Rounds to fast decided

PaniohitusPaniohitus Join Date: 2012-11-09 Member: 168790Members
I have the idea that the rounds are going to fast. When i play for 5/6 minutes i can almost predict who is going to win the game (as alien). The most rounds are over in 15-20 minutes and around 10 minutes the game is almost decided. I like longer rounds with the feeling there is a real battle going on and that a team is turning the tide. I taught in NS1 this happens a lot, but in 2 I have only seen this 1 or 2 times

Comments

  • fleggflegg Join Date: 2012-06-06 Member: 152981Members
    cysts are us
    power nodes are us
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    They deliberately made NS 2 rounds on average shorter than NS 1, as the game also focusses less on the slow paced strategic aspect and more on the fast-paced FPS action compared to NS 1. (I suppose this was done in an effort to make the game more appealing to the average FPS COD/BF3 gamer) Back in beta there were a lot of people who called out for prolonging the early game, by increasing some tech costs/research times, since the early game is by far the most enjoyable aspect of any NS 2 game. (The endgame with the exo vs onos stalemate by comparison is just downright dull) Unfortunately though, UWE disagrees and for slower more strategic kicks we will just have to go and play NS2C. (Which recreates NS 1)
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    I know what you mean, Paniohitus, and I agree that it has been happening fairly often over the past couple of weeks.

    I think this is a symptom of players not really knowing how to seal the deal, and accidentally encouraging the losing side to drag things out.

    All too often I see the winning team "brute-force" a slow victory instead of taking some of the easier and quicker options available to them.

    By far the biggest game-dragger I've seen is aliens continuing to throw onos after onos at a W3/A3 marine turtle, when two lerks with spores providing a diversion would usually allow a team of skulks sneak in and take down the Weapons Lab.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    build 231 -

    last 2 players left alive fight it out in thunderdone
  • DestherDesther Join Date: 2012-10-31 Member: 165195Members
    NS2 does give the winning team a lot more more advantages than a lot of old-style fps games (get more kills and you get stronger, the opponent gets weaker).

    The strategy aspect is irrelevant unless you have equally skilled players on both teams since all you need to do win is have your team kill theirs and not die.

    One thing I do miss for making comebacks are Ninja phasegates.
  • Omega_K2Omega_K2 Join Date: 2011-12-25 Member: 139013Members, Reinforced - Shadow
    Yeah NS2 has too much of a slippery slope effect. Games become more interesting as they are more opportunities to turn things around, ns2 has those, but feel it's rare and in some situations you just can't recover, for example if you lost map control there is nothing you can do to get it back, as new res towers can just be spammed by the team that is winning, while yours are extremly precious as you don't have to capabiltiy to spam

    I'd be interested in seeing upkeep in ns2, that might fix the issue.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    There are plenty of opportunities to turn the game around, if the teams are fair. In pub games they often aren't, that's just how it goes. It also usually isn't that hard to end the game when you have a sizeable lead, but pub teams often aren't coordinated and the only way they'll all push the base at once is if there isn't anywhere else left to go.
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