Readding the 5 minute Preptime for Marines in WO.

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Mattmaster77
Registered user
Posts: 96
Joined: 11 Jul 2015, 17:18

Readding the 5 minute Preptime for Marines in WO.

Post by Mattmaster77 » 22 Jul 2017, 17:22

Summary (a quick, 2-3 sentence summary): As the title suggests, since the prep-time was bumped down to about 2 minutes, xenos can easily just rush one side and rape the first line EASILY currently. If marines are supposed to hold out, then why do they no longer can hold the first line of defense at all no longer? If xenoplayers get antsy of not being able to play, then just add in a fog that goes away after 5 minutes after roundstart since they can already just observe where defenses are strongest/weakest. OR add in a five minute break immediately after the first wave to let marines recover from the rush.

Benefits (How this will benefit the server and game as a whole): Helps with engineer's quality of life of not being in fear of getting rushed by runners at once, losing the first line of defenses easily. Lets xenos actually devise a plan instead of just plain rushing a single side.

Details (Description of how you think this would work, the benefits, etc): This would bring back a feature that we already experienced, so nothing new would be added if it was re-added.

Implementation (Optional, if you have an idea how to implement it): None

Fritigern
Registered user
Posts: 256
Joined: 07 Jan 2016, 13:20

Re: Readding the 5 minute Preptime for Marines in WO.

Post by Fritigern » 23 Jul 2017, 08:56

+1

After playing back-to-back-to-back-to-back WO rounds the other day it was pretty clear that the marines aren't given enough prep time at the start of the round.

Spawning in is hugely disorientating, and if command doesn't immediately assign squads to certain lanes you'll likely never get to the first barricade in time to stop the first wave from blasting past it, especially if xenos call out a rush one lane.

Just an extra 1-2 minutes would smooth out the uneven start of the round.

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