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Thread: More stalemates than usual

  1. #1
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    More stalemates than usual

    So basically, in the past 1-2 weeks I've seen 1:30-4 hours rounds and sometimes it gets very repetitive. Almost all of the time, marines hit DEFCON1 and sometimes, if they ain't bald, win. I'm not saying that because I don't like long rounds(or because I'm a xeno main, which I am not), I just want to see how the hell can EVERY round last so long... it just amazes me.

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    It's pretty obvious why, but most people don't talk about it. Xenos have too many easy ways to stall the round out and kill the marines competent enough to end a round. Boiler neuro, warrior lunge, dancer prae, ravager delimbs, spitters spamming acid, and so on. All this coupled with the map design and the inability for marines to use their actually good weapons on chokepoints (As in, mortars and CAS) make it nearly insurmountable to end the round in any reasonable amount of time.

    Specialists being weak as fuck doesn't help. Only the nade spec is worth a damn anymore.

    Also, staff refusing to force a round end or a stalemate break when the round is dragging on is another big issue, though that is mostly due to the fact that most of the CM staff don't really give a shit about the game itself.

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    Varies

    LV is basically pure hell for marines, fighting in the caves = suicide.
    Ice underground hell. Need hive to be ultra weak to siege it

    All the rest are okay compared
    But... we always forget 20 aliens are still very dangerous and command will try to finish them off ending up with lots of dead marines.

    On alien end it just lack of capturing. Combat carrier and warrior nerfs make it harder to capture. Sure runner can try but most likely is just bringing crit ppl to die in the nest.

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    everyone bitches about balance 24/7.... what do you think balance looks like? 1 hour ass kickings?

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    Senior Member Swagbag's Avatar
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    1:30 - 2:00 hour rounds

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    Yautja Council Member CCRWasHere's Avatar
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    The maps are designed around chokepoints. Too many walls exist that neither Marines nor Aliens are allowed to break, so creation of good flanks is impossible.

    The dev-made flanks are too spaced apart; you'll be cut off and wiped out if you take the risk.
    This doesn't stop good players, so you get either quick rounds where these good players succeed in the risky gambit - which is rare - or you get long rounds because these players are already dead because they tried.
    Julian 'Jules' Petrov | MARINE

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  7. #7
    Whitelisted Captain/Retired WL Maintainer Snooper44's Avatar
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    I have seen nothing but stalemates and 10 xeno hives managing to make a comeback against 90 marines because of boilers, dancer praes, and fast ravagers.

    My solution? If the round time hits 2:30 automatically order a nuke. It's frankly frustrating just watching an easy win get taken because of TDM mechanics the devs have been implementing and then waiting for an admin who is semi-afk not even actually playing in the round to realize that a round has gone on too long, usually 4+ hours. A round should not be taking up 3 hours of someone's day. It should be at the very least 2 hours unless it is an RP/event round/


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    January 1st 2021 - June 28th 2021

  8. #8
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    Played 3 rounds yesterday in a row. Two of them were ICE with lz1 fob.

    This is a self caused issue. Tell command to stop being such fuckheads and picking shit that gives xenos an advantage
    Felix the Synth: hat fanatic, nice robot, one time double agent almayer synth executed for sedition. Occasional murderous mopbot.

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    Quote Originally Posted by Just L View Post
    It's pretty obvious why, but most people don't talk about it. Xenos have too many easy ways to stall the round out and kill the marines competent enough to end a round. Boiler neuro, warrior lunge, dancer prae, ravager delimbs, spitters spamming acid, and so on. All this coupled with the map design and the inability for marines to use their actually good weapons on chokepoints (As in, mortars and CAS) make it nearly insurmountable to end the round in any reasonable amount of time.

    Specialists being weak as fuck doesn't help. Only the nade spec is worth a damn anymore.

    Also, staff refusing to force a round end or a stalemate break when the round is dragging on is another big issue, though that is mostly due to the fact that most of the CM staff don't really give a shit about the game itself.
    -admin staff do something about stalemate
    -does something
    -gets staff reported

    basically all of us. Theres some players who want to still do the dumb stalemate and some players wanting to end the round.
    We cant basically do something about it unless its just one xeno delaying and telling them to die.

    EDIT: tl;dr staff does give a shit. We just dont like interfering because we might get staff reported
    Last edited by Sakuyoi; 02-23-2020 at 01:03 AM.

  10. #10
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    Quote Originally Posted by Sakuyoi View Post
    -admin staff do something about stalemate
    -does something
    -gets staff reported

    basically all of us. Theres some players who want to still do the dumb stalemate and some players wanting to end the round.
    We cant basically do something about it unless its just one xeno delaying and telling them to die.

    EDIT: tl;dr staff does give a shit. We just dont like interfering because we might get staff reported
    Who actually likes stalemates? And if someone is staff reporting for that, it's easy enough to have a manager shut it down. I don't think most people would get mad about staff attempting to fix a stalemate, unless it is handled VERY poorly.

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