Long Games
Andrew_Wiggins
Join Date: 2003-08-07 Member: 19151Members
<div class="IPBDescription">Having just played several...</div> Right, I *know* that the Suggestions forum is off for a reason. But I've been playing NS 2.0 for several days, played on the 2.01 beta server a bit, etc. This isn't a random comment, and it's not one about how a team is the pwnzor and something needs nerfing.
In every boringly protracted game (one side bunkered down, the other side owning the map), it's always very clear who has won- it's just a matter of actually fininshing them off. This determination can usally be made based purely on the res towers- the score will be 1v7 or 1v8.
So, suggestion- let the admin have a server configurable widget which compares the ratio of res towers between teams. When it reaches a certain threshold, the losing team has X minutes to correct the ratio, one way or another.
I'd suggest a ratio of 6 to 1, and 5 minutes. 5 minutes is plenty of time in a Normal Game to either build one new res tower OR tear down an enemy's, if that enemy hasn't already won.
In every boringly protracted game (one side bunkered down, the other side owning the map), it's always very clear who has won- it's just a matter of actually fininshing them off. This determination can usally be made based purely on the res towers- the score will be 1v7 or 1v8.
So, suggestion- let the admin have a server configurable widget which compares the ratio of res towers between teams. When it reaches a certain threshold, the losing team has X minutes to correct the ratio, one way or another.
I'd suggest a ratio of 6 to 1, and 5 minutes. 5 minutes is plenty of time in a Normal Game to either build one new res tower OR tear down an enemy's, if that enemy hasn't already won.
Comments
Its fustraiting when the game is prolonged more than it has to be. Because the rines will never make a come back, whats the point of continueing?
func_buildlimit or something.
Set a limit to it, and there can only be a set # of buildings within it's boundaries.
Let mappers decide how many is too much.
It's not like they're gonna ignore it- it's likely the most complained about topic. Just thank god there aren't REAL balance issues.
-JohnnySmash
Bottom line is game length is fine except for huge turret farms. Unless you're specifically talking about teams turreting themselves in, I think you've just gotten used to the old NS and haven't adapted to the new game lengths.
-JohnnySmash
Sending in a carapaced or regen Onos will not win you a base. Sending in ONE skulk bomb will not break a deadlock.
Team efforts do. Coordination works. I sat for 30 minutes in normal armour with an LMG shooting onos with 11 of my teammates. Onos. Onos. Onos. Only ONCE do we see the spark of a bright idea and finally lerks appear. ONE lerk.
In the end I'd to beg them to lerk and skulk bomb us en masse. And guess what. They broke the deadlock.
Before rushing straight into the "endgame too long" crowd, I ask everyone to consider if they actually tried a proper endgame. If you were the one lerk with a team of Onos, chances are the Onos are your problem. If they're all outside the base with Onos waiting to stomp devour a rambo, then you're watching the problem in action.
If its endgame, and the marines are dug in, they WILL NOT be breaking out. They spam HMG and GL and more turrets. They have plenty of time to do so if you INSIST on choosing the wrong baserush tools.
You all have 100 res. Why not switch to a skulk bomb and all of you rush the base together with perhaps ONE or two onos outside to rush in and crush the IP after you kill everyone with 7 skulk bombs. If that doesnt work after 20 minutes, and you're definitely using skulk bombs properly (ie actually getting into range) THEN feel free to start about long endgames.
Sorry for the rant, but seriously, all I ever see as either a marine or kharaa is an Onos "rush" of one onos.
(see sig)
To adress the problem in the game above, we sent over to the aliens one of our best players (and cordinators), and only then did the aliens see improvement. What we need isnt so much a nerf or a plugin to get the bunkered team out of the base and die (heh), its getting the team together and cordinate an assault, teamwork is a key feature now, and it really needs to be used. And of course it wont always work every time, but constant assaults with a little thinking behind them usualy work.
Understanding that there are alot of "new" players to ns and i have no intention of knocking them for there skill, but mabe some of the more experienced people should show them the right way to do things, instead of possable yelling at them for there noobish mistakes.
So i guess what it comes down to is good commanders and good listeners, and of course the problem solving tactics i know most of us can come up with.