I feel like endgames could be tweaked to better satisfy people, since I’ve heard everyone on both sides complaining about the endgame mechanics of the other side.
Every roundend chat is spammed with “slop”, and most rounds just don’t really feel as fun or satisfying as they used to and I think this might be a good place to start trying to rectify that.
Just my personal opinions on how it could be improved:
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Move roundend mechanics back by an hour.
This would make rounds a bit longer, like they used to be. It would also ensure endgame mechanics are used to break stalemates, and I don’t think it’s a proper stalemate till about this time in the round. 2 hours is premature imo.
This way people won’t just play for the endgame. I’ve seen too many rounds where marines sit in colony for literally 2 hours and refuse to fight or play the game in lieu of getting a nuke (LV is especially bad for this). It’s unengaging for either side, delaying the time it takes might discourage people from just landing and instantly deciding “hmm yes time to nuke this colony, we won’t even try to do anything less severe first.” -
Remove xeno endgame and alter marine endgame.
People really don’t seem to like the king, so maybe remove it. Almost every time xenos have ever bought a king (except last night, a very based CIC ordered groundside hold on new var (runners began capping marines and bringing them to the king to be sacrificially executed by gibbing :Dread:)) marines don’t even bother trying to stop it, they just evac. And then the round doesn’t end, it just goes to hijack where they can still win. You still have to slog it out for another half hour at times. Xenos don’t get a “second chance” equivalent to hijack when marines use their endgame.
King and Nuke aren’t really on equal footing. You directly fight the king at least. As much as I’ve seen people complain about King, I think an actual nuke equivalent would be the AA boiler, where it just sits on the other side of the map behind a billion fortifications and you just lose no matter how much you suicide push. It’s unengaging, unfun and extremely frustrating. This is what it feels like trying to play against a nuke presently.
SO
It is an asymmetrical game; with the present marine endgame I’m very thankful xenos have something they can endgame with, as opposed to pre-king when the meta was marines would do nothing and get rewarded for it for months on end.
However, being an asymmetrical game, I wouldn’t be opposed to seeing the xeno endgame removed in lieu of the marine endgame being heavily altered:
ICly why does a USCM thermonuclear warhead need some backwater colony’s communication relays to be decrypted? And it’s on a fuckin missile, why not just fire it from orbit?
Right now nuke needs two comm towers to be “decrypted”. This is supposed to be an excuse for xenos to have time to stop it. In reality however, this doesn’t usually work, even if you do everything right. Relays are usually both on the marine-favored side of the map. You can take a relay, but they’ll just OB it. Then it’s flat ground, and xenos can’t hold. And unlike king, the timer doesn’t reset, it just immediately resumes the countdown again when they fix the tower.
- So get rid of the comm towers. If marines buy a nuke, maybe the CO or a high ranking CIC staff needs to come down with it and use a tablet to activate it or something. And they need to come down as opposed to just firing it from orbit and calling it a day because:
- The nuke needs to be detonated within the caves. People go underground to shelter from shit like this, you shouldn’t just be able to slap it down in the FOB and call it a day.
But who the fuck cares about IC, it’s not like we’re a roleplay server right? :HAH:
So here’s an OOC/meta reason:
- This change might sound extreme, but I don’t think it will have a negative impact. The only times I have ever seen a nuke work are when marines could have won without it. When they are disproportionately outnumbering xenos, have godstims, and could easily wipe with a push; they end up nuking the entire colony to kill Young XX sentinel and a facehugger (unironically I have seen empty colonies get nuked AFTER they win, truly in the human spirit of blowing shit up for no reason).
At least a push would be engaging and fun for both sides. If marines have the ability to get a nuke off, they are more than capable of pushing. This would lead to marines superimposing their endgame on xeno territory. They arm it deep in the caves and have to either haul ass back to the LZ, or die with it in a last stand, going out with a bang (or maybe we could create a cool 3rd option where a CAS dropship can pick people up anywhere in the colony like a Vietnam chopper?).
Either way a nuke should be an absolute desperate measure last resort, and should feel like that when I play. It should be high nerves and stakes, not “sit behind 15 cadelines and jerk off for 20 minutes and not even get to see a cool explosion or anything”. I’d rather die screaming in a pool of my own blood singing “what a helluva way to die” on top of a pile of xeno corpses deep in the caves of some dirtwater planet before being eviscerated by hellfire with all my comrades, but that’s just me idk.
Also it would give xenos a chance to actually fight marines in open combat and go out in a last hurrah. I guess bumrushing the LZ would still be an option, so that wouldn’t change much from current nuke. Having the option to go out with a bang as opposed to banging heads on cades would be nice, but who cares about the xenomains amirite
I know people say “this is the best we’ve had,” but why do so many people seem frustrated/disappointed by current roundstates and roundflow? People on both sides seem to hate the current roundend mechanics, so maybe altering them wouldn’t be the worst thing.