as of last round, yes they are going on too long.
4 hour soro fob siege moment
as of last round, yes they are going on too long.
4 hour soro fob siege moment
So I love long rounds. The longer the round the better in every single way. Better to evolve more roleplay, better in terms of every single small thing matters and adds up in the end and overall the feel of the game changes when you start hitting the 2:30+ mark. Everything starts to matter more, medical, requisitions, the dropship pilots, research, engineering, intelligence, etc⦠for the average rifleman maybe 2+ hours of combat can be mentally draining but for a lot of ship side roles thatās when a lot of fun can be had.
This is all happening because of the ālate game xeno updateā which I can say without a doubt was a huge xeno nerf and the main cause of these stalemates. Holding onto a single comm tower is more or less pointless for xenos now, the royal resin rate is so slow itās insane. When you finally get both comm towers you can only summon 5 larva ONCE. Then itās just spamming increased attack and defence every so often while trying to obtain the King. The King is strong but isnāt even close to being 100% game win condition and it heavily relies on the player controlling it. Compared to holding 2 comm towers for 10 minutes and marines auto win the round more or less. Xenos straight up need more buffs imo.
So ya the late game xeno update honestly is neat and cool, but straight up has lowered the overall xeno winrate imo and caused many rounds to go into a stalemate/draw around the 2-3 hour mark. Personally Iām fine with all this, I love longer rounds and honestly think theyāre the best for an overall balance of gameplay and roleplay, but I can see why some people donāt enjoy them. Bring back 8 hour ice.
Thats a good point about the pylon change hurting xenos. Used to be you would get infinite larva up to a percentage of marine population. The downside was that if marines lost map control they would mostly end up losing the siege due to the infinite spawning. I wonder if they could elaborate more on the royal plasma usage such as unlocking more t3 slots or permanent upgradesto help xenos out.
I donāt think the nuke really does end the round. Depending on the map, it can be next to impossible to get it decrypted because marines have to be spread out over a large area. The nature of it requires marines make themselves MORE vulnerable. So youāve got marines who will have lost a good chunk of their comtechs, medics, smartgunners, and specialists. And around this point, the average round will have REQ and medical low on staff/cyroed. Squad prep will be almost entirely out of MK2 magazines. The alamo pilot will be doing their job even more poorly than usual. And in all this bullshit, theyāre expected to hold 2 seperate locations outside of the FOB.
This is the sort of situation that really favors xenomorphs because where marines constantly have to manage supplies, xenos need to just not die and have a weeded area with walls to lay down behind. So in all this shit, if marines are still able to pull it off, all that really means is that the hive was already beaten and weāre skipping the annoying clean up.
This convo mostly spawned from 3 hour rounds back to back and a āslopā consensus. Wondering if both king and nuke should be easier to get or more powerful.
Youāve not seen long rounds until youāve endured Ice Colony where the rounds literally lasted for 8 hours or longer. Plus there was no map voting so weād all be stuck on the same map for days.
Really though, Iād say that for the modern day, a round should be finishing before the 3 hour mark, Ideally a 2 hour round is ideal.
Imo itās about skill. After the start of deployment where the 2 enemies meet thereās a time where the xenos can clash against the marines as they push to gain the upper hand. Sometimes the front gets wiped and the round ends early. When it doesnāt the marines will either end it themselves or pull back to FOB. The stalemate is essentially the marines either holding FOB or fighting near it, where the battle turns into one of attrition where neither side has room or the power to prevail and progress is slow unless the queen arrives and try to break the siege. If you canāt break the other early it becomes a stalemate.
One important aspect regarding round length is whether the round outcome is organic vs inorganic. The outcome is organic if itās determined by the fundamental player skills on both sides and inorganic when one faction just receives some help from the game that tips the balance, like a free nuke, stims or spawning 2 Ravengers.
I think just about everyone would agree that organic round outcomes are preferable to inorganic outcomes. But, hereās the catch: one key trend in CM development has been towards the lower lethality. On both sides. Because nobody wants to be that guy who gets removed from the round. Thus a properly balanced organic high pop CM round just takes more than 2 hours to play out.
In, summary, I think rounds being organic is a higher priority than them being sub 3 hours, but if we want to cut down the round length again, I think upping the lethality should be looked into together with inorganic solutions, if not preferred to them.
Give me a long round anyday, the lowpop slop of instawipes and hijack within an hour is just awful. Honestly, I donāt think the 3+ hour rounds are that much of a concern, given at that point admin intervention is highly likely. You just donāt see the 8 hour ice colony shitholes anymore.
this tbh
Rounds arenāt long ENOUGH imo. I miss longer rounds, because as far as roundflow goes it usually takes ~2hours for fun things to happen - a greeno hive to mature and be deployed, or marines to get a proper push going into the caves for example.
NOW though the second the round is about to reach its climax one side or the other just plays for an endgame and ruins it.
Itās about the journey not the destination, especially when the ādestinationā in cm is waiting 40 minutes for server to reboot and 10 minutes of combat to begin in the next round. The fuck are yall in a rush for, enjoy the game
8 hours???
Old Ice went hard.
Yeah youd go to sleep after dying and wake up, hop on CM and itd still be the same fucking round (it will be ice for the next 7 days because no staff can be bothered to change it)
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Iāve heard tell of that actually happening to people on a 16 hour ice round once
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