Super long game
Cyclone
Join Date: 2013-02-15 Member: 183099Members
Played a game that neared the hundred minute mark earlier today. Was friggin epic, with lots of back and forth. We must have lost 6+ hives or something. Wish I could play more games that feel as close and well balanced as that one did. (Without taking that long obviously)
Unfortunately I did not get a screen shot. All I know is Durden passed 1k points, and I had about 125 kills.
It was awesome.
Unfortunately I did not get a screen shot. All I know is Durden passed 1k points, and I had about 125 kills.
It was awesome.
Comments
I played a 90+ minute game over the weekend. It was actually really fun despite the massive amount of Commander mic rage. I love long games that have a lot of back and forth, even if both teams are equally bad, which we were.......
As long as the teams are equal... it provides a great back and forth, and "on your toes" gameplay that is truly addicting, where everyone laughs and says "whew, GG!" in the RR.
If you weren't already.. you've now been bit!
It's probably a good sign that the game's balance has really come around, but will make it much harder to add new content in the future
It was pretty fun but I must admit mineshaft, with balanced teams, can marines even win? We couldn't push anywhere without a hail of bile bomb gorges hitting one of our main bases. We even had devoted duel exo/jp marine guards but it was not enough and I found myself beaconing constantly.
Perhaps we needed to kill a hive, then beacon, kill another but it just seemed impossible, especially with the slow arcs. Anyway, not to moan, it was pretty fun.
The game does feel more balanced, but also aliens feel a lot weaker mid and late game. It's all downhill from fade-explosion time.
IMO Alien tech comes too late now, and rine tech is too early in comparison.
8 minute fades come too late now? All downhill from there? What about bilebomb and umbra on one hive? Not saying late game alien tech isn't a bit underwhelming (weak onos, weak 3rd hive abilities), but I wouldn't exactly say alien tech comes later now than pre-b250, as it's quite the opposite.
No, its a sign of the massive imbalance introduced by the poorly tested balance test. Almost 100% of those very long games are marines on one techpoint, aliens on the rest, turtling for 30+ minutes. Its ridiculous.
The games in question:
Bus Drivers vs Midgets with Crew Cuts
Round 1 - 78 min
Round 2 - 44 min
Wut? 100% huh?... Maybe for you..
I've had plenty of long games that were back and forth, great balanced fun, and only the occasional turtle.
That's usually my experience in pubs. Long games are probably the worst since it usually means both teams are frighteningly terrible and they can't work together to accomplish anything. Cycling frags around edges of claimed territory in a (stupid fade|onos goes into 8 marine bads, stupid exo|jetpacker goes into 8 alien bads)*1000 for an hour is hardly my idea of "fun." And that's most of what "long pub games" are. Not always, but most.
I think I've had a couple of games where both teams were actually good, there was teamwork and communication, and the cycling was of tech points. I think. And I've played 1100+ hours now.
Nevertheless, my enjoyment drops pretty rapidly after the 15th minute of the game. The excitement for me is the "progression" part; the build order, the encounters until all tech is researched, and the ultimate capitalization on RT dominance of a win, i.e. getting X tech/upgrade before the other team gets Y, and actually utilizing it promptly and properly to tip the scales. Losing is OK too :-) . When all tech is researched and it becomes a grind, I'd rather surrender than waste my time though. Maybe it's just me.
I keep coming back though, idk why...