Difference between revisions of "Overtime"

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m (Added image, but i think more images would be useful)
m (Filtered Overtime: EnforceCapitalization(Overtime), WordFilter(==+ ?(?:Update history|Previous changes) ?==+ -> == Update history ==) (Review RC#443567))
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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.
  
== Update History ==
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== Update history ==
 
'''[[August 14, 2009 Patch]]'''
 
'''[[August 14, 2009 Patch]]'''
* 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).
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* 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 {{code|tf_overtime_nag}}. When set to 1, it keeps the broken announcer behavior.
 
** Due to many requests, added server ConVar {{code|tf_overtime_nag}}. When set to 1, it keeps the broken announcer behavior.
  

Revision as of 14:30, 6 April 2011

Overtime!
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 the game with a last-second push.

RED Team's HUD timer showing that round is during overtime

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.

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

August 14, 2009 Patch

  • 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.

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.