Anyone Sick Of Co_angst Stalemates?

ubermenschubermensch Join Date: 2002-12-31 Member: 11692Banned
each and every time this map comes up in a decently sized server (20, 24, 28) it ends up lasting 40, 50, 60 minutes ON AVERAGE, i've counted more than 15 time personally over 2 different servers that the map lasted longer than 40 minutes.

the hive and chair are simply seperated by too narow, small and long hallways, and it eventually becomes close to impossible for either side to get to one another (typically aliens win due to marines giving up on welding the chair any longer).

is anyone else sick of having this map consume the majority of play time on many servers?

Comments

  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    Yeah the chokepoints are simply too narrow, and thus easy to defend.
  • Salvation_r2Salvation_r2 Join Date: 2003-11-26 Member: 23606Members
    lucky you, those are the best most likely 2+ hours for classic= <3

    i have never been in a 30 min+ game


    its eirther ownage on one said or the other <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • TeKniKaLTeKniKaL Join Date: 2003-01-27 Member: 12802Members
    <!--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-->each and every time this map comes up in a decently sized server (20, 24, 28) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I never knew that was decent, good lord. The problem is clearly the amount of players on the server. Admins these days...
  • AjurianAjurian Join Date: 2003-10-18 Member: 21753Members
    Yes stalemates suck. Still I've managed to **** off an entire (stacked) marine team by being a gorge and holding them off while my team respawned. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Im I lame because they couldnt deal with one gorge healing the hive and his web? (which only really affected the guys with jp as the rest would just gl spam)

    Most stalemates can be broken through the use of teamwork (as this one was, but only after 20 mins), unfortuneately teamwork seems to be lacking in most co_ games as people just seem to go "omg lame" and then quit the game rather than trying to work out a plan.
  • JacKnifeJacKnife Join Date: 2004-03-12 Member: 27302Members
    Angst new spawn and stuff changed it too much hard for aliens to win i say cut the map.
  • SiDSquishySiDSquishy Join Date: 2003-10-15 Member: 21704Members
    Teks right. Most of the combat maps if not all arn't made for that many people.
  • 7Bistromath7Bistromath Join Date: 2003-12-04 Member: 23928Members, Constellation
    I know I am. It almost always ends the same way: marines die slowly under nade spam.

    co_rebirth stalemates, on the other hand, are much more amusing, and I wish I could be in more of them. Even though it's the same thing, it's just more fun because of the layout of MS, and sometimes the marines can still make a comeback.
  • SjNSjN Join Date: 2003-01-07 Member: 11983Members, Reinforced - Supporter
    <!--QuoteBegin-TeKniKaL+Mar 17 2004, 03:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TeKniKaL @ Mar 17 2004, 03:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I never knew that was decent, good lord. The problem is clearly the amount of players on the server. Admins these days... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    word!

    like WTH is wrong with you server owners?

    <i>hostname "COMBAT 24/7 32 slots" </i>
    OMG GOGOGO!!111

    Combat was designed for 6vs6 - 8vs8.
  • CutterJoeCutterJoe Join Date: 2002-12-30 Member: 11594Members, Constellation
    <!--QuoteBegin-TeKniKaL+Mar 17 2004, 04:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TeKniKaL @ Mar 17 2004, 04:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->each and every time this map comes up in a decently sized server (20, 24, 28) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I never knew that was decent, good lord. The problem is clearly the amount of players on the server. Admins these days... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    My thoughts exactly. Combat wasnt designed for 10-14 man teams.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    <!--QuoteBegin-UKchaos+Mar 17 2004, 01:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UKchaos @ Mar 17 2004, 01:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah the chokepoints are simply too narrow, and thus easy to defend. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    *cough*recroom*cough*

