We’ve updated how tiebreakers and the match timer interact to make match time more predictable and not drag out.
Work will continue in this area to make match time even less variable and less exhausting, as this is a big point of feedback we have heard.
Casual match timer update:
If there are only 5 minutes or less left in a match when a series ends, and the teams are not tied, the match will now end rather than continuing on to a new series.
If time runs out while playing a series, and a team is ahead in the series win condition, they will be awarded the win.
If the teams are tied during this time, or while playing a tiebreaker series, then whoever scores next will win the match.
Captures based gamemodes like CTF, Mannpower and PASS Time will consider teams tied if one team is behind but could tie if an actively carried flag/JACK is captured.
Fixed PASS Time not being considered a captures based gamemode for Casual matchmaking
Fixed Administrator not announcing match time limit
Fixed overheal on outline nameplates overflowing the health bar if overheal was above 200%
Fixed Sappers not being named correctly in various parts of the HUD, including outline nameplates
Simplified Teleporter Entrances to be named “Teleporter” in outline nameplates