Overtime: Difference between revisions

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'''Overtime''' refers to a period in [[Ranked Battles]] where the losing team can still win due to controlling the key item of the mode. Each Ranked Mode has their own version of rules for this Overtime period.
'''Overtime''' refers to a period right after the main timer reaches 0 in [[Ranked Battles]], in which the losing team is given a final chance to win. Overtime will only trigger if the losing team is still in control of the key goal of the mode when the match's regular time is up. Each Ranked Mode has their own version of rules for this Overtime period.


==Splat Zones==
==Splat Zones==
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*The losing team reaches a farther distance with the tower than the winning team, thereby giving the losing team the victory.
*The losing team reaches a farther distance with the tower than the winning team, thereby giving the losing team the victory.
*The winning team regains control of the Tower.
*The winning team regains control of the Tower.
**It should be noted that all the winning team needs to do to retake control the tower is to have more of their team on the tower than the losing team, or have one of the winning team's players on the tower if none of the losing players are on it.
**It should be noted that all the winning team needs to do to retake control of the tower is to have more of their team on the tower than the losing team, or have one of the winning team's players on the tower if none of the losing players are on it.
*The losing team loses control of the tower.
*The losing team loses control of the tower.
**This is marked by the indicator turning from the losing team's color to the neutral Ranked Mode symbol.
**This is marked by the indicator turning from the losing team's color to the neutral Ranked Mode symbol, and happens some seconds after the tower being empty.


Tower Control is considered to have the hardest Overtime for the losing team, as the control of the tower can be very quickly lost.
Tower Control is considered to have the hardest Overtime for the losing team, as the control of the tower can be very quickly lost.

Revision as of 15:12, 12 October 2015

Overtime refers to a period right after the main timer reaches 0 in Ranked Battles, in which the losing team is given a final chance to win. Overtime will only trigger if the losing team is still in control of the key goal of the mode when the match's regular time is up. Each Ranked Mode has their own version of rules for this Overtime period.

Splat Zones

In Splat Zones, Overtime will begin if the losing team (with a higher timer count) has full control of all zones. At this point, Overtime will end when:

  • The losing team lowers their timer below the winning team's timer, thereby giving the losing team the victory.
  • The winning team retakes control of the Splat Zone.
    • Note that on maps where there are two Splat Zones, the winning team only needs to control one of the two Splat Zones.

Tower Control

In Tower Control, Overtime will begin if the losing team currently has control of the tower. At this point, Overtime will end when:

  • The losing team reaches a farther distance with the tower than the winning team, thereby giving the losing team the victory.
  • The winning team regains control of the Tower.
    • It should be noted that all the winning team needs to do to retake control of the tower is to have more of their team on the tower than the losing team, or have one of the winning team's players on the tower if none of the losing players are on it.
  • The losing team loses control of the tower.
    • This is marked by the indicator turning from the losing team's color to the neutral Ranked Mode symbol, and happens some seconds after the tower being empty.

Tower Control is considered to have the hardest Overtime for the losing team, as the control of the tower can be very quickly lost.

Rainmaker

In Rainmaker, Overtime will begin if the losing team currently holds the Rainmaker, or the winning team has recently dropped the Rainmaker. At this point, Overtime will end when:

  • The losing team carries the Rainmaker farther than the winning team, thereby giving the losing team the victory.
  • The losing team drops the Rainmaker either by being Splatted or the timer reaching zero.
  • The losing team doesn't grab the rainmaker after a set amount of time. (This only applies to when the enemy dropped the Rainmaker last)