The new Overwatch assault map tiebreaker system has been mostly well-received by the community, with a few exceptions - namely, folks worried about what happens after a team is held to a 0% capture completion rating.
As we mentioned yesterday, it's imperative that you don't let this happen at all - or you're looking at a situation where you'll have to mount a perfect defense, not even letting one percentage point through.
For example: this gif shows a Sombra player flanking their way to the capture point with stealth (without even using the translocator) and getting 1% of Capture completion. The map immediately ends in a victory for Sombra's team, since they held the enemy off the point for the entire previous round.
Yeah, that round was 24 seconds long - you weren't imagining it.
So how could the defending team have stopped this? By keeping one to two players back on defense on the point, so that a flanking player couldn't have slipped in to capture at all.
Players on the Reddit thread where this gif went viral are extremely concerned, saying that that feels unfair to the team who wasn't able to capture 1% - that they should have more of a comeback ratio, and that the game should instead use 33% chunks count ties. But this would just leave the game even more open to ties, eliminating the entire point of the change in the first place.
Our take on the change is that it's a reward for teams that manage to shut out their attacking opponents in the first place. After all, the best offense is a good defense - literally. Should the change go through without adjustment from the Overwatch dev team, players will just have to adjust to playing more around the capture point if they had a bad attacking round. Flankers will likely become much more popular than they have been previously on Assault and Hybrid maps as a result.