely to result in transfer of ownership over bomb and loss. I.E. attack likely to result in loss of game.
I believe that this is a bad victory condition. Bomb camping is not a fun addition to this game mode.
Unfortunate side effect. I suspect the original intent was those carrying bombs at time-out were trying to get to the station to plant. Darn players, they can break any intention