    |:* |
  • ColHapablapColHapablap Join Date: 2004-01-31 Member: 25864Members
    <!--QuoteBegin-CutterJoe+Mar 17 2004, 06:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CutterJoe @ Mar 17 2004, 06:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-TeKniKaL+Mar 17 2004, 04:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TeKniKaL @ Mar 17 2004, 04:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->each and every time this map comes up in a decently sized server (20, 24, 28) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I never knew that was decent, good lord. The problem is clearly the amount of players on the server. Admins these days... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    My thoughts exactly. Combat wasnt designed for 10-14 man teams. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Ya, I'd have to agree with them. Combat isn't made for giant servers, real size is only 6v6.
  • TeKniKaLTeKniKaL Join Date: 2003-01-27 Member: 12802Members
    Wow im right for once.
  • ColHapablapColHapablap Join Date: 2004-01-31 Member: 25864Members
    <!--QuoteBegin-TeKniKaL+Mar 17 2004, 09:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TeKniKaL @ Mar 17 2004, 09:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wow im right for once. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    LOL, yes you are because the game of NS wasnt meant to have giant servers.
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    My solution:
    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=64605' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=64605</a>
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    <!--QuoteBegin-Col.Hapablap+Mar 17 2004, 08:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Col.Hapablap @ Mar 17 2004, 08:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-TeKniKaL+Mar 17 2004, 09:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TeKniKaL @ Mar 17 2004, 09:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wow im right for once. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    LOL, yes you are because the game of NS wasnt meant to have giant servers. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The game of NS:C wasn't. NS was.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Rather ironic considering co was designed to fill servers: co maps also play poorly when there are small teams (B3 spawn system doesn't work at that level), just as regular ns does (not because of a fault but by nature).
  • BenaiahBenaiah Join Date: 2003-11-11 Member: 22517Members
    but thats the point just to get some people in. Most of the time it starts with a 2v2 and by end game its 8vs8. Then next map is classic. Doesnt really matter who won coz now u can have a full game of classic.

    Wasnt there supposed to be a server switch that changed the map once more than 12 ppl joined so it would go clasic?

    Also Is ns-c fun with >20 players, seems to get rather stupid with that many players.
  • philleh1philleh1 Join Date: 2004-02-24 Member: 26861Members
    Its not totally down to the server size though, #yo combat server usually has long drawn out games on co_angst, with an 18 player cap. It takes such a long time to get from one end of the map to the other, and add the fact that there are alot of bottlenecks means it can easily turn into a standoff.
    Infact its the only map I regularily see people f4ing and rejoining just so they can level up again, just to get a combination better suited to the team as its needed to turn the balance.
  • chuzwozzachuzwozza Join Date: 2004-01-19 Member: 25464Members
    <!--QuoteBegin-::philleh::+Mar 18 2004, 02:53 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (::philleh:: @ Mar 18 2004, 02:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Its not totally down to the server size though, #yo combat server usually has long drawn out games on co_angst, with an 18 player cap. It takes such a long time to get from one end of the map to the other, and add the fact that there are alot of bottlenecks means it can easily turn into a standoff.
    Infact its the only map I regularily see people f4ing and rejoining just so they can level up again, just to get a combination better suited to the team as its needed to turn the balance. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Really? I play on YO clan servers loads and, yeah, you do get people f4ing but usually coz they do the 'omg lame' (as mentioned further up this thread) when people gl/web/xeno/spore spam. I've had so many 'discussions' with players who go "LAME!!!1111oneone" at xenoing or gl-ing telling them that for every tactic there's a counter-tactic - you don't like getting xeno-ed, be HA with resupply, you don't like getting spored in start, get HA OR resupply, you don't like webs, get gl or welder. If you don't like getting naded - learn to go AFTER the guys fired four nades or be onos or fade.

    If you can't change tactics on the fly, then NS, ESPECIALLY combat is not the game for you. You have to rely on your teammates to help, even if this means repeated typing of "someone else get a welder @#=!" or whatever it is you want. And, for my own part, I DO like to xeno, but i get scent of fear too and unless there's a chance of me getting 3 or 4 rines at least (xeno IS area effect and M.A.D. remember) then i stick with good ol' biting and jumping about.

    Chuz
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    We run a 16 slot server and while it's usually set to change to NS maps once there are 12 or more players, we sometimes change to co with full 16 slots if players want to. Co_angst has never been any problem... no co_map has. There are of course long rounds but that's because of a lack of teamwork or because both sides.
    Please note that our server has Ff turned on in NS AND Combat, so there is no grenade spamming at the Marine spawn.

    If you think, co_angst is too narrow, try using another strategie... get a JP and use the vents as Marine and/or place mines at choke points. As Alien get Xenocide asap... if the map is really that narrow where should the Marines be able to run from your explosion? Same goes for Spores.

    On a final note: Agreed, there are only one or two maps where you can have a half-decent play with 10-vs-10 and even then it will drag the game a lot. Admins running combat maps with 20+ slots (i've even seen a 32 slot combat only server!) on their server are just sick... no offence... really...

    my2cents
Sign In or Register to comment.