Idea for different Capture Lock mechanism

Allow locked flags to be captured up to just before neutral.

So if someone is standing near a flag that opponent team captured, the flag will be near neutral when the lock wears off and be captured in 0.1 sec after lock is gone.

If opponent captured portal flag, stand near it with 1 more team mate. Then it will assure 1 oak/erebus cannot jump in and lock it alone, because flag will be neutral before enemy finish casting the lock.

1,798 views 4 replies
Reply #1 Top

but wouldnt that eliminate any chance of chain locking a flag?

Reply #2 Top

Just need equal or more number of gods to chain lock.

Reply #3 Top

could be a good idea then.

Reply #4 Top

I completely agree with this having just played a game yesterday in which it was 3 on 3 on Zikurat. The other team was a premade and admitted to it so I expected a hard game. And it was. Once they got giants which was about 3 minutes before us all they did was chain lock the 2 portal flags. Teleport back in and relock it. It was impossible to stop it expecially as I was QoT and had no interupt. The game really isn't tactical anymore when all you need to win is chain lock 2 portal flags. Either add a way to break capture locks or do what is proposed above.

Me myself vote for this idea.

P.S. Somehow we won that game. The enemy finally made the mistake of letting us take both portals at once and we got one. Once one fell I went on QoT Demolition rampage with our giants. But it was extremely frustrating considering our team actually was probally slightly higher in skill and we made the mistake of letting them lock their flags once. You shouldn't be punished for not having an interupt to stop a 1 second cast.

Another suggestion to add to above would to be increase cast time to 2 or even 3 second so you can interrupt it instead of the 1 second cast that half of it is latency and cast time of an interupt. .5 seconds isn't enough to register and click the correct target.