Reduce time limit on pyloning

So, as it stands, many rounds where Xenos have a winning position stall for a while. Up until minute 45, FOB is virtually unbreachable due to godturrets, and from minute 45 to 60, it’s often boring unless xenos have a SUPER winning position that allows them to immediately siege.

This often leads to one of two outcomes:

  • Xenos just fucking suicide to FOB because it’s annoying as fuck to be waiting in a videogame with nothing to do.
  • A patient Queen guides Xenos and lowkey forces them to simply ShiftR and wait for the hour mark so they can pylon, this leads to unnecessary 15 minutes of painful doing nothing.

So how about we reduce the time mark from 60 minutes to pylon to 40? This gives xenos something to do from minute 40 onwards if they are in a winning position.

I know a majority of the playerbase are marine players, but try to approach this in an open manner. Most xeno wins take FOREVER due to artificial limitations (godturrets, pylon delay, etc.) and they feel like slow annoying slop. Let’s change that.

4 Likes

Pretty sure the God turrets are there so marines have a chance to reorganize and counterpush

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I have yet to see that happen though. Every time marines are forced back to turrets, xenoes wait them out until evac, or xenoes go through turrets into evac. They are just there to prolong the game so you can be happy it ended after 45 minutes, instead of 30.

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Bring a Boiler. Problem Solved.
The turrets arent invincible at all. One or two globs and a few xenos on it and its gone.
I saw marines both lose because of a boiler covering the turret and push back because no boiler covered the turret.

3 Likes

Guys the thread is not about godturrets, it’s about reducing the time on pyloning comms!

2 Likes

True, its about Pylons.
But pylons are tie breakers. Xenos can get very powerfull very quickly with Pylons.

If you allow xenos to pylon earlier, then they will get even stronger sooner and stomp easier.

What I said keeps the pylon timer at 60 (because I dont agree with reducing it) and FOB turret problem is solved.

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Ah yes, because 5 extra armor or 2 extra slash damage is that powerful. The only two worth buying are greater evolution and larva surge, the surge being a one-time that needs 5 tokens (so minimum 15 minutes even with two pylons)

Pylons are strong not only because of the buffs but also the CAS/Mortar protection.
You also didn’t mention the Fire Protection for some reason. One of the few things that keeps xenos at bay.

Thing is, pylons make xenos stronger and his only reason to reduce the timer from 60 is boredom.

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The new boons are actually quite useful. With one pylon xenos can buy near-full immunity to fire and 5 larva early on is quite important. 5 slash damage is mediocre, but it makes runners ever more deadly.

Anyhow, super early pylons means marines have to focus on map control earlier and result in more xeno room for maneuver. Its either you pray scout is competent, you ignore pylons entirely and roll with the punches or risk the entire frontline collapsing cause those 4 deltas you sent were the only thing holding it together.