Increase Combat Timelimit To 15 Minutes
Forlorn
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?
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
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.
<!--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.
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.
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.
Also, servers running the plugin that puts back wave spawning = cool.
Yup.
Maybe even a cvar to set it?
sv_attackers 0 == random
sv_attackers 1 == marines
sv_atackers 2 == kharaa
Seems fairer to me
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