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Archived from groups: alt.games.unreal.tournament2003 (More info?)
Seems like many games (especially in maps like arctic stronghold, red
planet, etc) are resolved in the first 2-5 minutes by who is the fastest
to build nodes and use superweapons. Then follows another 20 minutes of
mucking around as the loser attempts to come back, which doesn't work
99% of the time.
Is it only me that finds the 20 minutes of hopeless attempts to come
back, very tedious? For both sides?
This is even worse on maps like severance and crossfire where the
profusion of superweapons guarantees that the loser cannot ever win
(assuming the winner knows how to use the weapons). So not only can you
not win, its likely that your first node will be destroyed in a single
shot, over and over. At least the superweapons do tend to speed things
up somewhat.
Many people insist that you should try and try and try to come back, and
abuse those who leave once the winner is clear. I would agree with this,
except that this phase of the game is invariably much longer than the
interesting part when the winner is undecided.
Sometimes you get a game that is well balanced and goes back and forth
for a while before one side gets the upper hand. Those are fun. It's not
that common though.
Of course, sometimes other players join and turn the tide. No point
counting on that though.
So in my opinion, it's perfectly reasonable to leave after a short
period of attempting to come back, if it's pretty clear you're never
going to win. Or if not leave then let the other team win, without too
much struggle.
Your thoughts?
--
aaronl at consultant dot com
For every expert, there is an equal and
opposite expert. - Arthur C. Clarke
Seems like many games (especially in maps like arctic stronghold, red
planet, etc) are resolved in the first 2-5 minutes by who is the fastest
to build nodes and use superweapons. Then follows another 20 minutes of
mucking around as the loser attempts to come back, which doesn't work
99% of the time.
Is it only me that finds the 20 minutes of hopeless attempts to come
back, very tedious? For both sides?
This is even worse on maps like severance and crossfire where the
profusion of superweapons guarantees that the loser cannot ever win
(assuming the winner knows how to use the weapons). So not only can you
not win, its likely that your first node will be destroyed in a single
shot, over and over. At least the superweapons do tend to speed things
up somewhat.
Many people insist that you should try and try and try to come back, and
abuse those who leave once the winner is clear. I would agree with this,
except that this phase of the game is invariably much longer than the
interesting part when the winner is undecided.
Sometimes you get a game that is well balanced and goes back and forth
for a while before one side gets the upper hand. Those are fun. It's not
that common though.
Of course, sometimes other players join and turn the tide. No point
counting on that though.
So in my opinion, it's perfectly reasonable to leave after a short
period of attempting to come back, if it's pretty clear you're never
going to win. Or if not leave then let the other team win, without too
much struggle.
Your thoughts?
--
aaronl at consultant dot com
For every expert, there is an equal and
opposite expert. - Arthur C. Clarke
