Average game time decreases as player rating increases. Higher rated matches end faster because experienced teams know how to close out advantages and push harder after setbacks.
Tags: beyond all reason, game length, OS rating, resign, team game, comeback
Games at lower OS ratings actually tend to feature one side collapsing quickly. Newer teams sometimes lose a few key engagements and then the whole team folds. At higher ratings, the average game finishes faster because skilled players know when they have won and they press the advantage efficiently.
Higher rated players know how to bounce back from heavy hits. They understand which positions to defend, which fights to avoid, and when counterattacking makes sense. But they also recognize when a game is genuinely beyond recovery. This is why resignation votes actually come quicker at the top end. There is no false hope about clawing back from a ten-to-one army disadvantage.
Walking into a team game means accepting that teammate mistakes can and will cost you. That is simply how team RTS works. Some players find this frustrating because one bad player on your side can end the game for everyone. Others see it as motivation to play around weak spots and carry when needed.
Creed of Champions understands that team games require teamwork. The community works together to minimize weak links through training and mutual support. No blame games, just better play through better coordination.
[Crd] It is so easy to get on with everyone and there is zero toxicity. Just fun games of BAR which can have quite a toxic community usually.