Hey, I just wanted to chime in on something that concerned me. To provide the situation, here is the video I recorded: https://www.youtube.com/watch?v=tKzEbegH9Bs&feature=youtu.be
I feel that my opponent didn't really deserve to lose the match, and I disagree with the current implementation of the nuclear missile.
Please forgive the paste, but no point typing it twice.
As one of the main mechanics of dispatching an enemy, a nuclear missile silo exists that can be charged up and fired at the enemy. Charging happens by unit presence on one of three king of the hill sites. A player that controls a majority of these sites will inevitably fire a missile at the enemy base, two such firings being able to defeat them under most circumstances.
The problem I feel is that there is a mechanic not common to king of the hill style captures in that there is a final panic period where any player can quickly wrest control of and fire the missile, regardless of who actually put in the capture time. This means that holding the points as important as booting the other guy off in that split second.
I notice a trend that trivializes much of the early game battles. For example, my opponent spends his early game capturing points with mixed infantry. My first unit played is a predator tank, which is a mid game unit. Given that predators are a mainstay unit, and I have my commander power (the turret that pops up out of nowhere) I am able to pressure the infantry off of the capture points just as the missile is able to fire off, making all his early decisions pointless as all he did was the bulk of the work for me.
Late game, he starts making level 5 zone troopers (big armored guys with railguns) which is something I don't have a real answer for (it's a rare unit I don't have), so I just panic some riflemen and rhinos and keep trying to keep predator tanks alive. In the heat of the battle I toss a turret on his wolverine (mech walker with gatlings) and he micromanages it away from the turret like a good player would, except oops, he just stepped off the capture point and it was missile time, so boom, game over.
While I understand that this mechanic exists to facilitate comebacks and add some excitement, I can't help but feel it a bit gut wrenching to do 98% of the work and get dunked on. I think it needs more fine tuning.
In Team Fortress 2, KOTH mechanics involve two countdowns, one for each team, in which when one team is nearing completion, it speeds up the respawning rate of the other team, which is, imo, a better and less punishing way to facilitate comebacks.