Stopwatch is really the only game mode, that makes sense with this game(at least when the objectives are on), since it’s still highly biased, with an obvious advantage for the attackers. I don’t know how much this is true in comp play, but in average pub matches I think most people would agree with this statement.
Since we are talking about “Stopwatch” everybody is once attacker and once defender and everything is fair and everybody should be happy, right? Actually not, at least I’ve asked myself many times; why the eff am I even doing this to myself? Imo there isn’t enough reward for just playing the game. I’m not talking about XP and coins and whatnot, but good ol’ fun just by playingit. I think most people can handle losing, but losing without even getting from the starting block makes people extremely salty(at least me).
“Stopwatch should be more stopwatch”, in the sense, that most of the time the attackers should at least be able to finish the first main objective, or even the last objective/s; just like in a time trial, where every participant/team would get to the final goal, and the only measurement of who won and who lost, is the time it took them to finish their objectives.
Imo the attackers should’ve a natural advantage* over the defenders, so the game could move forward much faster. Those stagnant, running to the slaughter, matches are as much no fun as a VG can get.
*significantly shorter spawning times, pumps(repair obj) should be much nearer to the attackers, etc., etc.,
The first obj in Whitechapel is pretty much how I’d imagine it. 95% of the time you’d at least get EV rolling; though delivering the containers is a whole different story. But in the Victoria map it’s imo too hard to even destroy the wall; the attackers have too much of an edge on that obj. The same goes for Trainyard’s first obj(even though it’s not as bad as Victoria’s wall).
In essence: It’d be perfect if most of the time both teams would be able to accomplish their last attacker obj and the only things that’d decide over winning and losing are the times in which either team accomplished their objectives. So you’d still feel like you’ve at least achieved something, even when you’ve lost.