Combat Timer
bade
Join Date: 2003-10-27 Member: 22040Members, Constellation
<div class="IPBDescription">the good and the BAD</div> I personally think that the combat timer is pretty good for most co maps, but defietly not for all. esspecially co_daimos. that map is HUGE (for a co) meaning it takes rines a while to get 2 the hive. meaning less chance of succsess. befor the timer daimos maps ussually ened with jp rushes or a good o chain of heavies from the phases. but in beta 4a the aliens guard the phases as much as the hives knowing that the only way for rines to win is if they secure the phases. ive also noticed that alot less servers are running co_daimos. so my suggestion is to make it so that at like say... 4.5 min, the phases open automaticly and!!!!! that gorges cant web in the phase area and that any alien standing in the part of the room where the rines come out will take 5 percent of there max health in damage for after camping for say 5 seconds.
i would hate to see a good map like co_daimos go to loss because of a timer...
EDIT: also have any of the devs played on nsARMSLAB they have a wicked cool spawning system they made up that is awesome. maby flayra or someone should go check it out.
i would hate to see a good map like co_daimos go to loss because of a timer...
EDIT: also have any of the devs played on nsARMSLAB they have a wicked cool spawning system they made up that is awesome. maby flayra or someone should go check it out.
Comments
I'm not really in facour of this timer at all tbh =/
Different players and server admins have different styles of play, and it is impossible to say that map x is a faster map than map y...you could, but collecting that data is going to be a hassle.
What I propose to return to what it was and still get the marines to get their **** out of ms, is to make that when the time is out, the game is a draw. So, if marines camp the whole day, at least they are not gonna win. Also this gives aliens a reason to attack ms, but not a need. With this system is true that marines hold the key if they want to make the game a draw, but I think it's better than the attacking - defending approach.
20minutes is WAY too long though.
now if only the CO_ gamemode was that the aliens have to endure those minutes, not kill the CC, I'd love it!...
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Ive been playing on a server that has a 10 minute timer on Server #1, and on Server #2 it has 20 minutes, people favor the 20 minutes.
I must say that the 20 Minute server is best, allmost all the time there is a result in the games, it rox.
10 minute - Bah, get rid of it, just make it 20 minute games.
The <b>mp_combattime</b> variable is a serverside setting that can be adjusted by the server admins (with appropriate access) should they choose to do so. Ten minutes is the default.
The <b>mp_combattime</b> variable is a serverside setting that can be adjusted by the server admins (with appropriate access) should they choose to do so. Ten minutes is the default. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Lol,
I know that, but 95% of the servers still have 10 minutes and people dont like it.
It would of been better at 20 minute default.
nice idea <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
But that's probably not going to happen. So instead of increasing the amount of time we have to get to level 10, could you decrease the amount of time it takes to get to level 10? Could we get the rate of experience gain increased somewhat? Not TOO much, but a good amount, I think. Maybe 1.3 times what it is now? Even 1.5? Or whatever works, I don't know.
I only ever see spawn camping when one team or the other is kill the cc/hive on the server I play on. And it's not because the players are bad, I assure you. We also play a 12 minute timer, and that works quite nicely. 10 is often a tad too short, especially on the larger maps, the extra 2 minutes makes daimos easier to play.
Mainly because marine defending is... tedious... at low levels. When the marines are high level, defending gets somewhat interesting, but if the marine team has no incentive to move out, the aliens are almost guarantied a loss.
This is bad imo as I am aliens, It just means that marines don't even have to get a welder, all they have to do is just wait out that timer = Less teamwork needed to get that phase opened.
For pubs? Are you serious?
Try being a marine on co_kestrel on your average server and win it in ten minutes, that just won't work.
For servers with players that cooperate well, and don't always stack the alien side, maybe 10 minutes could work, good luck finding that server though.
I like 15 minutes, it kinda works, but seriously, marines spawn in one at a time, if 20 minutes seems to be too long to you as an alien, just kill the damn comm chair, aliens never had any problem doing that in beta3, and marines didn't recieve any buffs in beta 4 to turn them into "attackers", so I have no idea why people want easier "default wins" when they just aren't necessary.
<!--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-->leads me to believe that the devs plan on implementing some sort of alternation system, but it also makes me curious as to why they didn't include it in b4 or b4a.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Yeah, that would be the great and powerful BUS (or Big Unnannounced System), it's being given to us in small chunks, so we get to play with a broken system temporarily so that going from a fun system to a piece of crap system isn't so much of a shock and people won't complain.
...except they're complaining anyway...
So, a proper default setting for pubs would be quite excellent.
What kills the 10 minute idea in b4a is the common stalemate because of gorges. The kharaa can be well on their way to losing, but they can generally hold out for 10 minutes. Same goes for marines with the healing/stalemating, but they can't afford to hang around base all day.