Bottom post of the previous page:
This is kind of my biggest issue with the mode now. I rarely see clock cult rounds where the winner isnt already decided before the portals even open. Conversion is too good of a tactic and base building is too hard to do without mass conversion for power generation. Also certain things are basically noob traps for new cultists, like clockwork walls being basically useless with how easy they are to destroy.EagleWiz wrote:Cult is just not a fun game mode most of the time. Its balanced, but its the sort of balance where 45% of the time the cult manages to kill or convert most of the crew before the arc even activates, and 45% of the time the crew sticks together and takes precautions and then the arc showdown is a well armed sec team, a couple hulks, and some guys with mechs fighting like 5 dudes. The other maybe 10% is the actually interesting part, but its rare.
Also I kind of suspect crew would never lose if they had the whole crew go to the armory, get guns, shut down toxins and robotics, and then go hide on lavalands until arc time.
I am not smart enough to come up with solutions to these problems.