#Rushing meta

27 messages · Page 1 of 1 (latest)

pearl pulsar
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Hey devs! Just wanted to share a quick thought about the recent hotfix and the rushing meta.
I love the game—it's super fun and has a great vibe. But honestly, when matches go on for too long, it starts feeling kind of stale. There's just way too many traps, baseball pitchers, and indestructible essentials, and at some point, it feels like we’re all just waiting for overtime to finally kick in.

That’s why I really enjoyed the rushing meta. It made the game feel more dynamic—you’d rush the construction site during the day, grab the ressources, buy a saw, and try to pressure the enemy early. Meanwhile, the other team had to defend, then gather resources at night to push back in the morning. It felt like a fun back-and-forth with real momentum.

I get that some people prefer a slower, more defensive playstyle, which is totally valid. But maybe there could be a middle ground? Like an item (maybe a grenade or something) that temporarily disables traps, pitchers, and rakes for a few seconds—just to make late-game pushes less of a grind.
Anyway, just wanted to throw that out there. Appreciate all the work you’re doing—can’t wait to see what’s next!

drowsy vector
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I agree

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I hope they focus on balancing the pacing of matches better

halcyon belfry
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i also agree, in addtion i rly dont like the over time mechanic with the jackhammer

kind osprey
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I also agree, way to many traps, when the game is 20+ minutes you cant really get into the house because of traps. Maybe nerf the limit of traps

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So its gonna be more of smart placement rather than spamming in one room

teal echo
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getting rid of the crowbar rush imo was a mistake. It has counterplay and you most likely lose the first resource battle and play down in resources after the rush, removing it entirely feels like it removes a significant amount of strategic depth. should you rush, should you prep to defend a rush, should you leave 1 person back and play for resources, etc. removing it makes the strategy fairly 1 dimensional: fight for resources, winner has an advantage, then just back and forth

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if you find it unbalanced, nerfing it is okay. Keep the crowbar spawns off the map and force rushers to spend 700 to buy a crowbar at the start to commit even harder

marble agate
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keep the rush nerf

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game feels fine how it is

empty quiver
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Imo death timers should be longer in the later game. To help curb the waiting for OT

drowsy vector
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i do think though that people who play defense well drag out the game too much

teal echo
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What you are saying is basically. Force everyone to play the exact same way every game, because the people you saw rush werent good enough or the other team countered it effectively

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you shouldnt want the game to lack strategy imo

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I had an extremely high success rate with rushing until people started to understand how to counter it, at that point it felt like a balanced strategy

drowsy vector
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every game can have strategy while keeping a primary objective

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the majority of tactical shooter games have one objective

teal echo
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Its vastly limiting to strategy, the only correct play now is to prep house and go construction site

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you can utilize the resources as a distraction to gain an early objective lead while sacrificing some resources

drowsy vector
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i think that is fine

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i have an issue with what happens after that though

teal echo
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I think we fundamentally disagree then unfortunately. The resources are not the primary objective, the house essentials are. Your team may value house damage over resources and you can even build team composition around that playstyle. It makes for a more exciting game when every game doesnt feel the same

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imagine if in chess there was only one opening, it just feels like an arbitrary limit to strategy

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and i agree with u that the end game turtling is tough, especially since kevin cant shoot the baseball turrets or windows or objectives anymore, the only option is to get in close to break them which can be a nightmare

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and kim constantly repairing them

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grandma can at least try to ult to take some out