Increase Combat Timelimit To 15 Minutes

ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
I've played combat on servers with 10 min, 15 min, and 20 min.


And I have to say, 15 min is by far the best, for several reasons.

1. Its more fun to play for 15 minutes. By the 10-13 min mark all of your mediocre to excellent players on the server will be level ten. Meaning the high tech usuage gets a lot of use, but it's not boring to the point where you spawn in, run at the hive, shoot it, and die.

2. It helps marines. Even though, sadly, I have no clan play experience to back this up (no leagues do combat...), I must say that on pubs the longer the game is the better the chance of marines winning. I don't know why this is, but it is.

3. Did I mention it's a lot more fun?


15 minutes still feels like a struggle, gives plenty of time to level up, and keeps it more balanced between aliens and marines.

I say the default time limit should be 15 minutes. Anyone else agree with me?

Comments

  • comradecomrade Join Date: 2003-11-30 Member: 23774Members
    I agree.

    On public servers with a time limit of 10 minutes I just see marines who don't have perfect aim getting cut down again and again when they try and rush the hive by leaping skulks/early fades because they can't use the early game advantage of skulks.

    An equal level alien is greater than an equal level marine on public servers, so giving them a little more time to tech and then attack the hive would be great.
  • AmplifierAmplifier Join Date: 2004-02-19 Member: 26708Members, Constellation
    I must agree, 10 minutes is just too short, 20 is too long, 15 is just right. This gives the time teams need to get everyone leveled up.
  • Ryse_SladeRyse_Slade Germany Join Date: 2002-12-22 Member: 11349Members, Constellation
    Agreed. 15 minutes is fine.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->2. It helps marines. Even though, sadly, I have no clan play experience to back this up (no leagues do combat...), I must say that on pubs the longer the game is the better the chance of marines winning. I don't know why this is, but it is.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Marines win in early game (actually marines win ~50% of games with less than 5 minutes) or they lose (occasionally marines win around the 10-15 minute mark but that's rare, maybe 1 out of 10 games). I don't have clan experience either but clan play doesn't bother me anyway.
  • BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
    Typically if the marine's don't win before 10 minute's, they've lost. This is coming from a 45-minute combat server I occasionally play on. Marine's dominate the early, mid-game, but after 8-10 minute's they've lost because the alien's start evolving into mass fade's and onos and let's not forgot a singular gorge with web's that nullify's the chance of jetpacks killing a hive. I'm going to say marine's win about 1 out of 6 game's after 10 minute's and win about 1 out of 2 game's before 10 minute's.

    10 minute's is to short, 15 minute's seems about right, but the marine's would of lost anyway if they didn't kill the hive by the 10 minute's.
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    15mins is the best, it gives most people enough time to get to lvl10 and if the marines haven't won by then they deserve to loose <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • ThorStrykerThorStryker Join Date: 2003-01-08 Member: 12025Members
    I still think it would depend either way, a team of all JP HA/GL/SG can rush a hive no matter what. On the flipside, for up to fifteen minutes, an alien team could just evolve into gorges after one res and hive camp. (I've seen a whole marine team at the hive trying to kill the 7 gorge team, only one died. But that was also because I was supporting as lerk.)
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    Yeh with welders nerfed so they do dammge randomly it makes it hard for a long jper to enter the hive. As soon as aliens have a gorge with webbing the marine have an uphill battle, unless the nade spam first <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-BattleTech+Jun 3 2004, 09:21 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BattleTech @ Jun 3 2004, 09:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Typically if the marine's don't win before 10 minute's, they've lost. This is coming from a 45-minute combat server I occasionally play on. Marine's dominate the early, mid-game, but after 8-10 minute's they've lost because the alien's start evolving into mass fade's and onos and let's not forgot a singular gorge with web's that nullify's the chance of jetpacks killing a hive. I'm going to say marine's win about 1 out of 6 game's after 10 minute's and win about 1 out of 2 game's before 10 minute's.

    10 minute's is to short, 15 minute's seems about right, but the marine's would of lost anyway if they didn't kill the hive by the 10 minute's. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    But that's the key thing, making it so marines lose NATURALLY (comm chair destruction) rather than the time limit running out is a much more... satisfying feeling for both sides, as one is truely defeated and the other one pulled ahead.

    At 10 minutes a lot of players feel ripped off, they were just getting into the game by the 10 minute mark and ready for a last push, but it's already over.

    And at 20 minutes I noticed players start to get bored and no one really cares who wins at that point, and if the game was a stalemate untill that point people are getting so stressed out they just want a side to win.
  • LuckyLucky Join Date: 2003-11-16 Member: 23001Members
    I totally agree with that last post. I've played quite a bit of combat lately, and I must say that 10 minutes is generally the point where lvl10 approaches or has been just gotten to by majority of players (unless the game has ended already of course), and if the time runs out by then, many people feel they've been cheated out of enjoying that max level gaming. With 20 mins, it gets simply too boring, like the early versions combat where both sides just hit eachother without much strategy. 15 mins seems optimal, and the server cluster I mainly play on (surftown) uses 15 mins and has received a bunch of good feedback for it afaik.
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    In the past week I've seen ONE server with a round timer of 10 minutes, the others range from 30 to forever.

    Also, servers running the plugin that puts back wave spawning = cool.
  • MintmanMintman Join Date: 2003-05-30 Member: 16866Members
    I think that marines find it easier to win in longer games because even though they cannot reach full tech, they have an endless supply of JPs/HAs and shotties/GLs/HMGs/welders. Most players will also have The Perfect Comm ™ aka resupply.
  • Ryse_SladeRyse_Slade Germany Join Date: 2002-12-22 Member: 11349Members, Constellation
    Only way for marines to win in late game is against bad aliens, eg. 9 of 10 aliens are still skulks at the 10 minute mark.
  • EvenFlowEvenFlow Join Date: 2002-12-18 Member: 11046Members
    The timelimit would need to vary on things like the amount of players ( less players = more time ) and the size of the map ( bigger map = more time ).
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    15 seems about right for your reasons, and gives each side a plausable accomplishable objective.
  • saberxsaberx Join Date: 2002-11-01 Member: 3044Members
    <!--QuoteBegin-Forlorn+Jun 3 2004, 07:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jun 3 2004, 07:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I say the default time limit should be 15 minutes. Anyone else agree with me? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yup.
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    Mambe the offencive team could be made random? So one round it would be aliens attacking and then next the marines?

    Maybe even a cvar to set it?

    sv_attackers 0 == random
    sv_attackers 1 == marines
    sv_atackers 2 == kharaa

    Seems fairer to me
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Rue+Jun 4 2004, 07:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rue @ Jun 4 2004, 07:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Mambe the offencive team could be made random? So one round it would be aliens attacking and then next the marines?

    Maybe even a cvar to set it?

    sv_attackers 0 == random
    sv_attackers 1 == marines
    sv_atackers 2 == kharaa

    Seems fairer to me <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    1. A bit off topic

    2. Horrible idea, I mean come on, aliens rushing into gunfire? NS isn't supposed to be a course on suicide <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> Kharra cannot attack at the begaining of the game and expect to win against anyone who can aim
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