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Thread: Force longer rounds

  1. #31
    Ancient Member
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    Ah yes the good ol days of 3 hour sieges where you cycle charge into a cade for the billionth time in a desperate attempt to break the 20th cade line with 9000 fobbits that will FF themselves and do more damage to the cades then you, mortar fire that could send you to d-chat dont stop for go(no crit out window), 5000 fatties, 8000 comrade sentries, and a couple of nerds on m56s. Still happens but not the degree of back then. Oh and that crusher cycle charging? It has basically 800 HP so death is meme to it, it can eat an LBT AND and TOW missile and not die.

    Long rounds sucked ass and still suck ass. You cant join back in so admins just do stupid events so the ghosts dont spam chat. Why cant you join in? Cyro call was 50 minutes ago and larva are coming at a trickle. Let be honest probably 20% of the players just metahop onto a new PVT if they die, and just proceed to feed the aliens with free caps but that beside the point.

    If you want long rounds to not suck you need to 100% overhaul the respawn system to allow people back in. Maybe a ticket system for marines so they can join into various slots? Basically you die as a PFC becuase you pushed like a retard and now want to do something besides watch others have fun so you check and see CT slot is open so you join as that. Maybe something like that but someway to join back for marines. For aliens tbh I would just give a slow but infinite trickle of huggers, 1 per minute they die in 5 regardless so max 5 huggers that are player controlled. God the potential memes of flooding a vent as huggers and just jumping some fobbits and then drone gang swoops them up. It could be fun and encrouge ship roles get filled and such.

  2. #32
    Whitelisted Captain
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    As a CO kind of responsible for that 4 hour round, I have something to say.

    There are at least two kinds of (marine)CM players. One kind can be roughly called roleplayers, while the other can be called sseths\veggies\ungas, whatever is more insulting to them.

    Roleplayers enjoy not necessarily long, but varied and memorable rounds. If a round is long, there's more chance that it can be memorable to player. I still remember that 8 hour ICE round I've played.

    Ungas have the opposite interest, for them rounds should be short, since it's all about that thrill of getting (easy)xeno kills. It's well known that you get most kills when xenos just collapse, since you can just pursue them without much risk and if you're aggressive enough, you can get 5+ kills in a round rather easily. And if you fail and get permaed\capped, the round should just end in 10 minutes, with a marine major, since xenos should never win any and anyway xenos winning would take more time before you can join the next round and repeat your assault. Also it's just not fair when you rush through 80% of the map in less then a minute after the deployment, all alone, and then run into 2 T3s plus a warrior and get capped, because you should be able to kill all of them easily alone, as long as you (believe that you) can press your macro 0.0132 microseconds faster than those shitty xenos. Because you are robust.

    Then we can add xeno players, who realistically don't want to be whipping boys and easy frags every round, so they're in the longer round duration party too. Hence the current 2 hours compromise between the two parties.
    Roman 'Fire' Kacew

  3. #33
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    which is exactly what I was saying.
    people play games because its fun and memorable. and some plays because they want to win. you want a good mix of those two for CM as you can't always please both

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