Should the round end after 22 minutes? [Poll]

Generic, on-topic discussion about Colonial Marines.
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RedsPro
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Should the round end after 22 minutes? [Poll]

Post by RedsPro » 14 Sep 2018, 15:26

Personally i think it should't but i'm curious what everyone else thinks.

https://www.strawpoll.me/16458604
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Thegreatcoward
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Re: Should the round end after 22 minutes? [Poll]

Post by Thegreatcoward » 14 Sep 2018, 15:33

Yes, if the Marines haven't prepped, been briefed and defeated the Xeno's in 22 minutes, they had no chance of victory anyway, so it'll streamline the process.
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Re: Should the round end after 22 minutes? [Poll]

Post by Sora9567 » 14 Sep 2018, 15:43

Dropships? Nah, real marines don't use a dropship, they just jump out of an airlock and fall to the planet by the power of Unga.

EDIT: As it turns out I have no fucking clue what I'm talking about, I thought you were talking about round ending after 22 minutes at roundstart, where you actually were talking about the new update change where 22 minutes passing after DS crash = Xeno Minor.
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CABAL
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Re: Should the round end after 22 minutes? [Poll]

Post by CABAL » 14 Sep 2018, 16:12

Hard to answer. I would like to see more ERT gameplay, but with that... There should be other ways to deal with xenos like inviting every pirate, every CLF, UPP and every freelancer to the Almayer. All the dead players could play again not as a xeno and new could also join. Who wants to wait hour to play CM from the start? Nobody.

This is why this isn't an "yes-no" question in my opinion.
22 minutes is pretty long just to defend, but not for anything else.
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Re: Should the round end after 22 minutes? [Poll]

Post by Build_R_ » 14 Sep 2018, 16:48

22 minutes is a bit tight, 25 minutes might give the marines a little more of a chance to at least cause a draw.
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Re: Should the round end after 22 minutes? [Poll]

Post by Sora9567 » 14 Sep 2018, 17:29

I think a better idea would be a mass ERT after say 25-30 minutes, and it's RNG whether or not it's Human ERT, or XRT. That way either side won't want to delay because 50/50 bad times will occur.
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GenericUsername
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Re: Should the round end after 22 minutes? [Poll]

Post by GenericUsername » 14 Sep 2018, 17:33

Problem is, when marines manage to hold SD and there are 4-6 aliens left, there's no point in blowing the ship, but the timer ends the round anyways. I think we need to add something like "If there are more marines than aliens and the queen is dead the xenos die and marines get a minor after 22 minutes" and "If the Queen is alive but there are very few aliens alive (like 5 or 6) ARES updates her location every minute and the round extends.
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Re: Should the round end after 22 minutes? [Poll]

Post by ThePiachu » 14 Sep 2018, 20:09

Strict 22 minute timer is interesting.

I like the change that escape pods and SD arm instantly. If we could also maybe get an instant ERT with composition somewhat based on the xeno / marine ratio, that might be ideal. That means you waste no time bunkering up in CIC waiting for enough people to die so you can call an evac and so on.

On the flip side, 22 minute timer means both sides will probably be rushing SD - Marines to secure it and be able to blow it up, xenos to turn it off. While "xenos can't meta", if they don't go for the SD early on, they might just run out of time. And since SD is activated straight away rather than after enough Marines die plus manual activation, that means you will want to make SD your priority.

Also, if you're one of the last xenos out there, you can troll marines by hiding somewhere deep and force the xeno minor. I know a spot or two nobody would find you in 20 minutes, so I'd expect a few rounds to end like that...

I'll have to see how the end games play out now, but I'm a bit iffy on the change.
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Re: Should the round end after 22 minutes? [Poll]

Post by spookydonut » 14 Sep 2018, 20:17

update thread

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