Overwatch: Too many “Draws” in the „Capture the Flag“

Overwatch: Too many “Draws” in the „Capture the Flag“

The “Capture the Flag” mode in Overwatch works only “so-so” – too many drawn matches cause frustration.

With the current “Year of the Rooster” event in Overwatch, the developers have introduced a new game mode in the Arcade. It is the first attempt by Overwatch to establish a “Capture the Flag” mode in the hero shooter. However, Overwatch is not really designed for such a gameplay style.

On the map Lijiang Tower, two teams always compete against each other – their own flag is located right in front of the spawn area. The goal is clear and easy to explain: pick up the enemy flag, carry it to your own base, and prevent the opponent from doing the same.

In many cases, one of two scenarios occurs:

1. One team wins decisively. Capturing the first flag seamlessly leads to stealing the second one, and so on. A “death rotation” occurs where 2-3 teammates are constantly defeated. Since the flag is almost directly in front of the spawn, farming the incoming players becomes particularly easy.

Overwatch Capture the Flag

2. One team goes fully defensive. Torbjörn, Symmetra, and Bastion ensure that endless battles occur at the flag, and no team can ever lay a finger on one of the flags (because one cannot take damage while taking it).

In the chat, you regularly read before a round even begins “Here goes another draw” – Another round “draw”.

If Blizzard wants to further develop this mode in the future, there are several issues to address.

Cortyn says: I too am just not warming up to the game mode. Although I experience significantly more clear decisions than draws, the matches are unfortunately never really exciting. Either there is a very clear winner that simply rolls over the other team, or it is an endless battle at one team’s flag point – but without real tension. Nice for a break, but certainly not a mode I will miss after the event ends.


We show you all the new skins of the Year of the Rooster here.

Source(s): kotaku.com
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