2010-04-30, 19:38:55
Erwin_Rommel Wrote:I remember the good old days, where games actually could go over 2 hours defending, back and fort etc...
*cringe*
I agree that the first few times, games like these are truly amazing and epic to play in. It's also a shame that almost all pub games will never see a late-end-game item/tank... But the problem was that almost every private game would spiral into >2 hour game. It was horrendous to play in-clan games because you had to expect a game to last that long (and almost always did).
Also, as time increases, bounty increases - making it easier and easier to collect 2000 gold and replace that laser tower to keep your HQ alive. In a long game, a defending team can turtle up in their base almost indefinitely. It was problem in long normal games, and a very obnoxious problem for the mid-game HB mode - where a defending team would be able to purchase tower after tower to keep themselves alive with little hope of the attackers being able to make the killing blow to the HQ. This "stalemate" set-up was something the Devs wanted to solve when they took out the ability to repurchase HQ invulnerability.
Starcraft II
PandaBearGuy.614
PandaBearGuy.614