How to end/prevent 3+ hour hell FOB sieges

Similarly, I suggested the nuke be reworked into this kind of a vote .

But, back to the main topic. I don’t think shipside deconstruction matters that much, the problem is not the cades, but 80 marines manning them. Also the problem is not just that the rounds are long, but they’re are long in an inorganic and unfun way.

The big problem of CM is that it has a circular toxic feedback look. Marines get outright broken crutches, xenos have to be strong enough to fight marines who have those crutches, hence xenos are too strong for marines without the crutches. So, there’s no other way to fix everything without nerfing both sides. Marines should lose the nuke and stims and xenos should lose some initial numbers, but get a little bit more sustain.

Finally, regarding the Objective Based Gameplay™. I think people who keep suggesting this, just fail to look at the situation realistically. CM just does not have the dev power to implement this well, particularly because it’s really hard to implement correctly. The end result is just going to be people metagaming all the objectives and speedrunning through them, resulting in a whole lot of boredom. Don’t get me wrong, I won’t try stopping anyone trying to code this in, but I would want to see the working end result first, instead of just breaking CM that already works well on a mere promise. TDM is there for a reason - it works and provides endless variety. Particularly if the map design is decent.

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